/* 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 "Framebuffer.h" #include "Scene.h" using namespace std; namespace Magnum { namespace SceneGraph { #ifndef DOXYGEN_GENERATING_OUTPUT namespace Implementation { template MatrixType aspectRatioFix(AspectRatioPolicy aspectRatioPolicy, const Vector2& projectionAspectRatio, const Math::Vector2& viewport) { /* Don't divide by zero / don't preserve anything */ if(projectionAspectRatio.x() == 0 || projectionAspectRatio.y() == 0 || viewport.x() == 0 || viewport.y() == 0 || aspectRatioPolicy == AspectRatioPolicy::NotPreserved) return MatrixType(); Vector2 relativeAspectRatio = Vector2::from(viewport)/projectionAspectRatio; /* Extend on larger side = scale larger side down Clip on smaller side = scale smaller side up */ return Camera::aspectRatioScale( (relativeAspectRatio.x() > relativeAspectRatio.y()) == (aspectRatioPolicy == AspectRatioPolicy::Extend) ? Vector2(relativeAspectRatio.y()/relativeAspectRatio.x(), 1.0f) : Vector2(1.0f, relativeAspectRatio.x()/relativeAspectRatio.y())); } /* Explicitly instantiate the templates */ template Matrix3 aspectRatioFix(AspectRatioPolicy, const Vector2&, const Math::Vector2&); template Matrix4 aspectRatioFix(AspectRatioPolicy, const Vector2&, const Math::Vector2&); } #endif template Camera::Camera(ObjectType* parent): ObjectType(parent), projectionAspectRatio(1.0f), _aspectRatioPolicy(AspectRatioPolicy::Extend) {} template void Camera::setViewport(const Math::Vector2& size) { Framebuffer::setViewport({0, 0}, size); _viewport = size; fixAspectRatio(); } template void Camera::clean(const MatrixType& absoluteTransformation) { ObjectType::clean(absoluteTransformation); _cameraMatrix = absoluteTransformation.inverted(); } template void Camera::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 void Camera::drawChildren(ObjectType* object, const MatrixType& transformationMatrix) { for(typename set::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(this)); drawChildren(*it, matrix); } } void Camera2D::setProjection(const Vector2& size) { /* Scale the volume down so it fits in (-1, 1) in all directions */ rawProjectionMatrix = Matrix3::scaling(2.0f/size); projectionAspectRatio = size; fixAspectRatio(); } void Camera3D::setOrthographic(const Vector2& size, GLfloat near, GLfloat far) { _near = near; _far = far; /* Scale the volume down so it fits in (-1, 1) in all directions */ GLfloat zScale = 2/(far-near); rawProjectionMatrix = Matrix4::scaling({2.0f/size, -zScale}); /* Move the volume on z into (-1, 1) range */ rawProjectionMatrix = Matrix4::translation(Vector3::zAxis(-1-near*zScale))*rawProjectionMatrix; projectionAspectRatio = size; 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; projectionAspectRatio = Vector2(xyScale); fixAspectRatio(); } /* Explicitly instantiate the templates */ template class Camera; template class Camera; }}