[Cocos2dx] CCCamera照相机 详解

前言

在3D游戏当中,我们经常会使用到照相机这个东西,无论你使用的是哪一款引擎,都会用到,同时,照相机这个东西涉及到的东西比较多,基础知识需要扎实一些才可以。

如何使用

很久之前做项目的时候用到过一次,已经忘记的差不多了。为此,我找了cpp test中的示例代码,找了一个相对简单的代码,我把关键代码贴出来。

auto layer3D=Layer::create();
addChild(layer3D,0);
_layer3D=layer3D;

_shader =GLProgram::createWithFilenames("Sprite3DTest/fog.vert","Sprite3DTest/fog.frag");
_state = GLProgramState::create(_shader);

_sprite3D1 = Sprite3D::create("Sprite3DTest/teapot.c3b");
_sprite3D2 = Sprite3D::create("Sprite3DTest/teapot.c3b");

_sprite3D1->setGLProgramState(_state);
_sprite3D2->setGLProgramState(_state);
//pass mesh's attribute to shader
long offset = 0; 
auto attributeCount = _sprite3D1->getMesh()->getMeshVertexAttribCount();
for (auto i = 0; i < attributeCount; i++) {
    auto meshattribute = _sprite3D1->getMesh()->getMeshVertexAttribute(i);
    _state->setVertexAttribPointer(s_attributeNames[meshattribute.vertexAttrib],
        meshattribute.size, 
        meshattribute.type,
        GL_FALSE,
        _sprite3D1->getMesh()->getVertexSizeInBytes(),
        (GLvoid*)offset);
    offset += meshattribute.attribSizeBytes;
}

long offset1 = 0; 
auto attributeCount1 = _sprite3D2->getMesh()->getMeshVertexAttribCount();
for (auto i = 0; i < attributeCount1; i++) {
    auto meshattribute = _sprite3D2->getMesh()->getMeshVertexAttribute(i);
    _state->setVertexAttribPointer(s_attributeNames[meshattribute.vertexAttrib],
        meshattribute.size, 
        meshattribute.type,
        GL_FALSE,
        _sprite3D2->getMesh()->getVertexSizeInBytes(),
        (GLvoid*)offset1);
    offset1 += meshattribute.attribSizeBytes;
}

_state->setUniformVec4("u_fogColor", Vec4(0.5,0.5,0.5,1.0));
_state->setUniformFloat("u_fogStart",10);
_state->setUniformFloat("u_fogEnd",60);
_state->setUniformInt("u_fogEquation" ,0);

_layer3D->addChild(_sprite3D1);
_sprite3D1->setPosition3D( Vec3( 0, 0,0 ) );
_sprite3D1->setScale(2.0f);
_sprite3D1->setRotation3D(Vec3(-90,180,0));

_layer3D->addChild(_sprite3D2);
_sprite3D2->setPosition3D( Vec3( 0, 0,-20 ) );
_sprite3D2->setScale(2.0f);
_sprite3D2->setRotation3D(Vec3(-90,180,0));

// 在所有子节点都创建完了以后才创建照相机
if (_camera == nullptr)
{
    // 创建投影的摄像机
    _camera=Camera::createPerspective(60, (GLfloat)s.width/s.height, 1, 1000);
    // 设置标识符
    _camera->setCameraFlag(CameraFlag::USER1);
    _camera->setPosition3D(Vec3(0, 30, 40));
    // 设置摄像机看着目标
    _camera->lookAt(Vec3(0,0,0), Vec3(0, 1, 0));
    // 记得把摄像机加入到场景中
    _layer3D->addChild(_camera);
}
_layer3D->setCameraMask(2);

这段代码其实就是创建了一个3d的模型,并且让照相机照着这个3d模型,可以重点看创建照相机的代码。

源码分析

源码中的英文注释已经说的很详细了,但我还是用英文来写一下。

.h文件代码:

 ****************************************************************************/
#ifndef _CCCAMERA_H__
#define _CCCAMERA_H__

