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/*
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
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This file is part of Magnum.
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Magnum is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License version 3
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only, as published by the Free Software Foundation.
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Magnum is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License version 3 for more details.
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*/
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#include "Camera.h"
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#include "Framebuffer.h"
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#include "Scene.h"
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using namespace std;
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namespace Magnum { namespace SceneGraph {
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#ifndef DOXYGEN_GENERATING_OUTPUT
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namespace Implementation {
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template<class MatrixType> MatrixType aspectRatioFix(AspectRatioPolicy aspectRatioPolicy, const Vector2& projectionAspectRatio, const Math::Vector2<GLsizei>& viewport) {
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/* Don't divide by zero / don't preserve anything */
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if(projectionAspectRatio.x() == 0 || projectionAspectRatio.y() == 0 || viewport.x() == 0 || viewport.y() == 0 || aspectRatioPolicy == AspectRatioPolicy::NotPreserved)
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return MatrixType();
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Vector2 relativeAspectRatio = Vector2::from(viewport)/projectionAspectRatio;
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/* Extend on larger side = scale larger side down
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Clip on smaller side = scale smaller side up */
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return Camera<MatrixType::Size-1>::aspectRatioScale(
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(relativeAspectRatio.x() > relativeAspectRatio.y()) == (aspectRatioPolicy == AspectRatioPolicy::Extend) ?
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Vector2(relativeAspectRatio.y()/relativeAspectRatio.x(), 1.0f) :
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Vector2(1.0f, relativeAspectRatio.x()/relativeAspectRatio.y()));
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}
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/* Explicitly instantiate the templates */
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template Matrix3 aspectRatioFix<Matrix3>(AspectRatioPolicy, const Vector2&, const Math::Vector2<GLsizei>&);
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template Matrix4 aspectRatioFix<Matrix4>(AspectRatioPolicy, const Vector2&, const Math::Vector2<GLsizei>&);
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}
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#endif
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template<class MatrixType, class VectorType, class ObjectType, class SceneType, class CameraType> Camera<MatrixType, VectorType, ObjectType, SceneType, CameraType>::Camera(ObjectType* parent): ObjectType(parent), projectionAspectRatio(1.0f), _aspectRatioPolicy(AspectRatioPolicy::NotPreserved) {}
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template<class MatrixType, class VectorType, class ObjectType, class SceneType, class CameraType> void Camera<MatrixType, VectorType, ObjectType, SceneType, CameraType>::setViewport(const Math::Vector2<GLsizei>& size) {
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Framebuffer::setViewport({0, 0}, size);
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_viewport = size;
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fixAspectRatio();
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}
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template<class MatrixType, class VectorType, class ObjectType, class SceneType, class CameraType> void Camera<MatrixType, VectorType, ObjectType, SceneType, CameraType>::clean(const MatrixType& absoluteTransformation) {
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ObjectType::clean(absoluteTransformation);
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_cameraMatrix = absoluteTransformation.inverted();
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}
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template<class MatrixType, class VectorType, class ObjectType, class SceneType, class CameraType> void Camera<MatrixType, VectorType, ObjectType, SceneType, CameraType>::draw() {
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SceneType* s = this->scene();
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CORRADE_ASSERT(s, "Camera: cannot draw without camera attached to scene", );
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Framebuffer::clear();
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/* Recursively draw child objects */
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drawChildren(s, cameraMatrix());
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}
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template<class MatrixType, class VectorType, class ObjectType, class SceneType, class CameraType> void Camera<MatrixType, VectorType, ObjectType, SceneType, CameraType>::drawChildren(ObjectType* object, const MatrixType& transformationMatrix) {
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for(ObjectType* i = object->firstChild(); i; i = i->nextSibling()) {
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/* Transformation matrix for the object */
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MatrixType matrix = transformationMatrix*i->transformation();
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/* Draw the object and its children */
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i->draw(matrix, static_cast<CameraType*>(this));
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drawChildren(i, matrix);
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}
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}
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void Camera2D::setProjection(const Vector2& size) {
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/* Scale the volume down so it fits in (-1, 1) in all directions */
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rawProjectionMatrix = Matrix3::scaling(2.0f/size);
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projectionAspectRatio = size;
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fixAspectRatio();
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}
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void Camera3D::setOrthographic(const Vector2& size, GLfloat near, GLfloat far) {
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_near = near;
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_far = far;
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/* Scale the volume down so it fits in (-1, 1) in all directions */
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GLfloat zScale = 2/(far-near);
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rawProjectionMatrix = Matrix4::scaling({2.0f/size, -zScale});
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/* Move the volume on z into (-1, 1) range */
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Removed convenience functions with "unwrapped" Vector parameters.
