/* * Copyright (c) 2024 Huawei Device Co., Ltd. * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifndef CORE_UTIL_SCENE_UTIL_H #define CORE_UTIL_SCENE_UTIL_H #include <3d/ecs/components/camera_component.h> #include <3d/ecs/components/light_component.h> #include <3d/util/intf_scene_util.h> #include #include #include #include #include #include #include CORE3D_BEGIN_NAMESPACE() class IGraphicsContext; namespace CameraMatrixUtil { BASE_NS::Math::Mat4X4 CalculateProjectionMatrix(const CameraComponent& cameraComponent, bool& isCameraNegative); } class SceneUtil : public ISceneUtil { public: explicit SceneUtil(IGraphicsContext& graphicsContext); ~SceneUtil() override = default; CORE_NS::Entity CreateCamera(CORE_NS::IEcs& ecs, const BASE_NS::Math::Vec3& position, const BASE_NS::Math::Quat& rotation, float zNear, float zFar, float fovDegrees) const override; void UpdateCameraViewport( CORE_NS::IEcs& ecs, CORE_NS::Entity entity, const BASE_NS::Math::UVec2& renderResolution) const override; void UpdateCameraViewport(CORE_NS::IEcs& ecs, CORE_NS::Entity entity, const BASE_NS::Math::UVec2& renderResolution, bool autoAspect, float fovY, float orthoScale) const override; void CameraLookAt(CORE_NS::IEcs& ecs, CORE_NS::Entity entity, const BASE_NS::Math::Vec3& eye, const BASE_NS::Math::Vec3& target, const BASE_NS::Math::Vec3& up) override; CORE_NS::Entity CreateLight(CORE_NS::IEcs& ecs, const LightComponent& lightComponent, const BASE_NS::Math::Vec3& position, const BASE_NS::Math::Quat& rotation) const override; /** Reflection plane object */ struct ReflectionPlane { // Reflection plane entity. CORE_NS::Entity entity; // Reflection plane mesh. CORE_NS::Entity mesh; // Reflection plane material. CORE_NS::Entity material; // Reflection plane color target. CORE_NS::EntityReference colorTarget; // Reflection plane depth target. CORE_NS::EntityReference depthTarget; }; void CreateReflectionPlaneComponent(CORE_NS::IEcs& ecs, const CORE_NS::Entity& nodeEntity) override; IAnimationPlayback* RetargetSkinAnimation(CORE_NS::IEcs& ecs, CORE_NS::Entity targetEntity, CORE_NS::Entity sourceEntity, CORE_NS::Entity animationEntity) const override; void GetDefaultMaterialShaderData(CORE_NS::IEcs& ecs, const ISceneUtil::MaterialShaderInfo& info, MaterialComponent::Shader& materialShader, MaterialComponent::Shader& depthShader) const override; void GetDefaultMaterialShaderData(CORE_NS::IEcs& ecs, const ISceneUtil::MaterialShaderInfo& info, const BASE_NS::string_view renderSlot, MaterialComponent::Shader& shader) const override; void ShareSkin(CORE_NS::IEcs& ecs, CORE_NS::Entity targetEntity, CORE_NS::Entity sourceEntity) const override; void RegisterSceneLoader(const ISceneLoader::Ptr& loader) override; void UnregisterSceneLoader(const ISceneLoader::Ptr& loader) override; ISceneLoader::Ptr GetSceneLoader(BASE_NS::string_view uri) const override; private: IGraphicsContext& graphicsContext_; BASE_NS::vector sceneLoaders_; }; CORE3D_END_NAMESPACE() #endif // CORE_UTIL_SCENE_UTIL_H