#include "2d/CCNode.h"
#include "3d/CCFrustum.h"
#include "renderer/CCQuadCommand.h"
#include "renderer/CCCustomCommand.h"
#include "renderer/CCFrameBuffer.h"

NS_CC_BEGIN

class Scene;
class CameraBackgroundBrush;

/**
 * Note: 
 * Scene creates a default camera. And the default camera mask of Node is 1, therefore it can be seen by the default camera.
 * During rendering the scene, it draws the objects seen by each camera in the added order except default camera. The default camera is the last one being drawn with.
 * It's usually a good idea to render 3D objects in a separate camera.
 * And set the 3d camera flag to CameraFlag::USER1 or anything else except DEFAULT. Dedicate The DEFAULT camera for UI, because it is rendered at last.
 * You can change the camera order to get different result when depth test is not enabled.
 * For each camera, transparent 3d sprite is rendered after opaque 3d sprite and other 2d objects.
 */
// 上面英文就已经介绍的很好了,
// 相机的标识符,每个Node中有个_cameraMask的属性,当相机的_cameraFlag & _cameraMask为true时,
// 该Node可以被相机看到
enum class CameraFlag
{
    DEFAULT = 1,
    USER1 = 1 << 1,
    USER2 = 1 << 2,
    USER3 = 1 << 3,
    USER4 = 1 << 4,
    USER5 = 1 << 5,
    USER6 = 1 << 6,
    USER7 = 1 << 7,
    USER8 = 1 << 8,
};
/**
 * Defines a camera .
 */
class CC_DLL Camera :public Node
{
    friend class Scene;
    friend class Director;
    friend class EventDispatcher;
public:
    /**
    * The type of camera.
    */
    // 相机类型,分别是投影和正交
    enum class Type
    {
        PERSPECTIVE = 1,
        ORTHOGRAPHIC = 2
    };
public:
    /**
    * Creates a perspective camera.
    *
    * @param fieldOfView The field of view for the perspective camera (normally in the range of 40-60 degrees).
    * @param aspectRatio The aspect ratio of the camera (normally the width of the viewport divided by the height of the viewport).
    * @param nearPlane The near plane distance.
    * @param farPlane The far plane distance.
    */
    /**
     创建一个透视相机。
     参数:
     fieldOfView 透视相机的可视角度 (一般是在40-60度之间).
     aspectRatio 相机的长宽比(通常会使用视窗的宽度除以视窗的高度)。
     nearPlane   近平面的距离。
     farPlane    远平面的距离。
     */
    static Camera* createPerspective(float fieldOfView, float aspectRatio, float nearPlane, float farPlane);
    /**
    * Creates an orthographic camera.
    *
    * @param zoomX The zoom factor along the X-axis of the orthographic projection (the width of the ortho projection).
    * @param zoomY The zoom factor along the Y-axis of the orthographic projection (the height of the ortho projection).
    * @param nearPlane The near plane distance.
    * @param farPlane The far plane distance.
    */
    /**
     创建一个正交相机。
     参数:
     zoomX   沿x轴的正交投影的缩放因子(正交投影的宽度)。
     zoomY   沿y轴的正交投影的缩放因子(正交投影的高度)。
     nearPlane   近平面的距离。
     farPlane    远平面的距离。
     */
    static Camera* createOrthographic(float zoomX, float zoomY, float nearPlane, float farPlane);

    /** create default camera, the camera type depends on Director::getProjection, the depth of the default camera is 0 */
    /**
     创建默认的相机,相机的类型取决于Director::getProjection,默认的相机深度是0
     */
    static Camera* create();
    
    /**
    * Gets the type of camera.
    *
    * @return The camera type.
    */
    Camera::Type getType() const { return _type; }

    /**get & set Camera flag*/
    CameraFlag getCameraFlag() const { return (CameraFlag)_cameraFlag; }
    void setCameraFlag(CameraFlag flag) { _cameraFlag = (unsigned short)flag; }

