Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// A class representing a camera
//
//=============================================================================
#ifndef DMECAMERA_H
#define DMECAMERA_H
#ifdef _WIN32
#pragma once
#endif
#include "movieobjects/dmedag.h"
#include "movieobjects/timeutils.h"
//-----------------------------------------------------------------------------
// A class representing a camera
//-----------------------------------------------------------------------------
class CDmeCamera : public CDmeDag
{
DEFINE_ELEMENT( CDmeCamera, CDmeDag );
public:
// Sets up render state in the material system for rendering
// This includes the view matrix and the projection matrix
void SetupRenderState( int nDisplayWidth, int nDisplayHeight, bool bUseEngineCoordinateSystem = false );
// accessors for generated matrices
void GetViewMatrix( VMatrix &view, bool bUseEngineCoordinateSystem = false );
void GetProjectionMatrix( VMatrix &proj, int width, int height );
void GetViewProjectionInverse( VMatrix &viewprojinv, int width, int height );
void ComputeScreenSpacePosition( const Vector &vecWorldPosition, int width, int height, Vector2D *pScreenPosition );
// Returns the x FOV (the full angle)
float GetFOVx() const;
void SetFOVx( float fov );
// Returns the focal distance in inches
float GetFocalDistance() const;
// Sets the focal distance in inches
void SetFocalDistance( const float &fFocalDistance );
// Returns the aperture size in inches
float GetAperture() const;
// Returns the shutter speed in seconds
float GetShutterSpeed() const;
// Returns the tone map scale
float GetToneMapScale() const;
// Returns the tone map scale
float GetBloomScale() const;
// Returns the view direction
void GetViewDirection( Vector *pDirection );
// Returns Depth of Field quality level
int GetDepthOfFieldQuality() const;
// Returns the Motion Blur quality level
int GetMotionBlurQuality() const;
private:
// Loads the material system view matrix based on the transform
void LoadViewMatrix( bool bUseEngineCoordinateSystem );
// Loads the material system projection matrix based on the fov, etc.
void LoadProjectionMatrix( int nDisplayWidth, int nDisplayHeight );
// Sets the studiorender state
void LoadStudioRenderCameraState();
CDmaVar< float > m_fieldOfView;
CDmaVar< float > m_zNear;
CDmaVar< float > m_zFar;
CDmaVar< float > m_fFocalDistance;
CDmaVar< float > m_fAperture;
CDmaVar< float > m_fShutterSpeed;
CDmaVar< float > m_fToneMapScale;
CDmaVar< float > m_fBloomScale;
CDmaVar< int > m_nDoFQuality;
CDmaVar< int > m_nMotionBlurQuality;
};
#endif // DMECAMERA_H