forked from bartvdbraak/blender
109 lines
3.2 KiB
C++
109 lines
3.2 KiB
C++
/*
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-----------------------------------------------------------------------------
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This source file is part of VideoTexture library
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Copyright (c) 2007 The Zdeno Ash Miklas
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU Lesser General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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http://www.gnu.org/copyleft/lesser.txt.
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-----------------------------------------------------------------------------
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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 "RAS_IRenderTools.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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/// render tools
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RAS_IRenderTools* m_rendertools;
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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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