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#ifndef Magnum_Camera_h
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#define Magnum_Camera_h
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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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/** @file
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* @brief Class Magnum::Camera
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*/
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#include "Object.h"
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#ifdef WIN32 /* I so HATE windows.h */
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#undef near
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#undef far
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#endif
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namespace Magnum {
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/**
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@brief %Camera object
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*/
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class MAGNUM_EXPORT Camera: public Object {
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public:
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/**
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* @brief Features
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*
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* If not specified otherwise, all features are disabled by default.
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*/
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enum class Feature: GLenum {
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AlphaBlending = GL_BLEND, /**< Alpha blending */
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DepthTest = GL_DEPTH_TEST, /**< Depth test */
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Dithering = GL_DITHER, /**< Dithering (enabled by default) */
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FaceCulling = GL_CULL_FACE /**< Face culling */
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};
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/** @brief Aspect ratio policy */
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enum class AspectRatioPolicy {
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NotPreserved, /**< Don't preserve aspect ratio */
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Extend, /**< Extend on larger side of view */
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Clip /**< Clip on smaller side of view */
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};
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/** @brief Set feature */
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/** @todo Depth clamping (OpenGL 3.2, ARB_depth_clamp) */
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inline static void setFeature(Feature feature, bool enabled) {
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enabled ? glEnable(static_cast<GLenum>(feature)) : glDisable(static_cast<GLenum>(feature));
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}
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/**
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* @brief Constructor
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* @param parent Parent object
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*
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* Sets orthographic projection to the default OpenGL cube (range
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* @f$ [-1; 1] @f$ in all directions) and clear color to black.
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* @see setOrthographic(), setClearColor()
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*/
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Camera(Object* parent = nullptr);
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/** @brief Aspect ratio policy */
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AspectRatioPolicy aspectRatioPolicy() const { return _aspectRatioPolicy; }
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/** @brief Set aspect ratio policy */
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void setAspectRatioPolicy(AspectRatioPolicy policy) { _aspectRatioPolicy = policy; }
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/**
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* @brief Set orthographic projection
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* @param size Size of (square) view
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* @param near Near clipping plane
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* @param far Far clipping plane
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*
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* The volume of given size will be scaled down to range
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* @f$ [-1; 1] @f$ on all directions.
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*/
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void setOrthographic(GLfloat size, GLfloat near, GLfloat far);
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/**
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* @brief Set perspective projection
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* @param fov Field of view angle
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* @param near Near clipping plane
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* @param far Far clipping plane
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*/
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void setPerspective(GLfloat fov, GLfloat near, GLfloat far);
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/** @brief Near clipping plane */
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inline GLfloat near() const { return _near; }
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/** @brief Far clipping plane */
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inline GLfloat far() const { return _far; }
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/**
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* @brief Camera matrix
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*
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* Camera matrix describes world position relative to the camera and is
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* applied as first.
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*/
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inline Matrix4 cameraMatrix() {
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setClean();
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return _cameraMatrix;
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}
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/**
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* @brief Projection matrix
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*
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* Projection matrix handles e.g. perspective distortion and is applied
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* as last.
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*/
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inline Matrix4 projectionMatrix() const { return _projectionMatrix; }
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/** @brief Viewport size */
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inline Math::Vector2<GLsizei> viewport() const { return _viewport; }
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/**
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* @brief Set viewport size
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*
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* Called when assigning the camera to the scene or when window
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* size changes.
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*/
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virtual void setViewport(const Math::Vector2<GLsizei>& size);
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/** @brief Clear color */
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inline Vector4 clearColor() const { return _clearColor; }
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/** @brief Set clear color */
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void setClearColor(const Vector4& color);
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/**
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* @brief Draw the scene
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*
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* Clears the color, depth and stencil buffer and draws the scene
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* using drawChildren().
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*/
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virtual void draw();
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/* It's here just so the function is not hidden by draw() */
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virtual void draw(const Matrix4& transformationMatrix, Camera* camera) {}
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protected:
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/**
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* Recalculates camera matrix.
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*/
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void clean(const Matrix4& absoluteTransformation);
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/**
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* @brief Draw object children
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*
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* Recursively draws all children of the object.
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*/
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void drawChildren(Object* object, const Matrix4& transformationMatrix);
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private:
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Matrix4 rawProjectionMatrix;
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Matrix4 _projectionMatrix;
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Matrix4 _cameraMatrix;
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Vector4 _clearColor;
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GLfloat _near, _far;
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Math::Vector2<GLsizei> _viewport;
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AspectRatioPolicy _aspectRatioPolicy;
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void fixAspectRatio();
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};
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}
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#endif
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