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https://github.com/nillerusr/source-engine.git
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92 lines
2.6 KiB
C
92 lines
2.6 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// A class representing a camera
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//
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//=============================================================================
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#ifndef DMECAMERA_H
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#define DMECAMERA_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "movieobjects/dmedag.h"
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#include "movieobjects/timeutils.h"
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//-----------------------------------------------------------------------------
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// A class representing a camera
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//-----------------------------------------------------------------------------
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class CDmeCamera : public CDmeDag
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{
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DEFINE_ELEMENT( CDmeCamera, CDmeDag );
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public:
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// Sets up render state in the material system for rendering
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// This includes the view matrix and the projection matrix
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void SetupRenderState( int nDisplayWidth, int nDisplayHeight, bool bUseEngineCoordinateSystem = false );
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// accessors for generated matrices
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void GetViewMatrix( VMatrix &view, bool bUseEngineCoordinateSystem = false );
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void GetProjectionMatrix( VMatrix &proj, int width, int height );
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void GetViewProjectionInverse( VMatrix &viewprojinv, int width, int height );
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void ComputeScreenSpacePosition( const Vector &vecWorldPosition, int width, int height, Vector2D *pScreenPosition );
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// Returns the x FOV (the full angle)
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float GetFOVx() const;
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void SetFOVx( float fov );
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// Returns the focal distance in inches
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float GetFocalDistance() const;
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// Sets the focal distance in inches
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void SetFocalDistance( const float &fFocalDistance );
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// Returns the aperture size in inches
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float GetAperture() const;
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// Returns the shutter speed in seconds
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float GetShutterSpeed() const;
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// Returns the tone map scale
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float GetToneMapScale() const;
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// Returns the tone map scale
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float GetBloomScale() const;
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// Returns the view direction
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void GetViewDirection( Vector *pDirection );
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// Returns Depth of Field quality level
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int GetDepthOfFieldQuality() const;
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// Returns the Motion Blur quality level
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int GetMotionBlurQuality() const;
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private:
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// Loads the material system view matrix based on the transform
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void LoadViewMatrix( bool bUseEngineCoordinateSystem );
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// Loads the material system projection matrix based on the fov, etc.
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void LoadProjectionMatrix( int nDisplayWidth, int nDisplayHeight );
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// Sets the studiorender state
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void LoadStudioRenderCameraState();
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CDmaVar< float > m_fieldOfView;
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CDmaVar< float > m_zNear;
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CDmaVar< float > m_zFar;
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CDmaVar< float > m_fFocalDistance;
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CDmaVar< float > m_fAperture;
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CDmaVar< float > m_fShutterSpeed;
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CDmaVar< float > m_fToneMapScale;
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CDmaVar< float > m_fBloomScale;
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CDmaVar< int > m_nDoFQuality;
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CDmaVar< int > m_nMotionBlurQuality;
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};
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#endif // DMECAMERA_H
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