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/*
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Copyright © 2010, 2011 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 "Scene.h"
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namespace Magnum {
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Camera::Camera(Object* parent): Object(parent), _active(0), viewportWidth(0), viewportHeight(0), _aspectRatioPolicy(Extend) {
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setOrthographic(2, 1, 1000);
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}
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void Camera::setActive(Scene* _scene) {
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if(_scene == _active || scene() != _scene) return;
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Scene* oldActive = _active;
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/* Set camera active in new scene */
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_active = _scene;
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if(_active) _active->setCamera(this);
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/* Remove the camera from current active scene, if the camera is still
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active there */
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if(oldActive && oldActive->camera() == this) oldActive->setCamera(nullptr);
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/* Clean the path to scene */
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setClean();
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}
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void Camera::setOrthographic(GLfloat 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 xyScale = 2/size;
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GLfloat zScale = 2/(far-near);
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rawProjectionMatrix = Matrix4::scaling(xyScale, xyScale, -zScale);
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/* Move the volume on z into (-1, 1) range */
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rawProjectionMatrix = Matrix4::translation(0, 0, -1-near*zScale)*rawProjectionMatrix;
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fixAspectRatio();
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}
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void Camera::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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rawProjectionMatrix = Matrix4::translation(0, 0, 2*far*near/(far+near));
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/* Then apply magic perspective matrix (with reversed Z) */
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static GLfloat a[] = { 1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, -1, -1,
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0, 0, 0, 0 };
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rawProjectionMatrix = Matrix4(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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rawProjectionMatrix = Matrix4::scaling(xyScale, xyScale, zScale)*rawProjectionMatrix;
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/* And... another magic */
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rawProjectionMatrix.set(3, 3, 0);
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fixAspectRatio();
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}
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void Camera::setViewport(int width, int height) {
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glViewport(0, 0, width, height);
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viewportWidth = width;
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viewportHeight = height;
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fixAspectRatio();
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}
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void Camera::setClean() {
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if(!isDirty()) return;
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_cameraMatrix = transformation(true).inverse();
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Object::setClean();
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}
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void Camera::setDirty() {
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Object::setDirty();
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/* Camera is active */
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if(_active) {
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Scene* currentScene = scene();
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/* Camera is not part of the scene anymore, remove it from there */
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if(!currentScene) _active->setCamera(nullptr);
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/* Otherwise set the scene dirty */
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else _active->setDirty();
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/* Clean up the path to scene immediately */
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setClean();
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}
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}
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void Camera::fixAspectRatio() {
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/* Don't divide by zero */
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if(viewportWidth == 0 || viewportHeight == 0) {
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_projectionMatrix = rawProjectionMatrix;
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return;
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}
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/* Extend on larger side = scale larger side down */
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if(_aspectRatioPolicy == Extend) {
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_projectionMatrix = ((viewportWidth > viewportHeight) ?
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Matrix4::scaling(static_cast<GLfloat>(viewportHeight)/viewportWidth, 1, 1) :
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Matrix4::scaling(1, static_cast<GLfloat>(viewportWidth)/viewportHeight, 1)
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)*rawProjectionMatrix;
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/* Clip on smaller side = scale smaller side up */
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} else if(_aspectRatioPolicy == Clip) {
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_projectionMatrix = ((viewportWidth > viewportHeight) ?
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Matrix4::scaling(1, static_cast<GLfloat>(viewportWidth)/viewportHeight, 1) :
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Matrix4::scaling(static_cast<GLfloat>(viewportHeight)/viewportWidth, 1, 1)
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)*rawProjectionMatrix;
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/* Don't preserve anything */
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} else _projectionMatrix = rawProjectionMatrix;
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}
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}
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