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C# / CSharp Open Source » Game » RealmForge 
RealmForge » Axiom » Core » Viewport.cs
#region LGPL License
/*
Axiom Game Engine Library
Copyright (C) 2003  Axiom Project Team

The overall design, and a majority of the core engine and rendering code 
contained within this library is a derivative of the open source Object Oriented 
Graphics Engine OGRE, which can be found at http://ogre.sourceforge.net.  
Many thanks to the OGRE team for maintaining such a high quality project.

This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.

This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#endregion

using System;
using System.Diagnostics;
using Axiom.Graphics;

namespace Axiom.Core{
  /// <summary>
  ///    Summary description for Viewport.
  ///    An abstraction of a viewport, i.e. a rendering region on a render
  ///    target.
  ///  </summary>
  ///  <remarks>
  ///    A viewport is the meeting of a camera and a rendering surface -
  ///    the camera renders the scene from a viewpoint, and places its
  ///    results into some subset of a rendering target, which may be the
  ///    whole surface or just a part of the surface. Each viewport has a
  ///    single camera as source and a single target as destination. A
  ///    camera only has 1 viewport, but a render target may have several.
  ///    A viewport also has a Z-order, i.e. if there is more than one
  ///    viewport on a single render target and they overlap, one must
  ///    obscure the other in some predetermined way.
  ///  </remarks>
  public sealed class Viewport {
    #region Fields
    
    /// <summary>
    ///    Camera that this viewport is attached to.
    /// </summary>
    private Camera camera;
    /// <summary>
    ///    Render target that is using this viewport.
    /// </summary>
    private RenderTarget target;
    /// <summary>
    ///    Relative left [0.0, 1.0].
    /// </summary>
    private float relativeLeft;
    /// <summary>
    ///    Relative top [0.0, 1.0].
    /// </summary>
    private float relativeTop;
    /// <summary>
    ///    Relative width [0.0, 1.0].
    /// </summary>
    private float relativeWidth;
    /// <summary>
    ///    Relative height [0.0, 1.0].
    /// </summary>
    private float relativeHeight;
    /// <summary>
    ///    Absolute left edge of the viewport (in pixels).
    /// </summary>
    private int actualLeft;
    /// <summary>
    ///    Absolute top edge of the viewport (in pixels).
    /// </summary>
    private int actualTop;
    /// <summary>
    ///    Absolute width of the viewport (in pixels).
    /// </summary>
    private int actualWidth;
    /// <summary>
    ///    Absolute height of the viewport (in pixels).
    /// </summary>
    private int actualHeight;
    /// <summary>
    ///    Depth order of the viewport, for sorting.
    /// </summary>
    private int zOrder;
    /// <summary>
    ///    Background color of the viewport.
    /// </summary>
    private ColorEx backColor;
    /// <summary>
    ///    Should this viewport be cleared very frame?
    /// </summary>
    private bool clearEveryFrame;
    /// <summary>
    ///    Has this viewport been updated?
    /// </summary>
    private bool isUpdated;
    /// <summary>
    ///    Should we show overlays on this viewport?
    /// </summary>
    private bool showOverlays;
    
    #endregion Fields

    #region Constructor

    /// <summary>
    ///    The constructor. Dimensions of the viewport are expressed as a pecentage between
    ///    0 and 100. This allows the dimensions to apply irrespective of
    ///    changes in the target's size: e.g. to fill the whole area,
    ///    values of 0,0,100,100 are appropriate.
    /// </summary>
    /// <param name="camera">Reference to the camera to be the source for the image.</param>
    /// <param name="target">Reference to the render target to be the destination for the rendering.</param>
    /// <param name="left">Left</param>
    /// <param name="top">Top</param>
    /// <param name="width">Width</param>
    /// <param name="height">Height</param>
    /// <param name="zOrder">Relative Z-order on the target. Lower = further to the front.</param>
    public Viewport(Camera camera, RenderTarget target, float left, float top, float width, float height, int zOrder) {
      Debug.Assert(camera != null, "Cannot use a null Camera to create a viewport.");
      Debug.Assert(target != null, "Cannor use a null RenderTarget to create a viewport.");

