mirror of
https://github.com/nillerusr/source-engine.git
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289 lines
9.6 KiB
C++
289 lines
9.6 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#include "movieobjects/dmecamera.h"
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#include "tier0/dbg.h"
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#include "datamodel/dmelementfactoryhelper.h"
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#include "mathlib/vector.h"
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#include "movieobjects/dmetransform.h"
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#include "materialsystem/imaterialsystem.h"
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#include "movieobjects_interfaces.h"
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#include "tier2/tier2.h"
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// FIXME: REMOVE
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#include "istudiorender.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Expose this class to the scene database
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//-----------------------------------------------------------------------------
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IMPLEMENT_ELEMENT_FACTORY( DmeCamera, CDmeCamera );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDmeCamera::OnConstruction()
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{
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m_fieldOfView.InitAndSet( this, "fieldOfView", 30.0f );
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// FIXME: This currently matches the client DLL for HL2
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// but we probably need a way of getting this state from the client DLL
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m_zNear.InitAndSet( this, "znear", 3.0f );
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m_zFar.InitAndSet( this, "zfar", 16384.0f * 1.73205080757f );
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m_fFocalDistance.InitAndSet( this, "focalDistance", 72.0f);
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m_fAperture.InitAndSet( this, "aperture", 0.2f);
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m_fShutterSpeed.InitAndSet( this, "shutterSpeed", 1.0f / 48.0f );
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m_fToneMapScale.InitAndSet( this, "toneMapScale", 1.0f );
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m_fBloomScale.InitAndSet( this, "bloomScale", 0.28f );
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m_nDoFQuality.InitAndSet( this, "depthOfFieldQuality", 0 );
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m_nMotionBlurQuality.InitAndSet( this, "motionBlurQuality", 0 );
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}
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void CDmeCamera::OnDestruction()
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{
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}
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//-----------------------------------------------------------------------------
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// Loads the material system view matrix based on the transform
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//-----------------------------------------------------------------------------
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void CDmeCamera::LoadViewMatrix( bool bUseEngineCoordinateSystem )
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{
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if ( !g_pMaterialSystem )
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return;
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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VMatrix view;
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GetViewMatrix( view, bUseEngineCoordinateSystem );
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pRenderContext->MatrixMode( MATERIAL_VIEW );
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pRenderContext->LoadMatrix( view );
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}
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//-----------------------------------------------------------------------------
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// Loads the material system projection matrix based on the fov, etc.
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//-----------------------------------------------------------------------------
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void CDmeCamera::LoadProjectionMatrix( int nDisplayWidth, int nDisplayHeight )
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{
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if ( !g_pMaterialSystem )
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return;
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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pRenderContext->MatrixMode( MATERIAL_PROJECTION );
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VMatrix proj;
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GetProjectionMatrix( proj, nDisplayWidth, nDisplayHeight );
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pRenderContext->LoadMatrix( proj );
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}
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//-----------------------------------------------------------------------------
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// Sets up studiorender camera state
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//-----------------------------------------------------------------------------
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void CDmeCamera::LoadStudioRenderCameraState()
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{
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// FIXME: Remove this! This should automatically happen in DrawModel
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// in studiorender.
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if ( !g_pStudioRender )
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return;
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matrix3x4_t transform;
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GetTransform()->GetTransform( transform );
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Vector vecOrigin, vecRight, vecUp, vecForward;
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MatrixGetColumn( transform, 0, vecRight );
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MatrixGetColumn( transform, 1, vecUp );
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MatrixGetColumn( transform, 2, vecForward );
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MatrixGetColumn( transform, 3, vecOrigin );
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g_pStudioRender->SetViewState( vecOrigin, vecRight, vecUp, vecForward );
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}
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//-----------------------------------------------------------------------------
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// Returns the x FOV (the full angle)
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//-----------------------------------------------------------------------------
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float CDmeCamera::GetFOVx() const
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{
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return m_fieldOfView;
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}
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void CDmeCamera::SetFOVx( float fov )
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{
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m_fieldOfView = fov;
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}
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//-----------------------------------------------------------------------------
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// Returns the focal distance in inches
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//-----------------------------------------------------------------------------
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float CDmeCamera::GetFocalDistance() const
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{
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return m_fFocalDistance;
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}
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//-----------------------------------------------------------------------------
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// Sets the focal distance in inches
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//-----------------------------------------------------------------------------
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void CDmeCamera::SetFocalDistance( const float &fFocalDistance )
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{
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m_fFocalDistance = fFocalDistance;
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}
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//-----------------------------------------------------------------------------
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// Returns the camera aperture in inches
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//-----------------------------------------------------------------------------
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float CDmeCamera::GetAperture() const
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{
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return m_fAperture;
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}
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//-----------------------------------------------------------------------------
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// Returns the camera aperture in inches
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//-----------------------------------------------------------------------------
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float CDmeCamera::GetShutterSpeed() const
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{
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return m_fShutterSpeed;
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}
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//-----------------------------------------------------------------------------
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// Returns the tone map scale
