blender/source/gameengine/Rasterizer/RAS_FramingManager.h
Brecht Van Lommel 704fef314a Various game engine fixes:
* Fix issue with add transparency mode with blender materials.
* Possible fix at frontface flip in the game engine.
* Fix color buffering clearing for multiple viewports, it used
  to clear as if there was one.
* Fix for zoom level in user defined viewports, it was based on
  the full window before, now it is based on the viewport itself.
* For user defined viewports, always use Expose instead of
  Letterbox with bars, the latter doesn't make sense then.
2008-09-14 00:32:18 +00:00

253 lines
4.6 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef RAS_FRAMINGMANAGER_H
#define RAS_FRAMINGMANAGER_H
class RAS_Rect;
/**
* @section RAS_FrameSettings
* This is a value type describing the framing used
* by a particular scene in the game engine.
* Each KX_Scene contains a RAS_FrameSetting describing
* how the frustum and viewport are to be modified
* depending on the canvas size.
*
* e_frame_scale means that the viewport is set to the current
* canvas size. If the view frustum aspect ratio is different
* to the canvas aspect this will lead to stretching.
*
* e_frame_extend means that the best fit viewport will be
* computed based upon the design aspect ratio
* and the view frustum will be adjusted so that
* more of the scene is visible.
*
* e_frame_bars means that the best fit viewport will be
* be computed based upon the design aspect ratio.
*/
class RAS_FrameSettings
{
public :
/**
* enum defining the policy to use
* in each axis.
*/
enum RAS_FrameType {
e_frame_scale,
e_frame_extend,
e_frame_bars
};
/**
* Contructor
*/
RAS_FrameSettings(
RAS_FrameType frame_type,
float bar_r,
float bar_g,
float bar_b,
unsigned int design_aspect_width,
unsigned int design_aspect_height
):
m_frame_type(frame_type),
m_bar_r(bar_r),
m_bar_g(bar_g),
m_bar_b(bar_b),
m_design_aspect_width(design_aspect_width),
m_design_aspect_height(design_aspect_height)
{
};
RAS_FrameSettings(
):
m_frame_type(e_frame_scale),
m_bar_r(0),
m_bar_g(0),
m_bar_b(0),
m_design_aspect_width(1),
m_design_aspect_height(1)
{
};
/**
* Accessors
*/
const
RAS_FrameType &
FrameType(
) const {
return m_frame_type;
};
void
SetFrameType(
RAS_FrameType type
) {
m_frame_type = type;
};
float
BarRed(
) const {
return m_bar_r;
};
float
BarGreen(
) const {
return m_bar_g;
};
float
BarBlue(
) const {
return m_bar_b;
};
unsigned int
DesignAspectWidth(
) const {
return m_design_aspect_width;
};
unsigned int
DesignAspectHeight(
) const {
return m_design_aspect_height;
};
private :
RAS_FrameType m_frame_type;
float m_bar_r;
float m_bar_g;
float m_bar_b;
unsigned int m_design_aspect_width;
unsigned int m_design_aspect_height;
};
struct RAS_FrameFrustum
{
float camnear,camfar;
float x1,y1;
float x2,y2;
};
/**
* @section RAS_FramingManager
* This class helps to compute a view frustum
* and a viewport rectangle given the
* above settings and a description of the
* current canvas dimensions.
*
* You do not have to instantiate this class
* directly, it only contains static helper functions
*/
class RAS_FramingManager
{
public :
/**
* Compute a viewport given
* a RAS_FrameSettings and a description of the
* canvas.
*/
static
void
ComputeViewport(
const RAS_FrameSettings &settings,
const RAS_Rect &availableViewport,
RAS_Rect &viewport
);
/**
* compute a frustrum given a valid viewport,
* RAS_FrameSettings, canvas description
* and camera description
*/
static
void
ComputeFrustum(
const RAS_FrameSettings &settings,
const RAS_Rect &availableViewport,
const RAS_Rect &viewport,
const float lens,
const float camnear,
const float camfar,
RAS_FrameFrustum &frustum
);
private :
static
void
ComputeDefaultFrustum(
const float camnear,
const float camfar,
const float lens,
const float design_aspect_ratio,
RAS_FrameFrustum & frustum
);
static
void
ComputeBestFitViewRect(
const RAS_Rect &availableViewport,
const float design_aspect_ratio,
RAS_Rect &viewport
);
/**
* Private constructor - this class is not meant
* for instanciation.
*/
RAS_FramingManager(
);
RAS_FramingManager(
const RAS_FramingManager &
);
};
#endif