    /**
    * Make Camera looks at target
    *
    * @param target The target camera is point at
    * @param up The up vector, usually it's Y axis
    */
    /**
     使相机看着目标
     参数:
     target  目标的位置
     up  相机向上的向量,通常这是Y轴
     */
    virtual void lookAt(const Vec3& target, const Vec3& up = Vec3::UNIT_Y);

    /**
    * Gets the camera's projection matrix.
    *
    * @return The camera projection matrix.
    */
    /**
     获取相机的投影矩阵。
     返回:
     相机投影矩阵。
     */
    const Mat4& getProjectionMatrix() const;
    /**
    * Gets the camera's view matrix.
    *
    * @return The camera view matrix.
    */
    /**
     获取相机的视图矩阵。
     返回:
     相机视图矩阵。
     */
    const Mat4& getViewMatrix() const;

    /**get view projection matrix*/
    /**
     得到视图投影矩阵。
     */
    const Mat4& getViewProjectionMatrix() const;
    
    /* convert the specified point in 3D world-space coordinates into the screen-space coordinates.
     *
     * Origin point at left top corner in screen-space.
     * @param src The world-space position.
     * @return The screen-space position.
     */
    /*
     把指定坐标点从世界坐标转换为屏幕坐标。 原点在屏幕坐标系的左上角。
     参数:
     src 世界的位置。
     返回:
     屏幕的位置。
     */
    Vec2 project(const Vec3& src) const;
    
    /* convert the specified point in 3D world-space coordinates into the GL-screen-space coordinates.
     *
     * Origin point at left bottom corner in GL-screen-space.
     * @param src The 3D world-space position.
     * @return The GL-screen-space position.
     */
    /*
     把指定坐标点从3D世界坐标转换为GL坐标。 原点在GL屏幕坐标系的左下角。
     参数:
     src 3D世界的位置。
     返回:
     GL屏幕空间的位置。
     */
    Vec2 projectGL(const Vec3& src) const;
    
    /**
     * Convert the specified point of screen-space coordinate into the 3D world-space coordinate.
     *
     * Origin point at left top corner in screen-space.
     * @param src The screen-space position.
     * @return The 3D world-space position.
     */
    // 和上面的相反
    Vec3 unproject(const Vec3& src) const;
    
    /**
     * Convert the specified point of GL-screen-space coordinate into the 3D world-space coordinate.
     *
     * Origin point at left bottom corner in GL-screen-space.
     * @param src The GL-screen-space position.
     * @return The 3D world-space position.
     */
    // 和上面的相反
    Vec3 unprojectGL(const Vec3& src) const;
    
    /**
     * Convert the specified point of screen-space coordinate into the 3D world-space coordinate.
     *
     * Origin point at left top corner in screen-space.
     * @param size The window size to use.
     * @param src  The screen-space position.
     * @param dst  The 3D world-space position.
     */
    void unproject(const Size& size, const Vec3* src, Vec3* dst) const;
    
    /**
     * Convert the specified point of GL-screen-space coordinate into the 3D world-space coordinate.
     *
     * Origin point at left bottom corner in GL-screen-space.
     * @param size The window size to use.
     * @param src  The GL-screen-space position.
     * @param dst  The 3D world-space position.
     */
    void unprojectGL(const Size& size, const Vec3* src, Vec3* dst) const;

    /**
     * Is this aabb visible in frustum
     */
    /**
     aabb在视椎体内是否可见
     */
    bool isVisibleInFrustum(const AABB* aabb) const;
    
    /**
     * Get object depth towards camera
     */
    /**
     获取朝向相机的物体深度。
     */
    float getDepthInView(const Mat4& transform) const;
    
    /**
     * set depth, camera with larger depth is drawn on top of camera with smaller depth, the depth of camera with CameraFlag::DEFAULT is 0, user defined camera is -1 by default
     */
    /**
     设置深度,相比深度小的,深度较大的相机会绘制在顶端,标识是CameraFlag::DEFAULT的相机深度是0,用户定义的相机深度默认为-1
     */
    void setDepth(int8_t depth);
    