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//-----------------------------------------------------------------------------
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float CDmeCamera::GetToneMapScale() const
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{
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return m_fToneMapScale;
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}
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//-----------------------------------------------------------------------------
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// Returns the bloom scale
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//-----------------------------------------------------------------------------
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float CDmeCamera::GetBloomScale() const
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{
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return m_fBloomScale;
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}
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//-----------------------------------------------------------------------------
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// Returns the number of Depth of Field samples
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//-----------------------------------------------------------------------------
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int CDmeCamera::GetDepthOfFieldQuality() const
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{
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return m_nDoFQuality;
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}
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//-----------------------------------------------------------------------------
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// Returns the number of Motion Blur samples
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//-----------------------------------------------------------------------------
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int CDmeCamera::GetMotionBlurQuality() const
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{
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return m_nMotionBlurQuality;
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}
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//-----------------------------------------------------------------------------
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// Returns the view direction
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//-----------------------------------------------------------------------------
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void CDmeCamera::GetViewDirection( Vector *pDirection )
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{
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matrix3x4_t transform;
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GetTransform()->GetTransform( transform );
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MatrixGetColumn( transform, 2, *pDirection );
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// We look down the -z axis
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*pDirection *= -1.0f;
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}
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//-----------------------------------------------------------------------------
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// Sets up render state in the material system for rendering
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//-----------------------------------------------------------------------------
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void CDmeCamera::SetupRenderState( int nDisplayWidth, int nDisplayHeight, bool bUseEngineCoordinateSystem /* = false */ )
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{
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LoadViewMatrix( bUseEngineCoordinateSystem );
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LoadProjectionMatrix( nDisplayWidth, nDisplayHeight );
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LoadStudioRenderCameraState( );
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}
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//-----------------------------------------------------------------------------
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// accessors for generated matrices
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//-----------------------------------------------------------------------------
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void CDmeCamera::GetViewMatrix( VMatrix &view, bool bUseEngineCoordinateSystem /* = false */ )
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{
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matrix3x4_t transform, invTransform;
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CDmeTransform *pTransform = GetTransform();
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pTransform->GetTransform( transform );
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if ( bUseEngineCoordinateSystem )
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{
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VMatrix matRotate( transform );
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VMatrix matRotateZ;
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MatrixBuildRotationAboutAxis( matRotateZ, Vector(0,0,1), -90 );
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MatrixMultiply( matRotate, matRotateZ, matRotate );
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VMatrix matRotateX;
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MatrixBuildRotationAboutAxis( matRotateX, Vector(1,0,0), 90 );
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MatrixMultiply( matRotate, matRotateX, matRotate );
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transform = matRotate.As3x4();
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}
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MatrixInvert( transform, invTransform );
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view = invTransform;
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}
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void CDmeCamera::GetProjectionMatrix( VMatrix &proj, int width, int height )
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{
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float flFOV = m_fieldOfView.Get();
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float flZNear = m_zNear.Get();
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float flZFar = m_zFar.Get();
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float flApsectRatio = (float)width / (float)height;
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// MatrixBuildPerspective( proj, flFOV, flFOV * flApsectRatio, flZNear, flZFar );
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#if 1
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float halfWidth = tan( flFOV * M_PI / 360.0 );
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float halfHeight = halfWidth / flApsectRatio;
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#else
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float halfHeight = tan( flFOV * M_PI / 360.0 );
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float halfWidth = flApsectRatio * halfHeight;
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#endif
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memset( proj.Base(), 0, sizeof( proj ) );
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proj[0][0] = 1.0f / halfWidth;
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proj[1][1] = 1.0f / halfHeight;
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proj[2][2] = flZFar / ( flZNear - flZFar );
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proj[3][2] = -1.0f;
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proj[2][3] = flZNear * flZFar / ( flZNear - flZFar );
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}
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void CDmeCamera::GetViewProjectionInverse( VMatrix &viewprojinv, int width, int height )
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{
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VMatrix view, proj;
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GetViewMatrix( view );
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GetProjectionMatrix( proj, width, height );
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VMatrix viewproj;
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MatrixMultiply( proj, view, viewproj );
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bool success = MatrixInverseGeneral( viewproj, viewprojinv );
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if ( !success )
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{
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Assert( 0 );
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MatrixInverseTR( viewproj, viewprojinv );
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}
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}
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//-----------------------------------------------------------------------------
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// Computes the screen space position given a screen size
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//-----------------------------------------------------------------------------
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void CDmeCamera::ComputeScreenSpacePosition( const Vector &vecWorldPosition, int width, int height, Vector2D *pScreenPosition )
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{
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VMatrix view, proj, viewproj;
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GetViewMatrix( view );
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GetProjectionMatrix( proj, width, height );
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MatrixMultiply( proj, view, viewproj );
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Vector vecScreenPos;
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Vector3DMultiplyPositionProjective( viewproj, vecWorldPosition, vecScreenPos );
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pScreenPosition->x = ( vecScreenPos.x + 1.0f ) * width / 2.0f;
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pScreenPosition->y = ( -vecScreenPos.y + 1.0f ) * height / 2.0f;
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}
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