109 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			109 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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-----------------------------------------------------------------------------
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This source file is part of VideoTexture library
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Copyright (c) 2007 The Zdeno Ash Miklas
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU Lesser General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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http://www.gnu.org/copyleft/lesser.txt.
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-----------------------------------------------------------------------------
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*/
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/** \file ImageRender.h
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 *  \ingroup bgevideotex
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 */
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#if !defined IMAGERENDER_H
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#define IMAGERENDER_H
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#include "Common.h"
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#include <KX_Scene.h>
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#include <KX_Camera.h>
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#include <DNA_screen_types.h>
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#include <RAS_ICanvas.h>
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#include <RAS_IRasterizer.h>
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#include <RAS_IRenderTools.h>
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#include "ImageViewport.h"
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/// class for render 3d scene
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class ImageRender : public ImageViewport
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{
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public:
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	/// constructor
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	ImageRender (KX_Scene * scene, KX_Camera * camera);
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	ImageRender (KX_Scene * scene, KX_GameObject * observer, KX_GameObject * mirror, RAS_IPolyMaterial * mat);
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	/// destructor
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	virtual ~ImageRender (void);
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	/// get background color
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	int getBackground (int idx) { return (idx < 0 || idx > 3) ? 0 : int(m_background[idx]*255.f); }
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	/// set background color
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	void setBackground (int red, int green, int blue, int alpha);
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	/// clipping distance
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	float getClip (void) { return m_clip; }
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	/// set whole buffer use
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	void setClip (float clip) { m_clip = clip; }
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protected:
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	/// true if ready to render
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	bool m_render;
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	/// rendered scene
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	KX_Scene * m_scene;
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	/// camera for render
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	KX_Camera * m_camera;
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	/// do we own the camera?
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	bool m_owncamera;
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	/// for mirror operation
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	KX_GameObject * m_observer;
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	KX_GameObject * m_mirror;
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	float m_clip;						// clipping distance
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	float m_mirrorHalfWidth;            // mirror width in mirror space
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	float m_mirrorHalfHeight;           // mirror height in mirror space
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	MT_Point3 m_mirrorPos;              // mirror center position in local space
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	MT_Vector3 m_mirrorZ;               // mirror Z axis in local space
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	MT_Vector3 m_mirrorY;               // mirror Y axis in local space
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	MT_Vector3 m_mirrorX;               // mirror X axis in local space
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	/// canvas
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	RAS_ICanvas* m_canvas;
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	/// rasterizer
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	RAS_IRasterizer* m_rasterizer;
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	/// render tools
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	RAS_IRenderTools* m_rendertools;
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	/// engine
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	KX_KetsjiEngine* m_engine;
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	/// background color
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	float  m_background[4];
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	/// render 3d scene to image
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	virtual void calcImage (unsigned int texId, double ts);
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	void Render();
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	void SetupRenderFrame(KX_Scene *scene, KX_Camera* cam);
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	void RenderFrame(KX_Scene* scene, KX_Camera* cam);
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	void SetBackGround(KX_WorldInfo* wi);
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	void SetWorldSettings(KX_WorldInfo* wi);
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};
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#endif
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