            LogManager.Instance.Write("Creating viewport rendering from camera '{0}', relative dimensions L:{1},T:{2},W:{3},H:{4}, Z-Order:{5}",
                camera.Name, left, top, width, height, zOrder);

            this.camera = camera;
      this.target = target;
      this.zOrder = zOrder;

      relativeLeft = left;
      relativeTop = top;
      relativeWidth = width;
      relativeHeight = height;

      backColor = ColorEx.Black;
      clearEveryFrame = true;

      // Calculate actual dimensions
      UpdateDimensions();

      isUpdated = true;
      showOverlays = true;

      // notify camera
      camera.NotifyViewport(this);
    }

    #endregion

    #region Internal engine methods

    /// <summary>
    ///    Notifies the viewport of a possible change in dimensions.
    /// </summary>
    ///  <remarks>
    ///    Used by the target to update the viewport's dimensions
    ///    (usually the result of a change in target size).
    ///  </remarks>
    internal void UpdateDimensions() {
      float height = (float)target.Height;
      float width = (float)target.Width;

      actualLeft = (int)(relativeLeft * width);
      actualTop = (int)(relativeTop * height);
      actualWidth = (int)(relativeWidth * width);
      actualHeight = (int)(relativeHeight * height);

      // This will check if  the cameras getAutoAspectRation() property is set.
      // If it's true its aspect ratio is fit to the current viewport
      // If it's false the camera remains unchanged.
      // This allows cameras to be used to render to many viewports,
      // which can have their own dimensions and aspect ratios.
      if (camera.AutoAspectRatio) {
        camera.AspectRatio = actualWidth / actualHeight;
      }

            LogManager.Instance.Write("Viewport for camera '{0}' - actual dimensions L:{1},T:{2},W:{3},H:{4}",
                camera.Name, actualLeft, actualTop, actualWidth, actualHeight);

            isUpdated = true;
    }

    #endregion

    #region Public properties

    /// <summary>
    ///    Retrieves a reference to the render target for this viewport.
    /// </summary>
    public RenderTarget Target {
      get { 
        return target; 
      }
      set { 
        target = value; 
      }
    }

    /// <summary>
    ///    Retrieves a reference to the camera for this viewport.
    /// </summary>
    public Camera Camera {
      get { 
        return camera; 
      }
      set { 
        camera = value; 
      }
    }

    /// <summary>
    ///    Gets/Sets the background color which will be used to clear the screen every frame.
    /// </summary>
    public ColorEx BackgroundColor {
      get { 
        return backColor; 
      }
      set { 
        backColor = value; 
      }
    }
    /// <summary>
    ///    Gets the relative top edge of the viewport, a value between 0.0 and 1.0.
    /// </summary>
    public float Top {
      get { 
        return relativeTop; 
      }
    }

    /// <summary>
    ///    Gets the relative left edge of the viewport, a value between 0.0 and 1.0.
    /// </summary>
    public float Left {
      get { 
        return relativeLeft; 
      }
    }

    /// <summary>
    ///    Gets the relative width of the viewport, a value between 0.0 and 1.0.
    /// </summary>
    public float Width {
      get { 
        return relativeWidth; 
      }
    }

    /// <summary>
    ///    Gets the relative height of the viewport, a value between 0.0 and 1.0.
    /// </summary>
    public float Height {
      get { 
        return relativeHeight; 
      }
    }

    /// <summary>
    ///    Gets the ZOrder of this viewport.
    /// </summary>
    public int ZOrder {
      get { 
        return zOrder; 
      }
    }

    /// <summary>
    ///    Gets the actual top edge of the viewport, a value in pixels.
    /// </summary>
    public int ActualTop {
      get { 
        return actualTop; 
      }
    }

