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139 lines
4.2 KiB
139 lines
4.2 KiB
/* |
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Copyright © 2010, 2011 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 "Scene.h" |
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namespace Magnum { |
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Camera::Camera(Object* parent): Object(parent), _active(0), viewportWidth(0), viewportHeight(0), _aspectRatioPolicy(Extend) { |
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setOrthographic(2, 1, 1000); |
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} |
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void Camera::setActive(Scene* _scene) { |
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if(_scene == _active || scene() != _scene) return; |
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Scene* oldActive = _active; |
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/* Set camera active in new scene */ |
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_active = _scene; |
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if(_active) _active->setCamera(this); |
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/* Remove the camera from current active scene, if the camera is still |
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active there */ |
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if(oldActive && oldActive->camera() == this) oldActive->setCamera(0); |
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/* Clean the path to scene */ |
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setClean(); |
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} |
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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(0, 0, -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(0, 0, 2*far*near/(far+near)); |
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/* Then apply magic perspective matrix (with reversed Z) */ |
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static GLfloat a[] = { 1, 0, 0, 0, |
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0, 1, 0, 0, |
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0, 0, -1, -1, |
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0, 0, 0, 0 }; |
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rawProjectionMatrix = Matrix4(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.set(3, 3, 0); |
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fixAspectRatio(); |
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} |
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void Camera::setViewport(int width, int height) { |
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glViewport(0, 0, width, height); |
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viewportWidth = width; |
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viewportHeight = height; |
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fixAspectRatio(); |
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} |
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void Camera::setClean() { |
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if(!isDirty()) return; |
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_cameraMatrix = transformation(true).inverse(); |
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Object::setClean(); |
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} |
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void Camera::setDirty() { |
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Object::setDirty(); |
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/* Camera is active */ |
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if(_active) { |
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Scene* currentScene = scene(); |
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/* Camera is not part of the scene anymore, remove it from there */ |
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if(!currentScene) _active->setCamera(0); |
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/* Otherwise set the scene dirty */ |
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else _active->setDirty(); |
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/* Clean up the path to scene immediately */ |
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setClean(); |
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} |
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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(viewportWidth == 0 || viewportHeight == 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 == Extend) { |
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_projectionMatrix = ((viewportWidth > viewportHeight) ? |
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Matrix4::scaling(static_cast<GLfloat>(viewportHeight)/viewportWidth, 1, 1) : |
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Matrix4::scaling(1, static_cast<GLfloat>(viewportWidth)/viewportHeight, 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 == Clip) { |
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_projectionMatrix = ((viewportWidth > viewportHeight) ? |
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Matrix4::scaling(1, static_cast<GLfloat>(viewportWidth)/viewportHeight, 1) : |
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Matrix4::scaling(static_cast<GLfloat>(viewportHeight)/viewportWidth, 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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}
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