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/*
15 years ago
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
#include "Camera.h"
#include "Scene.h"
using namespace std;
namespace Magnum {
GLbitfield Camera::clearMask = GL_COLOR_BUFFER_BIT;
void Camera::setFeature(Feature feature, bool enabled) {
/* Enable or disable the feature */
enabled ? glEnable(static_cast<GLenum>(feature)) : glDisable(static_cast<GLenum>(feature));
/* Update clear mask, if needed */
GLbitfield clearMaskChange;
if(feature == Feature::DepthTest) clearMaskChange = GL_DEPTH_BUFFER_BIT;
else if(feature == Feature::StencilTest) clearMaskChange = GL_STENCIL_BUFFER_BIT;
else return;
enabled ? clearMask |= clearMaskChange : clearMask &= ~clearMaskChange;
}
Camera::Camera(Object* parent): Object(parent), _aspectRatioPolicy(AspectRatioPolicy::Extend) {}
void Camera::setOrthographic(GLfloat size, GLfloat near, GLfloat far) {
_near = near;
_far = far;
/* Scale the volume down so it fits in (-1, 1) in all directions */
GLfloat xyScale = 2/size;
GLfloat zScale = 2/(far-near);
rawProjectionMatrix = Matrix4::scaling({xyScale, xyScale, -zScale});
/* Move the volume on z into (-1, 1) range */
rawProjectionMatrix = Matrix4::translation(Vector3::zAxis(-1-near*zScale))*rawProjectionMatrix;
fixAspectRatio();
}
void Camera::setPerspective(GLfloat fov, GLfloat near, GLfloat far) {
_near = near;
_far = far;
/* First move the volume on z in (-1, 1) range */
rawProjectionMatrix = Matrix4::translation(Vector3::zAxis(2*far*near/(far+near)));
/* Then apply magic perspective matrix (with reversed Z) */
static const Matrix4 a(1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, -1.0f, -1.0f,
0.0f, 0.0f, 0.0f, 0.0f);
rawProjectionMatrix = a*rawProjectionMatrix;
/* Then scale the volume down so it fits in (-1, 1) in all directions */
GLfloat xyScale = 1/tan(fov/2);
GLfloat zScale = 1+2*near/(far-near);
rawProjectionMatrix = Matrix4::scaling({xyScale, xyScale, zScale})*rawProjectionMatrix;
/* And... another magic */
rawProjectionMatrix[3][3] = 0;
fixAspectRatio();
}
void Camera::setViewport(const Math::Vector2<GLsizei>& size) {
glViewport(0, 0, size.x(), size.y());
_viewport = size;
fixAspectRatio();
}
void Camera::clean(const Matrix4& absoluteTransformation) {
Object::clean(absoluteTransformation);
_cameraMatrix = absoluteTransformation.inverted();
}
void Camera::fixAspectRatio() {
/* Don't divide by zero */
if(_viewport.x() == 0 || _viewport.y() == 0) {
_projectionMatrix = rawProjectionMatrix;
return;
}
/* Extend on larger side = scale larger side down */
if(_aspectRatioPolicy == AspectRatioPolicy::Extend) {
_projectionMatrix = ((_viewport.x() > _viewport.y()) ?
Matrix4::scaling({GLfloat(_viewport.y())/_viewport.x(), 1, 1}) :
Matrix4::scaling({1, GLfloat(_viewport.x())/_viewport.y(), 1})
)*rawProjectionMatrix;
/* Clip on smaller side = scale smaller side up */
} else if(_aspectRatioPolicy == AspectRatioPolicy::Clip) {
_projectionMatrix = ((_viewport.x() > _viewport.y()) ?
Matrix4::scaling({1, GLfloat(_viewport.x())/_viewport.y(), 1}) :
Matrix4::scaling({GLfloat(_viewport.y())/_viewport.x(), 1, 1})
)*rawProjectionMatrix;
/* Don't preserve anything */
} else _projectionMatrix = rawProjectionMatrix;
}
void Camera::draw() {
Scene* s = scene();
CORRADE_ASSERT(s, "Camera: cannot draw without camera attached to scene", )
clear();
/* Recursively draw child objects */
drawChildren(s, cameraMatrix());
}
void Camera::drawChildren(Object* object, const Matrix4& transformationMatrix) {
for(set<Object*>::const_iterator it = object->children().begin(); it != object->children().end(); ++it) {
/* Transformation matrix for the object */
Matrix4 matrix = transformationMatrix*(*it)->transformation();
/* Draw the object and its children */
(*it)->draw(matrix, this);
drawChildren(*it, matrix);
}
}
}