    /// <summary>
    ///    Gets the actual left edge of the viewport, a value in pixels.
    /// </summary>
    public int ActualLeft {
      get { 
        return actualLeft; 
      }
    }

    /// <summary>
    ///    Gets the actual width of the viewport, a value in pixels.
    /// </summary>
    public int ActualWidth {
      get { 
        return actualWidth; 
      }
    }

    /// <summary>
    ///    Gets the actual height of the viewport, a value in pixels.
    /// </summary>
    public int ActualHeight {
      get { 
        return actualHeight; 
      }
    }

    /// <summary>
    ///    Determines whether to clear the viewport before rendering.
    /// </summary>
    /// <remarks>
    ///    If you expecting every pixel on the viewport to be redrawn
    ///    every frame, you can save a little time by not clearing the
    ///    viewport before every frame. Do so by passing 'false' to this
    ///    method (the default is to clear every frame).
    ///  </remarks>
    public bool ClearEveryFrame {
      get { 
        return clearEveryFrame; 
      }
      set { 
        clearEveryFrame = value; 
      }
    }

    /// <summary>
    ///    Tells this viewport whether it should display Overlay objects.
    ///  </summary>
    ///  <remarks>
    ///    Overlay objects are layers which appear on top of the scene. They are created via
    ///    SceneManager.CreateOverlay and every viewport displays these by default.
    ///    However, you probably don't want this if you're using multiple viewports,
    ///    because one of them is probably a picture-in-picture which is not supposed to
    ///    have overlays of it's own. In this case you can turn off overlays on this viewport
    ///    by calling this method.
    public bool OverlaysEnabled {
      get { 
        return showOverlays; 
      }
      set { 
        showOverlays = value; 
      }
    }

    /// <summary>
    ///    Returns the number of faces rendered to this viewport during the last frame.
    /// </summary>
    public int RenderedFaceCount {
      get { 
        return camera.RenderedFaceCount; 
      }
    }

    /// <summary>
    ///    Gets/Sets the IsUpdated value.
    /// </summary>
    public bool IsUpdated {
      get { 
        return isUpdated; 
      }
      set { 
        isUpdated = value; 
      }
    }

    #endregion

    #region Public methods

    /// <summary>
    ///    Instructs the viewport to updates its contents from the viewpoint of
    ///    the current camera.
    /// </summary>
    public void Update() {
      if(camera != null) {
        camera.RenderScene(this, showOverlays);
      }
    }

    /// <summary>
    ///    Allows setting the dimensions of the viewport (after creation).
    /// </summary>
    /// <remarks>
    ///    Dimensions relative to the size of the target,
    ///    represented as real values between 0 and 1. i.e. the full
    ///    target area is 0, 0, 1, 1.
    /// </remarks>
    /// <param name="left">Left edge of the viewport ([0.0, 1.0]).</param>
    /// <param name="top">Top edge of the viewport ([0.0, 1.0]).</param>
    /// <param name="width">Width of the viewport ([0.0, 1.0]).</param>
    /// <param name="height">Height of the viewport ([0.0, 1.0]).</param>
    public void SetDimensions(float left, float top, float width, float height) {
      relativeLeft = left;
      relativeTop = top;
      relativeWidth = width;
      relativeHeight = height;
      
      UpdateDimensions();
    }

    /// <summary>
    ///    Access to actual dimensions (based on target size).
    /// </summary>
    /// <param name="left">Left edge of the viewport (in pixels).</param>
    /// <param name="top">Top edge of the viewport (in pixels).</param>
    /// <param name="width">Width of the viewport (in pixels).</param>
    /// <param name="height">Height of the viewport (in pixels).</param>
    public void GetActualDimensions(out int left, out int top, out int width, out int height) {
      left = actualLeft;
      top = actualTop;
      width = actualWidth;
      height = actualHeight;
    }

    #endregion
  }
}
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