    /**
     * get depth, camera with larger depth is drawn on top of camera with smaller depth, the depth of camera with CameraFlag::DEFAULT is 0, user defined camera is -1 by default
     */
    int8_t getDepth() const { return _depth; }
    
    /**
     get rendered order
     */
    /**
     获取渲染顺序。
     */
    int getRenderOrder() const;
    
    /**
     * Get the frustum's far plane.
     */
    /**
     获取视椎体远平面。
     */
    float getFarPlane() const { return _farPlane; }

    /**
     * Get the frustum's near plane.
     */
    /**
     获取视椎体近平面。
     */
    float getNearPlane() const { return _nearPlane; }
    
    //override
    virtual void onEnter() override;
    virtual void onExit() override;

    /**
     * Get the visiting camera , the visiting camera shall be set on Scene::render
     */
    /**
     获取绘制的相机,绘制的相机会在Scene::render中设置。
     */
    static const Camera* getVisitingCamera() { return _visitingCamera; }

    /**
     * Get the default camera of the current running scene.
     */
    /**
     获取到当前运行场景的默认相机。
     */
    static Camera* getDefaultCamera();
    /**
     Before rendering scene with this camera, the background need to be cleared. It clears the depth buffer with max depth by default. Use setBackgroundBrush to modify the default behavior
     */
    /**
     在相机渲染所属的场景前,需要对背景进行清除。它以默认的深度值清除缓存,可以通过setBackgroundBrush 函数获取深度值。
     */
    void clearBackground();
    /**
     Apply the FBO, RenderTargets and viewport.
     */
    /**
     应用帧缓冲,渲染目标和视图。
     */
    void apply();
    /**
     Set FBO, which will attach several render target for the rendered result.
    */
    /**
     设置帧缓冲,从中可以获取到一些需要渲染的目标。
     */
    void setFrameBufferObject(experimental::FrameBuffer* fbo);
    /**
     Set Viewport for camera.
     */
    /**
     设置相机视口。
     */
    void setViewport(const experimental::Viewport& vp) { _viewport = vp; }
    
    /**
     * Whether or not the viewprojection matrix was updated since the last frame.
     * @return True if the viewprojection matrix was updated since the last frame.
     */
    /**
     视图矩阵是否在上一帧被更新。
     */
    bool isViewProjectionUpdated() const {return _viewProjectionUpdated;}
    
    /**
     * set the background brush. See CameraBackgroundBrush for more information.
     * @param clearBrush Brush used to clear the background
     */
    /**
     设置背景刷,通过CameraBackgroundBrush 查看更多详情。
     */
    void setBackgroundBrush(CameraBackgroundBrush* clearBrush);
    
    /**
     * Get clear brush
     */
    CameraBackgroundBrush* getBackgroundBrush() const { return _clearBrush; }
    
    /**
     遍历所有子节点,并且循环递归得发送它们的渲染指令。
     参数:
     renderer    指定一个渲染器
     parentTransform 父节点放射变换矩阵
     parentFlags 渲染器标签
     重载 Node .
     */
    virtual void visit(Renderer* renderer, const Mat4 &parentTransform, uint32_t parentFlags) override;

    bool isBrushValid();

CC_CONSTRUCTOR_ACCESS:
    Camera();
    ~Camera();
    
    /**
     * Set the scene,this method shall not be invoke manually
     */
    /**
     设置场景,这个方法不应该手动调用 .
     */
    void setScene(Scene* scene);
    
    /**set additional matrix for the projection matrix, it multiplies mat to projection matrix when called, used by WP8*/
    void setAdditionalProjection(const Mat4& mat);
    
    /** init camera */
    /**
     初始化相机。包括透视相机和正交相机。
     */
    bool initDefault();
    bool initPerspective(float fieldOfView, float aspectRatio, float nearPlane, float farPlane);
    bool initOrthographic(float zoomX, float zoomY, float nearPlane, float farPlane);
    void applyFrameBufferObject();
    void applyViewport();
protected:

    Scene* _scene; //Scene camera belongs to
    Mat4 _projection;
    mutable Mat4 _view;
    mutable Mat4 _viewInv;
    mutable Mat4 _viewProjection;
    Vec3 _up;
    Camera::Type _type;
    float _fieldOfView;
    float _zoom[2];
    float _aspectRatio;
    float _nearPlane;
    float _farPlane;
    mutable bool  _viewProjectionDirty;
    bool _viewProjectionUpdated; //Whether or not the viewprojection matrix was updated since the last frame.
    unsigned short _cameraFlag; // camera flag
    mutable Frustum _frustum;   // camera frustum
    mutable bool _frustumDirty;
    int8_t  _depth;                 //camera depth, the depth of camera with CameraFlag::DEFAULT flag is 0 by default, a camera with larger depth is drawn on top of camera with smaller depth
    static Camera* _visitingCamera;
    
    CameraBackgroundBrush* _clearBrush; //brush used to clear the back ground
    
    experimental::Viewport _viewport;
    
    experimental::FrameBuffer* _fbo;
protected:
    static experimental::Viewport _defaultViewport;
public:
    static const experimental::Viewport& getDefaultViewport() { return _defaultViewport; }
    static void setDefaultViewport(const experimental::Viewport& vp) { _defaultViewport = vp; }
};

.cpp文件代码

 ****************************************************************************/
#include "2d/CCCamera.h"
#include "2d/CCCameraBackgroundBrush.h"
#include "base/CCDirector.h"
#include "platform/CCGLView.h"
#include "2d/CCScene.h"
#include "renderer/CCRenderer.h"
#include "renderer/CCQuadCommand.h"
#include "renderer/CCGLProgramCache.h"
#include "renderer/ccGLStateCache.h"
#include "renderer/CCFrameBuffer.h"
#include "renderer/CCRenderState.h"

NS_CC_BEGIN

Camera* Camera::_visitingCamera = nullptr;
experimental::Viewport Camera::_defaultViewport;

Camera* Camera::getDefaultCamera()
{
    auto scene = Director::getInstance()->getRunningScene();
    if(scene)
    {
        return scene->getDefaultCamera();
    }

    return nullptr;
}

Camera* Camera::create()
{
    Camera* camera = new (std::nothrow) Camera();
    camera->initDefault();
    camera->autorelease();
    camera->setDepth(0.f);
    
    return camera;
}

Camera* Camera::createPerspective(float fieldOfView, float aspectRatio, float nearPlane, float farPlane)
{
    auto ret = new (std::nothrow) Camera();
    if (ret)
    {
        ret->initPerspective(fieldOfView, aspectRatio, nearPlane, farPlane);
        ret->autorelease();
        return ret;
    }
    CC_SAFE_DELETE(ret);
    return nullptr;
}

Camera* Camera::createOrthographic(float zoomX, float zoomY, float nearPlane, float farPlane)
{
    auto ret = new (std::nothrow) Camera();
    if (ret)
    {
        ret->initOrthographic(zoomX, zoomY, nearPlane, farPlane);
        ret->autorelease();
        return ret;
    }
    CC_SAFE_DELETE(ret);
    return nullptr;
}

Camera::Camera()
: _scene(nullptr)
, _viewProjectionDirty(true)
, _cameraFlag(1)
, _frustumDirty(true)
, _depth(-1)
, _fbo(nullptr)
{
    _frustum.setClipZ(true);
    _clearBrush = CameraBackgroundBrush::createDepthBrush(1.f);
    _clearBrush->retain();
}

