1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256
|
/**
* $Id: RAS_FramingManager.h,v 1.6 2004/03/22 22:02:12 jesterking Exp $
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL 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;
};
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 :
/**
* private to force use of public constructor
*/
RAS_FrameSettings(
const RAS_FrameSettings &
);
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
|