//========= 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