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125 lines
4.1 KiB
125 lines
4.1 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 { |
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Camera::Camera(Object* parent): Object(parent), _aspectRatioPolicy(AspectRatioPolicy::Extend) {} |
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void Camera::setOrthographic(GLfloat 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 xyScale = 2/size; |
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GLfloat zScale = 2/(far-near); |
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rawProjectionMatrix = Matrix4::scaling({xyScale, xyScale, -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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fixAspectRatio(); |
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} |
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void Camera::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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fixAspectRatio(); |
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} |
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void Camera::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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void Camera::clean(const Matrix4& absoluteTransformation) { |
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Object::clean(absoluteTransformation); |
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_cameraMatrix = absoluteTransformation.inverted(); |
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} |
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void Camera::fixAspectRatio() { |
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/* Don't divide by zero */ |
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if(_viewport.x() == 0 || _viewport.y() == 0) { |
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_projectionMatrix = rawProjectionMatrix; |
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return; |
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} |
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/* Extend on larger side = scale larger side down */ |
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if(_aspectRatioPolicy == AspectRatioPolicy::Extend) { |
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_projectionMatrix = ((_viewport.x() > _viewport.y()) ? |
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Matrix4::scaling({GLfloat(_viewport.y())/_viewport.x(), 1, 1}) : |
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Matrix4::scaling({1, GLfloat(_viewport.x())/_viewport.y(), 1}) |
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)*rawProjectionMatrix; |
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/* Clip on smaller side = scale smaller side up */ |
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} else if(_aspectRatioPolicy == AspectRatioPolicy::Clip) { |
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_projectionMatrix = ((_viewport.x() > _viewport.y()) ? |
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Matrix4::scaling({1, GLfloat(_viewport.x())/_viewport.y(), 1}) : |
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Matrix4::scaling({GLfloat(_viewport.y())/_viewport.x(), 1, 1}) |
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)*rawProjectionMatrix; |
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/* Don't preserve anything */ |
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} else _projectionMatrix = rawProjectionMatrix; |
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} |
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void Camera::draw() { |
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Scene* s = 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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void Camera::drawChildren(Object* object, const Matrix4& transformationMatrix) { |
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for(set<Object*>::const_iterator it = object->children().begin(); it != object->children().end(); ++it) { |
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/* Transformation matrix for the object */ |
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Matrix4 matrix = transformationMatrix*(*it)->transformation(); |
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/* Draw the object and its children */ |
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(*it)->draw(matrix, this); |
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drawChildren(*it, matrix); |
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} |
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} |
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}
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