/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
namespace // unnamed namespace
{
-const unsigned int UPDATE_COUNT = 2u; // Update projection or view matrix this many frames after a change
-const unsigned int COPY_PREVIOUS_MATRIX = 1u; // Copy view or projection matrix from previous frame
+const uint32_t UPDATE_COUNT = 2u; // Update projection or view matrix this many frames after a change
+const uint32_t COPY_PREVIOUS_MATRIX = 1u; // Copy view or projection matrix from previous frame
}
namespace Dali
namespace
{
+template< typename T >
+T Sign( T value )
+{
+ return T( T(0) < value ) - T( value < T(0) );
+}
+
void LookAt(Matrix& result, const Vector3& eye, const Vector3& target, const Vector3& up)
{
Vector3 vZ = target - eye;
result.SetInverseTransformComponents(vX, vY, vZ, eye);
}
-
void Frustum(Matrix& result, float left, float right, float bottom, float top, float near, float far, bool invertYAxis)
{
float deltaZ = far - near;
const Dali::Camera::Type Camera::DEFAULT_TYPE( Dali::Camera::FREE_LOOK );
const Dali::Camera::ProjectionMode Camera::DEFAULT_MODE( Dali::Camera::PERSPECTIVE_PROJECTION );
const bool Camera::DEFAULT_INVERT_Y_AXIS( false );
-const float Camera::DEFAULT_FIELD_OF_VIEW( 45.0f*(M_PI/180.0f) );
+const float Camera::DEFAULT_FIELD_OF_VIEW( 45.0f*(Math::PI/180.0f) );
const float Camera::DEFAULT_ASPECT_RATIO( 4.0f/3.0f );
const float Camera::DEFAULT_LEFT_CLIPPING_PLANE(-240.0f);
const float Camera::DEFAULT_RIGHT_CLIPPING_PLANE(240.0f);
{
mUpdateViewFlag = UPDATE_COUNT;
}
- if( mNode->GetDirtyFlags() & VisibleFlag )
+ if( mNode->GetDirtyFlags() & NodePropertyFlags::VISIBLE )
{
// If the visibility changes, the projection matrix needs to be re-calculated.
// It may happen the first time an actor is rendered it's rendered only once and becomes invisible,
}
// if either matrix changed, we need to recalculate the inverse matrix for hit testing to work
- unsigned int viewUpdateCount = UpdateViewMatrix( updateBufferIndex );
- unsigned int projectionUpdateCount = UpdateProjection( updateBufferIndex );
+ uint32_t viewUpdateCount = UpdateViewMatrix( updateBufferIndex );
+ uint32_t projectionUpdateCount = UpdateProjection( updateBufferIndex );
// if model or view matrix changed we need to either recalculate the inverse VP or copy previous
if( viewUpdateCount > COPY_PREVIOUS_MATRIX || projectionUpdateCount > COPY_PREVIOUS_MATRIX )
return 0u != mUpdateViewFlag;
}
-unsigned int Camera::UpdateViewMatrix( BufferIndex updateBufferIndex )
+uint32_t Camera::UpdateViewMatrix( BufferIndex updateBufferIndex )
{
- unsigned int retval( mUpdateViewFlag );
+ uint32_t retval( mUpdateViewFlag );
if( 0u != mUpdateViewFlag )
{
if( COPY_PREVIOUS_MATRIX == mUpdateViewFlag )
if ( normalize )
{
- for ( unsigned int i = 0; i < 6; ++i )
+ for ( uint32_t i = 0; i < 6; ++i )
{
// Normalize planes to ensure correct bounding distance checking
Plane& plane = planes.mPlanes[ i ];
}
else
{
- for ( unsigned int i = 0; i < 6; ++i )
+ for ( uint32_t i = 0; i < 6; ++i )
{
planes.mSign[i] = Vector3( Sign(planes.mPlanes[ i ].mNormal.x), Sign(planes.mPlanes[ i ].mNormal.y), Sign(planes.mPlanes[ i ].mNormal.z) );
}
return true;
}
-unsigned int Camera::UpdateProjection( BufferIndex updateBufferIndex )
+uint32_t Camera::UpdateProjection( BufferIndex updateBufferIndex )
{
- unsigned int retval( mUpdateProjectionFlag );
+ uint32_t retval( mUpdateProjectionFlag );
// Early-exit if no update required
if ( 0u != mUpdateProjectionFlag )
{