Camera::~Camera()
{
    CC_SAFE_RELEASE_NULL(_fbo);
    CC_SAFE_RELEASE(_clearBrush);
}

const Mat4& Camera::getProjectionMatrix() const
{
    return _projection;
}
const Mat4& Camera::getViewMatrix() const
{
    Mat4 viewInv(getNodeToWorldTransform());
    static int count = sizeof(float) * 16;
    if (memcmp(viewInv.m, _viewInv.m, count) != 0)
    {
        _viewProjectionDirty = true;
        _frustumDirty = true;
        _viewInv = viewInv;
        _view = viewInv.getInversed();
    }
    return _view;
}
void Camera::lookAt(const Vec3& lookAtPos, const Vec3& up)
{
    //camera->lookAt必须在camera->setPostion3D之后,因为其在运行过程中调用了getPosition3D()
    //定义y方向的归一化向量。
    Vec3 upv = up;
    upv.normalize();
    
    //计算x、y、z、方向上的向量。
    Vec3 zaxis;
    Vec3::subtract(this->getPosition3D(), lookAtPos, &zaxis);
    zaxis.normalize();
    
    Vec3 xaxis;
    Vec3::cross(upv, zaxis, &xaxis);
    xaxis.normalize();
    
    Vec3 yaxis;
    Vec3::cross(zaxis, xaxis, &yaxis);
    yaxis.normalize();
    
    //将上面计算的向量值构造旋转矩阵
    Mat4  rotation;
    rotation.m[0] = xaxis.x;
    rotation.m[1] = xaxis.y;
    rotation.m[2] = xaxis.z;
    rotation.m[3] = 0;
    rotation.m[4] = yaxis.x;
    rotation.m[5] = yaxis.y;
    rotation.m[6] = yaxis.z;
    rotation.m[7] = 0;
    rotation.m[8] = zaxis.x;
    rotation.m[9] = zaxis.y;
    rotation.m[10] = zaxis.z;
    rotation.m[11] = 0;
    
    /*
     定义四元数,将旋转矩阵转换为四元数。
     通过四元数来设置3D空间中的旋转角度。要保证四元数是经过归一化的。
     */
    Quaternion  quaternion;
    Quaternion::createFromRotationMatrix(rotation,&quaternion);
    quaternion.normalize();
    setRotationQuat(quaternion);
}

const Mat4& Camera::getViewProjectionMatrix() const
{
    getViewMatrix();
    if (_viewProjectionDirty)
    {
        _viewProjectionDirty = false;
        Mat4::multiply(_projection, _view, &_viewProjection);
    }
    
    return _viewProjection;
}

void Camera::setAdditionalProjection(const Mat4& mat)
{
    _projection = mat * _projection;
    getViewProjectionMatrix();
}

bool Camera::initDefault()
{
    auto size = Director::getInstance()->getWinSize();
    //create default camera
    auto projection = Director::getInstance()->getProjection();
    switch (projection)
    {
        case Director::Projection::_2D:
        {
            initOrthographic(size.width, size.height, -1024, 1024);
            setPosition3D(Vec3(0.0f, 0.0f, 0.0f));
            setRotation3D(Vec3(0.f, 0.f, 0.f));
            break;
        }
        case Director::Projection::_3D:
        {
            float zeye = Director::getInstance()->getZEye();
            initPerspective(60, (GLfloat)size.width / size.height, 10, zeye + size.height / 2.0f);
            Vec3 eye(size.width/2, size.height/2.0f, zeye), center(size.width/2, size.height/2, 0.0f), up(0.0f, 1.0f, 0.0f);
            setPosition3D(eye);
            lookAt(center, up);
            break;
        }
        default:
            CCLOG("unrecognized projection");
            break;
    }
    return true;
}

bool Camera::initPerspective(float fieldOfView, float aspectRatio, float nearPlane, float farPlane)
{
    _fieldOfView = fieldOfView;
    _aspectRatio = aspectRatio;
    _nearPlane = nearPlane;
    _farPlane = farPlane;
    Mat4::createPerspective(_fieldOfView, _aspectRatio, _nearPlane, _farPlane, &_projection);
    _viewProjectionDirty = true;
    _frustumDirty = true;
    
