1 /* 2 Copyright (c) 2019-2020 Timur Gafarov 3 4 Boost Software License - Version 1.0 - August 17th, 2003 5 Permission is hereby granted, free of charge, to any person or organization 6 obtaining a copy of the software and accompanying documentation covered by 7 this license (the "Software") to use, reproduce, display, distribute, 8 execute, and transmit the Software, and to prepare derivative works of the 9 Software, and to permit third-parties to whom the Software is furnished to 10 do so, all subject to the following: 11 12 The copyright notices in the Software and this entire statement, including 13 the above license grant, this restriction and the following disclaimer, 14 must be included in all copies of the Software, in whole or in part, and 15 all derivative works of the Software, unless such copies or derivative 16 works are solely in the form of machine-executable object code generated by 17 a source language processor. 18 19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 20 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 21 FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT 22 SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE 23 FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, 24 ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER 25 DEALINGS IN THE SOFTWARE. 26 */ 27 28 module dagon.render.view; 29 30 import dlib.core.memory; 31 import dlib.core.ownership; 32 import dlib.math.vector; 33 import dlib.math.matrix; 34 import dlib.math.transformation; 35 import dlib.math.utils; 36 37 import dagon.core.bindings; 38 import dagon.graphics.camera; 39 40 import dagon.render.pipeline; 41 42 class RenderView: Owner 43 { 44 Camera camera; 45 uint x; 46 uint y; 47 uint width; 48 uint height; 49 float aspectRatio; 50 bool ortho = false; 51 RenderPipeline pipeline; 52 53 this(uint x, uint y, uint width, uint height, Owner owner) 54 { 55 super(owner); 56 this.x = x; 57 this.y = y; 58 this.width = width; 59 this.height = height; 60 aspectRatio = cast(float)width / cast(float)height; 61 } 62 63 ~this() 64 { 65 } 66 67 Matrix4x4f viewMatrix() 68 { 69 if (camera) 70 return camera.viewMatrix(); 71 else 72 return Matrix4x4f.identity; 73 } 74 75 Matrix4x4f invViewMatrix() 76 { 77 if (camera) 78 return camera.invViewMatrix(); 79 else 80 return Matrix4x4f.identity; 81 } 82 83 Matrix4x4f projectionMatrix() 84 { 85 float fov = 60.0f; 86 float zNear = 0.01f; 87 float zFar = 1000.0f; 88 if (camera) 89 { 90 fov = camera.fov; 91 zNear = camera.zNear; 92 zFar = camera.zFar; 93 } 94 if (ortho) 95 return orthoMatrix(0.0f, width, height, 0.0f, 0.0f, zFar); 96 else 97 return perspectiveMatrix(fov, aspectRatio, zNear, zFar); 98 } 99 100 float zNear() 101 { 102 if (camera) 103 return camera.zNear; 104 else 105 return 0.01f; 106 } 107 108 float zFar() 109 { 110 if (camera) 111 return camera.zFar; 112 else 113 return 1000.0f; 114 } 115 116 Vector3f cameraPosition() 117 { 118 if (camera) 119 return camera.positionAbsolute; 120 else 121 return Vector3f(0.0f, 0.0f, 0.0f); 122 } 123 124 void setPosition(uint x, uint y) 125 { 126 this.x = x; 127 this.y = y; 128 } 129 130 void resize(uint width, uint height) 131 { 132 this.width = width; 133 this.height = height; 134 aspectRatio = cast(float)width / cast(float)height; 135 } 136 137 // TODO: pixel to ray 138 // TODO: point to pixel 139 // TODO: pixel visible 140 }