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138 lines
5.7 KiB
138 lines
5.7 KiB
/* |
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz> |
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This file is part of Magnum. |
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Magnum is free software: you can redistribute it and/or modify |
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it under the terms of the GNU Lesser General Public License version 3 |
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only, as published by the Free Software Foundation. |
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Magnum is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU Lesser General Public License version 3 for more details. |
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*/ |
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#include "Camera.h" |
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#include "Framebuffer.h" |
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#include "Scene.h" |
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using namespace std; |
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namespace Magnum { namespace SceneGraph { |
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#ifndef DOXYGEN_GENERATING_OUTPUT |
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namespace Implementation { |
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template<class MatrixType> MatrixType aspectRatioFix(AspectRatioPolicy aspectRatioPolicy, const Vector2& projectionAspectRatio, const Math::Vector2<GLsizei>& viewport) { |
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/* Don't divide by zero / don't preserve anything */ |
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if(projectionAspectRatio.x() == 0 || projectionAspectRatio.y() == 0 || viewport.x() == 0 || viewport.y() == 0 || aspectRatioPolicy == AspectRatioPolicy::NotPreserved) |
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return MatrixType(); |
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Vector2 relativeAspectRatio = Vector2::from(viewport)/projectionAspectRatio; |
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/* Extend on larger side = scale larger side down |
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Clip on smaller side = scale smaller side up */ |
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return Camera<MatrixType::Size-1>::aspectRatioScale( |
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(relativeAspectRatio.x() > relativeAspectRatio.y()) == (aspectRatioPolicy == AspectRatioPolicy::Extend) ? |
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Vector2(relativeAspectRatio.y()/relativeAspectRatio.x(), 1.0f) : |
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Vector2(1.0f, relativeAspectRatio.x()/relativeAspectRatio.y())); |
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} |
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/* Explicitly instantiate the templates */ |
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template Matrix3 aspectRatioFix<Matrix3>(AspectRatioPolicy, const Vector2&, const Math::Vector2<GLsizei>&); |
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template Matrix4 aspectRatioFix<Matrix4>(AspectRatioPolicy, const Vector2&, const Math::Vector2<GLsizei>&); |
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} |
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#endif |
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template<class MatrixType, class VectorType, class ObjectType, class SceneType, class CameraType> Camera<MatrixType, VectorType, ObjectType, SceneType, CameraType>::Camera(ObjectType* parent): ObjectType(parent), projectionAspectRatio(1.0f), _aspectRatioPolicy(AspectRatioPolicy::NotPreserved) {} |
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template<class MatrixType, class VectorType, class ObjectType, class SceneType, class CameraType> void Camera<MatrixType, VectorType, ObjectType, SceneType, CameraType>::setViewport(const Math::Vector2<GLsizei>& size) { |
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Framebuffer::setViewport({0, 0}, size); |
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_viewport = size; |
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fixAspectRatio(); |
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} |
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template<class MatrixType, class VectorType, class ObjectType, class SceneType, class CameraType> void Camera<MatrixType, VectorType, ObjectType, SceneType, CameraType>::clean(const MatrixType& absoluteTransformation) { |
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ObjectType::clean(absoluteTransformation); |
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_cameraMatrix = absoluteTransformation.inverted(); |
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} |
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template<class MatrixType, class VectorType, class ObjectType, class SceneType, class CameraType> void Camera<MatrixType, VectorType, ObjectType, SceneType, CameraType>::draw() { |
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SceneType* s = this->scene(); |
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CORRADE_ASSERT(s, "Camera: cannot draw without camera attached to scene", ); |
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Framebuffer::clear(); |
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/* Recursively draw child objects */ |
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drawChildren(s, cameraMatrix()); |
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} |
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template<class MatrixType, class VectorType, class ObjectType, class SceneType, class CameraType> void Camera<MatrixType, VectorType, ObjectType, SceneType, CameraType>::drawChildren(ObjectType* object, const MatrixType& transformationMatrix) { |
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for(ObjectType* i = object->firstChild(); i; i = i->nextSibling()) { |
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/* Transformation matrix for the object */ |
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MatrixType matrix = transformationMatrix*i->transformation(); |
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/* Draw the object and its children */ |
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i->draw(matrix, static_cast<CameraType*>(this)); |
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drawChildren(i, matrix); |
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} |
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} |
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void Camera2D::setProjection(const Vector2& size) { |
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/* Scale the volume down so it fits in (-1, 1) in all directions */ |
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rawProjectionMatrix = Matrix3::scaling(2.0f/size); |
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projectionAspectRatio = size; |
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fixAspectRatio(); |
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} |
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void Camera3D::setOrthographic(const Vector2& size, GLfloat near, GLfloat far) { |
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_near = near; |
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_far = far; |
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/* Scale the volume down so it fits in (-1, 1) in all directions */ |
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GLfloat zScale = 2/(far-near); |
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rawProjectionMatrix = Matrix4::scaling({2.0f/size, -zScale}); |
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/* Move the volume on z into (-1, 1) range */ |
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rawProjectionMatrix = Matrix4::translation(Vector3::zAxis(-1-near*zScale))*rawProjectionMatrix; |
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projectionAspectRatio = size; |
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fixAspectRatio(); |
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} |
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void Camera3D::setPerspective(GLfloat fov, GLfloat near, GLfloat far) { |
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_near = near; |
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_far = far; |
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/* First move the volume on z in (-1, 1) range */ |
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rawProjectionMatrix = Matrix4::translation(Vector3::zAxis(2*far*near/(far+near))); |
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/* Then apply magic perspective matrix (with reversed Z) */ |
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static const Matrix4 a(1.0f, 0.0f, 0.0f, 0.0f, |
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0.0f, 1.0f, 0.0f, 0.0f, |
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0.0f, 0.0f, -1.0f, -1.0f, |
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0.0f, 0.0f, 0.0f, 0.0f); |
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rawProjectionMatrix = a*rawProjectionMatrix; |
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/* Then scale the volume down so it fits in (-1, 1) in all directions */ |
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GLfloat xyScale = 1/tan(fov/2); |
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GLfloat zScale = 1+2*near/(far-near); |
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rawProjectionMatrix = Matrix4::scaling({xyScale, xyScale, zScale})*rawProjectionMatrix; |
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/* And... another magic */ |
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rawProjectionMatrix[3][3] = 0; |
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projectionAspectRatio = Vector2(xyScale); |
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fixAspectRatio(); |
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} |
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/* Explicitly instantiate the templates */ |
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template class Camera<Matrix3, Vector2, Object2D, Scene2D, Camera2D>; |
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template class Camera<Matrix4, Vector3, Object3D, Scene3D, Camera3D>; |
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}}
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