/* Copyright © 2010, 2011 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" namespace Magnum { Camera::Camera(Object* parent): Object(parent), _active(0), _aspectRatioPolicy(Extend) { setOrthographic(2, 1, 1000); } void Camera::setActive(Scene* _scene) { if(_scene == _active || scene() != _scene) return; Scene* oldActive = _active; /* Set camera active in new scene */ _active = _scene; if(_active) _active->setCamera(this); /* Remove the camera from current active scene, if the camera is still active there */ if(oldActive && oldActive->camera() == this) oldActive->setCamera(nullptr); /* Clean the path to scene */ setClean(); } 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(0, 0, -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(0, 0, 2*far*near/(far+near)); /* Then apply magic perspective matrix (with reversed Z) */ static GLfloat a[] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1, -1, 0, 0, 0, 0 }; rawProjectionMatrix = Matrix4(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 = transformation(true).inverse(); Object::setClean(); } void Camera::setDirty() { Object::setDirty(); /* Camera is active */ if(_active) { Scene* currentScene = scene(); /* Camera is not part of the scene anymore, remove it from there */ if(!currentScene) _active->setCamera(nullptr); /* Otherwise set the scene dirty */ else _active->setDirty(); /* Clean up the path to scene immediately */ 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; } }