With C++11, objects can be passed nearly as easy as without these
convenience functions, for example:
Matrix4::scaling({0.5f, 1.0f, 0.5f});
which is nearly the same as the following, using convenience function:
Matrix4::scaling(0.5f, 1.0f, 0.5f);
Convenience functions can also be pretty confusing, for example:
Matrix4::rotation(1.0f, -1.0f, 2.0f, 2.0f); // wtf?
Matrix4::rotation(1.0f, {-1.0f, 2.0f, 2.0f}); // ah, okay!
There are also a few neat tricks, which cannot be done using convenience
functions, for example:
Matrix4::translate(Vector3::xAxis(3.0f)); // {3.0f, 0.0f, 0.0f}
Camera::setClearColor({0.1f, 0.1f, 0.1f}); // default 1.0f for alpha
14 years ago
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rawProjectionMatrix = Matrix4::translation(Vector3::zAxis(-1-near*zScale))*rawProjectionMatrix;
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projectionAspectRatio = size;
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fixAspectRatio();
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}
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void Camera3D::setPerspective(GLfloat fov, GLfloat near, GLfloat far) {
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_near = near;
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_far = far;
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/* First move the volume on z in (-1, 1) range */
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Removed convenience functions with "unwrapped" Vector parameters.
With C++11, objects can be passed nearly as easy as without these
convenience functions, for example:
Matrix4::scaling({0.5f, 1.0f, 0.5f});
which is nearly the same as the following, using convenience function:
Matrix4::scaling(0.5f, 1.0f, 0.5f);
Convenience functions can also be pretty confusing, for example:
Matrix4::rotation(1.0f, -1.0f, 2.0f, 2.0f); // wtf?
Matrix4::rotation(1.0f, {-1.0f, 2.0f, 2.0f}); // ah, okay!
There are also a few neat tricks, which cannot be done using convenience
functions, for example:
Matrix4::translate(Vector3::xAxis(3.0f)); // {3.0f, 0.0f, 0.0f}
Camera::setClearColor({0.1f, 0.1f, 0.1f}); // default 1.0f for alpha
14 years ago
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rawProjectionMatrix = Matrix4::translation(Vector3::zAxis(2*far*near/(far+near)));
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/* Then apply magic perspective matrix (with reversed Z) */
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static const Matrix4 a(1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, -1.0f, -1.0f,
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0.0f, 0.0f, 0.0f, 0.0f);
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rawProjectionMatrix = a*rawProjectionMatrix;
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/* Then scale the volume down so it fits in (-1, 1) in all directions */
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GLfloat xyScale = 1/tan(fov/2);
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GLfloat zScale = 1+2*near/(far-near);
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Removed convenience functions with "unwrapped" Vector parameters.
With C++11, objects can be passed nearly as easy as without these
convenience functions, for example:
Matrix4::scaling({0.5f, 1.0f, 0.5f});
which is nearly the same as the following, using convenience function:
Matrix4::scaling(0.5f, 1.0f, 0.5f);
Convenience functions can also be pretty confusing, for example:
Matrix4::rotation(1.0f, -1.0f, 2.0f, 2.0f); // wtf?
Matrix4::rotation(1.0f, {-1.0f, 2.0f, 2.0f}); // ah, okay!
There are also a few neat tricks, which cannot be done using convenience
functions, for example:
Matrix4::translate(Vector3::xAxis(3.0f)); // {3.0f, 0.0f, 0.0f}
Camera::setClearColor({0.1f, 0.1f, 0.1f}); // default 1.0f for alpha
14 years ago
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rawProjectionMatrix = Matrix4::scaling({xyScale, xyScale, zScale})*rawProjectionMatrix;
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/* And... another magic */
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rawProjectionMatrix[3][3] = 0;
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projectionAspectRatio = Vector2(xyScale);
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fixAspectRatio();
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}
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/* Explicitly instantiate the templates */
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template class Camera<Matrix3, Vector2, Object2D, Scene2D, Camera2D>;
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template class Camera<Matrix4, Vector3, Object3D, Scene3D, Camera3D>;
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}}
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