117 lines
4.1 KiB
C#
117 lines
4.1 KiB
C#
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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namespace FlaxEngine
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{
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partial struct RenderView
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{
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/// <summary>
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/// Initializes this view with default options.
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/// </summary>
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public void Init()
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{
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MaxShadowsQuality = Quality.Ultra;
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ModelLODDistanceFactor = 1.0f;
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ModelLODDistanceFactorSqrt = 1.0f;
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ShadowModelLODDistanceFactor = 1.0f;
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Flags = ViewFlags.DefaultGame;
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Mode = ViewMode.Default;
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}
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/// <summary>
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/// Updates the cached data for the view (inverse matrices, etc.).
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/// </summary>
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public void UpdateCachedData()
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{
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Matrix.Invert(ref View, out IV);
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Matrix.Invert(ref Projection, out IP);
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Matrix.Multiply(ref View, ref Projection, out var viewProjection);
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Frustum = new BoundingFrustum(viewProjection);
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Matrix.Invert(ref viewProjection, out IVP);
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CullingFrustum = Frustum;
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}
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/// <summary>
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/// Initializes render view data.
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/// </summary>
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/// <param name="view">The view.</param>
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/// <param name="projection">The projection.</param>
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public void SetUp(ref Matrix view, ref Matrix projection)
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{
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Position = view.TranslationVector;
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Projection = projection;
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NonJitteredProjection = projection;
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TemporalAAJitter = Vector4.Zero;
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View = view;
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UpdateCachedData();
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}
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/// <summary>
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/// Set up view for projector rendering.
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/// </summary>
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/// <param name="nearPlane">Near plane</param>
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/// <param name="farPlane">Far plane</param>
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/// <param name="position">Camera's position</param>
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/// <param name="direction">Camera's direction vector</param>
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/// <param name="up">Camera's up vector</param>
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/// <param name="angle">Camera's FOV angle (in degrees)</param>
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public void SetProjector(float nearPlane, float farPlane, Vector3 position, Vector3 direction, Vector3 up, float angle)
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{
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// Copy data
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Near = nearPlane;
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Far = farPlane;
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Position = position;
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// Create projection matrix
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Matrix.PerspectiveFov(angle * Mathf.DegreesToRadians, 1.0f, nearPlane, farPlane, out Projection);
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NonJitteredProjection = Projection;
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TemporalAAJitter = Vector4.Zero;
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// Create view matrix
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Direction = direction;
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Vector3 target = Position + Direction;
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Matrix.LookAt(ref Position, ref target, ref up, out View);
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UpdateCachedData();
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}
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/// <summary>
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/// Copies render view data from the camera.
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/// </summary>
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/// <param name="camera">The camera.</param>
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public void CopyFrom(Camera camera)
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{
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Position = camera.Position;
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Direction = camera.Direction;
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Near = camera.NearPlane;
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Far = camera.FarPlane;
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View = camera.View;
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Projection = camera.Projection;
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NonJitteredProjection = Projection;
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TemporalAAJitter = Vector4.Zero;
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RenderLayersMask = camera.RenderLayersMask;
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UpdateCachedData();
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}
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/// <summary>
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/// Copies render view data from the camera.
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/// </summary>
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/// <param name="camera">The camera.</param>
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/// <param name="customViewport">The custom viewport to use for view/projeection matrices override.</param>
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public void CopyFrom(Camera camera, ref Viewport customViewport)
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{
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Position = camera.Position;
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Direction = camera.Direction;
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Near = camera.NearPlane;
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Far = camera.FarPlane;
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camera.GetMatrices(out View, out Projection, ref customViewport);
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NonJitteredProjection = Projection;
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TemporalAAJitter = Vector4.Zero;
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RenderLayersMask = camera.RenderLayersMask;
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UpdateCachedData();
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}
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}
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}
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