    return true;
}

bool Camera::initOrthographic(float zoomX, float zoomY, float nearPlane, float farPlane)
{
    _zoom[0] = zoomX;
    _zoom[1] = zoomY;
    _nearPlane = nearPlane;
    _farPlane = farPlane;
    Mat4::createOrthographicOffCenter(0, _zoom[0], 0, _zoom[1], _nearPlane, _farPlane, &_projection);
    _viewProjectionDirty = true;
    _frustumDirty = true;
    
    return true;
}

Vec2 Camera::project(const Vec3& src) const
{
    Vec2 screenPos;
    
    auto viewport = Director::getInstance()->getWinSize();
    Vec4 clipPos;
    getViewProjectionMatrix().transformVector(Vec4(src.x, src.y, src.z, 1.0f), &clipPos);
    
    CCASSERT(clipPos.w != 0.0f, "clipPos.w can't be 0.0f!");
    float ndcX = clipPos.x / clipPos.w;
    float ndcY = clipPos.y / clipPos.w;
    
    screenPos.x = (ndcX + 1.0f) * 0.5f * viewport.width;
    screenPos.y = (1.0f - (ndcY + 1.0f) * 0.5f) * viewport.height;
    return screenPos;
}

Vec2 Camera::projectGL(const Vec3& src) const
{
    Vec2 screenPos;
    
    auto viewport = Director::getInstance()->getWinSize();
    Vec4 clipPos;
    getViewProjectionMatrix().transformVector(Vec4(src.x, src.y, src.z, 1.0f), &clipPos);
    
    CCASSERT(clipPos.w != 0.0f, "clipPos.w can't be 0.0f!");
    float ndcX = clipPos.x / clipPos.w;
    float ndcY = clipPos.y / clipPos.w;
    
    screenPos.x = (ndcX + 1.0f) * 0.5f * viewport.width;
    screenPos.y = (ndcY + 1.0f) * 0.5f * viewport.height;
    return screenPos;
}

Vec3 Camera::unproject(const Vec3& src) const
{
    Vec3 dst;
    unproject(Director::getInstance()->getWinSize(), &src, &dst);
    return dst;
}

Vec3 Camera::unprojectGL(const Vec3& src) const
{
    Vec3 dst;
    unprojectGL(Director::getInstance()->getWinSize(), &src, &dst);
    return dst;
}

void Camera::unproject(const Size& viewport, const Vec3* src, Vec3* dst) const
{
    CCASSERT(src && dst, "vec3 can not be null");
    
    Vec4 screen(src->x / viewport.width, ((viewport.height - src->y)) / viewport.height, src->z, 1.0f);
    screen.x = screen.x * 2.0f - 1.0f;
    screen.y = screen.y * 2.0f - 1.0f;
    screen.z = screen.z * 2.0f - 1.0f;
    
    getViewProjectionMatrix().getInversed().transformVector(screen, &screen);
    if (screen.w != 0.0f)
    {
        screen.x /= screen.w;
        screen.y /= screen.w;
        screen.z /= screen.w;
    }
    
    dst->set(screen.x, screen.y, screen.z);
}

void Camera::unprojectGL(const Size& viewport, const Vec3* src, Vec3* dst) const
{
    CCASSERT(src && dst, "vec3 can not be null");
    
    Vec4 screen(src->x / viewport.width, src->y / viewport.height, src->z, 1.0f);
    screen.x = screen.x * 2.0f - 1.0f;
    screen.y = screen.y * 2.0f - 1.0f;
    screen.z = screen.z * 2.0f - 1.0f;
    
    getViewProjectionMatrix().getInversed().transformVector(screen, &screen);
    if (screen.w != 0.0f)
    {
        screen.x /= screen.w;
        screen.y /= screen.w;
        screen.z /= screen.w;
    }
    
    dst->set(screen.x, screen.y, screen.z);
}

bool Camera::isVisibleInFrustum(const AABB* aabb) const
{
    if (_frustumDirty)
    {
        _frustum.initFrustum(this);
        _frustumDirty = false;
    }
    return !_frustum.isOutOfFrustum(*aabb);
}

