a95c72d0c1
This was SVN commit r4065.
173 lines
5.0 KiB
C++
173 lines
5.0 KiB
C++
#ifndef _GameView_H
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#define _GameView_H
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// needed by minimap
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extern float g_MaxZoomHeight; //note: Max terrain height is this minus YMinOffset
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extern float g_YMinOffset;
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#include "Camera.h"
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#include "CinemaTrack.h"
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#include "maths/Vector3D.h"
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#include "LightEnv.h"
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#include "scripting/ScriptableObject.h"
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#include "lib/input.h"
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class CGame;
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class CGameAttributes;
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class CWorld;
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class CTerrain;
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class CUnitManager;
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class CProjectileManager;
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class CModel;
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class CEntity;
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class CGameView: public CJSObject<CGameView>
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{
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public:
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static const float defaultFOV, defaultNear, defaultFar;
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private:
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CGame *m_pGame;
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CWorld *m_pWorld;
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/**
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* m_ViewCamera: this camera controls the eye position when rendering
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*/
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CCamera m_ViewCamera;
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/**
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* m_CullCamera: this camera controls the frustum that is used for culling
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* and shadow calculations
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*
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* Note that all code that works with camera movements should only change
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* m_ViewCamera. The render functions automatically sync the cull camera to
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* the view camera depending on the value of m_LockCullCamera.
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*/
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CCamera m_CullCamera;
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/**
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* m_LockCullCamera: When @c true, the cull camera is locked in place.
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* When @c false, the cull camera follows the view camera.
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*
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* Exposed to JS as gameView.lockCullCamera
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*/
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bool m_LockCullCamera;
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/**
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* m_cachedLightEnv: Cache global lighting environment. This is used to check whether the
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* environment has changed during the last frame, so that vertex data can be updated etc.
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*/
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CLightEnv m_cachedLightEnv;
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CCinemaManager m_TrackManager;
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CCinemaTrack m_TestTrack;
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////////////////////////////////////////
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// Settings
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float m_ViewScrollSpeed;
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float m_ViewRotateSensitivity;
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float m_ViewRotateSensitivityKeyboard;
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float m_ViewRotateAboutTargetSensitivity;
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float m_ViewRotateAboutTargetSensitivityKeyboard;
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float m_ViewDragSensitivity;
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float m_ViewZoomSensitivityWheel;
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float m_ViewZoomSensitivity;
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float m_ViewZoomSmoothness; // 0.0 = instantaneous zooming, 1.0 = so slow it never moves
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float m_ViewSnapSmoothness; // Just the same.
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////////////////////////////////////////
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// Camera Controls State
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CVector3D m_CameraDelta;
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CVector3D m_CameraPivot;
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CEntity* m_UnitView;
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CModel* m_UnitViewProp;
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CEntity* m_UnitAttach;
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//float m_CameraZoom;
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std::vector<CVector3D> m_CameraTargets;
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// Accumulate zooming changes across frames for smoothness
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float m_ZoomDelta;
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// Check whether lighting environment has changed and update vertex data if necessary
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void CheckLightEnv();
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// RenderTerrain: iterate through all terrain patches and submit all patches
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// in viewing frustum to the renderer, for terrain, water and LOS painting
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void RenderTerrain(CTerrain *pTerrain);
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// RenderModels: iterate through model list and submit all models in viewing
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// frustum to the Renderer
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void RenderModels(CUnitManager *pUnitMan, CProjectileManager *pProjectileManager);
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// SubmitModelRecursive: recurse down given model, submitting it and all its
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// descendents to the renderer
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void SubmitModelRecursive(CModel *pModel);
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// InitResources(): Load all graphics resources (textures, actor objects and
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// alpha maps) required by the game
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//void InitResources();
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// UnloadResources(): Unload all graphics resources loaded by InitResources
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void UnloadResources();
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// JS Interface
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bool JSI_StartCustomSelection(JSContext *cx, uintN argc, jsval *argv);
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bool JSI_EndCustomSelection(JSContext *cx, uintN argc, jsval *argv);
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static void ScriptingInit();
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public:
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CGameView(CGame *pGame);
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~CGameView();
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void RegisterInit(CGameAttributes *pAttribs);
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int Initialize(CGameAttributes *pGameAttributes);
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// Update: Update all the view information (i.e. rotate camera, scroll,
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// whatever). This will *not* change any World information - only the
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// *presentation*
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void Update(float DeltaTime);
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// Render: Render the World
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void Render();
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InReaction HandleEvent(const SDL_Event* ev);
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//Keep the camera in between boundaries/smooth camera scrolling/translating
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//Should call this whenever moving (translating) the camera
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void CameraLock(CVector3D Trans, bool smooth=true);
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void CameraLock(float x, float y, float z, bool smooth=true);
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// RenderNoCull: render absolutely everything to a blank frame to force
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// renderer to load required assets
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void RenderNoCull();
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// Camera Control Functions (used by input handler)
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void ResetCamera();
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void ResetCameraOrientation();
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void RotateAboutTarget();
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void PushCameraTarget( const CVector3D& target );
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void SetCameraTarget( const CVector3D& target );
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void PopCameraTarget();
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//First person camera attachment (through the eyes of the unit)
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void ToUnitView(CEntity* target, CModel* prop);
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//Keep view the same but follow the unit
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void AttachToUnit(CEntity* target) { m_UnitAttach = target; }
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bool IsAttached () { if( m_UnitAttach ) { return true; } return false; }
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bool IsUnitView () { if( m_UnitView ) { return true; } return false; }
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inline CCamera *GetCamera()
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{ return &m_ViewCamera; }
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inline CCinemaManager* GetCinema()
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{ return &m_TrackManager; };
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};
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extern InReaction game_view_handler(const SDL_Event* ev);
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#endif
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