forked from bartvdbraak/blender
110 lines
3.0 KiB
C++
110 lines
3.0 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright (c) 2007 The Zdeno Ash Miklas
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*
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* This source file is part of VideoTexture library
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*
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* Contributor(s):
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file ImageRender.h
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* \ingroup bgevideotex
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*/
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#ifndef __IMAGERENDER_H__
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#define __IMAGERENDER_H__
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#include "Common.h"
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#include "KX_Scene.h"
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#include "KX_Camera.h"
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#include "DNA_screen_types.h"
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#include "RAS_ICanvas.h"
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#include "RAS_IRasterizer.h"
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#include "ImageViewport.h"
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/// class for render 3d scene
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class ImageRender : public ImageViewport
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{
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public:
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/// constructor
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ImageRender(KX_Scene *scene, KX_Camera *camera);
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ImageRender(KX_Scene *scene, KX_GameObject *observer, KX_GameObject *mirror, RAS_IPolyMaterial * mat);
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/// destructor
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virtual ~ImageRender (void);
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/// get background color
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int getBackground (int idx) { return (idx < 0 || idx > 3) ? 0 : int(m_background[idx]*255.f); }
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/// set background color
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void setBackground (int red, int green, int blue, int alpha);
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/// clipping distance
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float getClip (void) { return m_clip; }
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/// set whole buffer use
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void setClip (float clip) { m_clip = clip; }
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protected:
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/// true if ready to render
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bool m_render;
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/// rendered scene
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KX_Scene * m_scene;
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/// camera for render
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KX_Camera * m_camera;
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/// do we own the camera?
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bool m_owncamera;
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/// for mirror operation
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KX_GameObject * m_observer;
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KX_GameObject * m_mirror;
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float m_clip; // clipping distance
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float m_mirrorHalfWidth; // mirror width in mirror space
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float m_mirrorHalfHeight; // mirror height in mirror space
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MT_Point3 m_mirrorPos; // mirror center position in local space
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MT_Vector3 m_mirrorZ; // mirror Z axis in local space
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MT_Vector3 m_mirrorY; // mirror Y axis in local space
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MT_Vector3 m_mirrorX; // mirror X axis in local space
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/// canvas
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RAS_ICanvas* m_canvas;
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/// rasterizer
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RAS_IRasterizer* m_rasterizer;
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/// engine
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KX_KetsjiEngine* m_engine;
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/// background color
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float m_background[4];
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/// render 3d scene to image
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virtual void calcImage (unsigned int texId, double ts);
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void Render();
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void SetupRenderFrame(KX_Scene *scene, KX_Camera* cam);
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void RenderFrame(KX_Scene* scene, KX_Camera* cam);
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void SetBackGround(KX_WorldInfo* wi);
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void SetWorldSettings(KX_WorldInfo* wi);
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};
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#endif
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