float Camera::getDepthInView(const Mat4& transform) const
{
    Mat4 camWorldMat = getNodeToWorldTransform();
    const Mat4 &viewMat = camWorldMat.getInversed();
    float depth = -(viewMat.m[2] * transform.m[12] + viewMat.m[6] * transform.m[13] + viewMat.m[10] * transform.m[14] + viewMat.m[14]);
    return depth;
}

void Camera::setDepth(int8_t depth)
{
    if (_depth != depth)
    {
        _depth = depth;
        if (_scene)
        {
            //notify scene that the camera order is dirty
            _scene->setCameraOrderDirty();
        }
    }
}

void Camera::onEnter()
{
    if (_scene == nullptr)
    {
        auto scene = getScene();
        if (scene)
        {
            setScene(scene);
        }
    }
    Node::onEnter();
}

void Camera::onExit()
{
    // remove this camera from scene
    setScene(nullptr);
    Node::onExit();
}

// 设置成当前的场景,把之前的场景删除掉,并且把自己加入到场景的照相机当中
void Camera::setScene(Scene* scene)
{
    if (_scene != scene)
    {
        //remove old scene
        if (_scene)
        {
            auto& cameras = _scene->_cameras;
            auto it = std::find(cameras.begin(), cameras.end(), this);
            if (it != cameras.end())
                cameras.erase(it);
            _scene = nullptr;
        }
        //set new scene
        if (scene)
        {
            _scene = scene;
            auto& cameras = _scene->_cameras;
            auto it = std::find(cameras.begin(), cameras.end(), this);
            if (it == cameras.end())
            {
                _scene->_cameras.push_back(this);
                //notify scene that the camera order is dirty
                _scene->setCameraOrderDirty();
            }
        }
    }
}

void Camera::clearBackground()
{
    if (_clearBrush)
    {
        _clearBrush->drawBackground(this);
    }
}

void Camera::setFrameBufferObject(experimental::FrameBuffer *fbo)
{
    CC_SAFE_RETAIN(fbo);
    CC_SAFE_RELEASE_NULL(_fbo);
    _fbo = fbo;
    if(_scene)
    {
        _scene->setCameraOrderDirty();
    }
}

void Camera::applyFrameBufferObject()
{
    if(nullptr == _fbo)
    {
        experimental::FrameBuffer::applyDefaultFBO();
    }
    else
    {
        _fbo->applyFBO();
    }
}

void Camera::apply()
{
    applyFrameBufferObject();
    applyViewport();
}

void Camera::applyViewport()
{
    if(nullptr == _fbo)
    {
        glViewport(getDefaultViewport()._left, getDefaultViewport()._bottom, getDefaultViewport()._width, getDefaultViewport()._height);
    }
    else
    {
        glViewport(_viewport._left * _fbo->getWidth(), _viewport._bottom * _fbo->getHeight(),
                   _viewport._width * _fbo->getWidth(), _viewport._height * _fbo->getHeight());
    }
    
}

int Camera::getRenderOrder() const
{
    int result(0);
    if(_fbo)
    {
        result = _fbo->getFID()<<8;
    }
    else
    {
        result = 127 <<8;
    }
    result += _depth;
    return result;
}

void Camera::visit(Renderer* renderer, const Mat4 &parentTransform, uint32_t parentFlags)
{
    _viewProjectionUpdated = _transformUpdated;
    return Node::visit(renderer, parentTransform, parentFlags);
}

void Camera::setBackgroundBrush(CameraBackgroundBrush* clearBrush)
{
    CC_SAFE_RETAIN(clearBrush);
    CC_SAFE_RELEASE(_clearBrush);
    _clearBrush = clearBrush;
}

bool Camera::isBrushValid()
{
    return _clearBrush != nullptr && _clearBrush->isValid();
}

暂时就这些。

转载于:https://www.cnblogs.com/George1994/p/6382795.html

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