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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 "Framebuffer.h"
#include "Scene.h"
using namespace std;
namespace Magnum { namespace SceneGraph {
#ifndef DOXYGEN_GENERATING_OUTPUT
namespace Implementation {
Matrix4 Camera<3>::fixAspectRatio(AspectRatioPolicy aspectRatioPolicy, const Math::Vector2<GLsizei>& viewport) {
/* Don't divide by zero */
if(viewport.x() == 0 || viewport.y() == 0)
return Matrix4();
/* Extend on larger side = scale larger side down */
if(aspectRatioPolicy == AspectRatioPolicy::Extend)
return ((viewport.x() > viewport.y()) ?
Matrix4::scaling({GLfloat(viewport.y())/viewport.x(), 1, 1}) :
Matrix4::scaling({1, GLfloat(viewport.x())/viewport.y(), 1})
);
/* Clip on smaller side = scale smaller side up */
if(aspectRatioPolicy == AspectRatioPolicy::Clip)
return ((viewport.x() > viewport.y()) ?
Matrix4::scaling({1, GLfloat(viewport.x())/viewport.y(), 1}) :
Matrix4::scaling({GLfloat(viewport.y())/viewport.x(), 1, 1})
);
/* Don't preserve anything */
return Matrix4();
}
}
#endif
template<class MatrixType, class VectorType, class ObjectType, class SceneType, class CameraType> Camera<MatrixType, VectorType, ObjectType, SceneType, CameraType>::Camera(ObjectType* parent): ObjectType(parent), _aspectRatioPolicy(AspectRatioPolicy::Extend) {}
template<class MatrixType, class VectorType, class ObjectType, class SceneType, class CameraType> void Camera<MatrixType, VectorType, ObjectType, SceneType, CameraType>::setViewport(const Math::Vector2<GLsizei>& size) {
Framebuffer::setViewport({0, 0}, size);
_viewport = size;
fixAspectRatio();
}
template<class MatrixType, class VectorType, class ObjectType, class SceneType, class CameraType> void Camera<MatrixType, VectorType, ObjectType, SceneType, CameraType>::clean(const MatrixType& absoluteTransformation) {
ObjectType::clean(absoluteTransformation);
_cameraMatrix = absoluteTransformation.inverted();
}
template<class MatrixType, class VectorType, class ObjectType, class SceneType, class CameraType> void Camera<MatrixType, VectorType, ObjectType, SceneType, CameraType>::draw() {
SceneType* s = this->scene();
CORRADE_ASSERT(s, "Camera: cannot draw without camera attached to scene", );
Framebuffer::clear();
/* Recursively draw child objects */
drawChildren(s, cameraMatrix());
}
template<class MatrixType, class VectorType, class ObjectType, class SceneType, class CameraType> void Camera<MatrixType, VectorType, ObjectType, SceneType, CameraType>::drawChildren(ObjectType* object, const MatrixType& transformationMatrix) {
for(typename set<ObjectType*>::const_iterator it = object->children().begin(); it != object->children().end(); ++it) {
/* Transformation matrix for the object */
MatrixType matrix = transformationMatrix*(*it)->transformation();
/* Draw the object and its children */
(*it)->draw(matrix, static_cast<CameraType*>(this));
drawChildren(*it, matrix);
}
}
void Camera3D::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 Camera3D::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();
}
/* Explicitly instantiate the templates */
template class Camera<Matrix4, Vector3, Object3D, Scene3D, Camera3D>;
}}