/* Copyright © 2010, 2011, 2012 Vladimír Vondruš 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 { Camera::Camera(Object* parent): Object(parent), _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 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.set(3, 3, 0); fixAspectRatio(); } void Camera::setViewport(const Math::Vector2& size) { glViewport(0, 0, size.x(), size.y()); _viewport = size; fixAspectRatio(); } void Camera::setClean() { if(!isDirty()) return; _cameraMatrix = absoluteTransformation().inversed(); Object::setClean(); } 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 == Extend) { _projectionMatrix = ((_viewport.x() > _viewport.y()) ? Matrix4::scaling({static_cast(_viewport.y())/_viewport.x(), 1, 1}) : Matrix4::scaling({1, static_cast(_viewport.x())/_viewport.y(), 1}) )*rawProjectionMatrix; /* Clip on smaller side = scale smaller side up */ } else if(_aspectRatioPolicy == Clip) { _projectionMatrix = ((_viewport.x() > _viewport.y()) ? Matrix4::scaling({1, static_cast(_viewport.x())/_viewport.y(), 1}) : Matrix4::scaling({static_cast(_viewport.y())/_viewport.x(), 1, 1}) )*rawProjectionMatrix; /* Don't preserve anything */ } else _projectionMatrix = rawProjectionMatrix; } void Camera::setClearColor(const Magnum::Vector4& color) { glClearColor(color.r(), color.g(), color.b(), color.a()); _clearColor = color; } void Camera::draw() { /** @todo Clear only set features */ glClear(GL_COLOR_BUFFER_BIT|GL_STENCIL_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); /* Recursively draw child objects */ drawChildren(scene(), cameraMatrix()); } void Camera::drawChildren(Object* object, const Matrix4& transformationMatrix) { for(set::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); } } }