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