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#ifndef QSSG_RENDER_CAMERA_H
#define QSSG_RENDER_CAMERA_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtQuick3DRuntimeRender/private/qtquick3druntimerenderglobal_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendernode_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderray_p.h>
#include <QtQuick3DRender/private/qssgrenderbasetypes_p.h>
QT_BEGIN_NAMESPACE
struct QSSGCameraGlobalCalculationResult
{
bool m_wasDirty;
bool m_computeFrustumSucceeded /* = true */;
};
struct QSSGCuboidRect
{
float left;
float top;
float right;
float bottom;
constexpr QSSGCuboidRect(float l = 0.0f, float t = 0.0f, float r = 0.0f, float b = 0.0f)
: left(l), top(t), right(r), bottom(b)
{
}
void translate(QVector2D inTranslation)
{
left += inTranslation.x();
right += inTranslation.x();
top += inTranslation.y();
bottom += inTranslation.y();
}
};
struct Q_QUICK3DRUNTIMERENDER_EXPORT QSSGRenderCamera : public QSSGRenderNode
{
// Setting these variables should set dirty on the camera.
float clipNear;
float clipFar;
float fov; // Radians
bool fovHorizontal;
float top = 0.0f;
float bottom = 0.0f;
float left = 0.0f;
float right = 0.0f;
QMatrix4x4 projection;
// Record some values from creating the projection matrix
// to use during mouse picking.
QVector2D frustumScale;
bool enableFrustumClipping;
QRectF previousInViewport;
QSSGRenderCamera();
QMatrix3x3 getLookAtMatrix(const QVector3D &inUpDir, const QVector3D &inDirection) const;
// Set our position, rotation member variables based on the lookat target
// Marks this object as dirty.
// Need to test this when the camera's local transform is null.
// Assumes parent's local transform is the identity, meaning our local transform is
// our global transform.
void lookAt(const QVector3D &inCameraPos, const QVector3D &inUpDir, const QVector3D &inTargetPos);
QSSGCameraGlobalCalculationResult calculateGlobalVariables(const QRectF &inViewport);
bool calculateProjection(const QRectF &inViewport);
bool computeFrustumOrtho(const QRectF &inViewport);
// Used when rendering the widgets in studio. This scales the widget when in orthographic
// mode in order to have
// constant size on screen regardless.
// Number is always greater than one
float getOrthographicScaleFactor(const QRectF &inViewport) const;
bool computeFrustumPerspective(const QRectF &inViewport);
bool computeCustomFrustum(const QRectF &inViewport);
void calculateViewProjectionMatrix(QMatrix4x4 &outMatrix) const;
// If this is an orthographic camera, the cuboid properties are the distance from the center
// point
// to the left, top, right, and bottom edges of the view frustum in world units.
// If this is a perspective camera, the cuboid properties are the FOV angles
// (left,top,right,bottom)
// of the view frustum.
// Return a normalized rect that describes the area the camera is rendering to.
// This takes into account the various camera properties (scale mode, scale anchor).
QSSGCuboidRect getCameraBounds(const QRectF &inViewport) const;
// Setup a camera VP projection for rendering offscreen.
static void setupOrthographicCameraForOffscreenRender(QSSGRenderTexture2D &inTexture, QMatrix4x4 &outVP);
static void setupOrthographicCameraForOffscreenRender(QSSGRenderTexture2D &inTexture, QMatrix4x4 &outVP, QSSGRenderCamera &outCamera);
// Unproject a point (x,y) in viewport relative coordinates meaning
// left, bottom is 0,0 and values are increasing right,up respectively.
QSSGRenderRay unproject(const QVector2D &inLayerRelativeMouseCoords, const QRectF &inViewport) const;
// Unproject a given coordinate to a 3d position that lies on the same camera
// plane as inGlobalPos.
// Expects CalculateGlobalVariables has been called or doesn't need to be.
QVector3D unprojectToPosition(const QVector3D &inGlobalPos, const QSSGRenderRay &inRay) const;
float verticalFov(float aspectRatio) const;
float verticalFov(const QRectF &inViewport) const;
};
QT_END_NAMESPACE
#endif