Visualization Library v1.0.3A lightweight C++ OpenGL middleware for 2D/3D graphics |
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00001 /**************************************************************************************/ 00002 /* */ 00003 /* Visualization Library */ 00004 /* http://visualizationlibrary.org */ 00005 /* */ 00006 /* Copyright (c) 2005-2010, Michele Bosi */ 00007 /* All rights reserved. */ 00008 /* */ 00009 /* Redistribution and use in source and binary forms, with or without modification, */ 00010 /* are permitted provided that the following conditions are met: */ 00011 /* */ 00012 /* - Redistributions of source code must retain the above copyright notice, this */ 00013 /* list of conditions and the following disclaimer. */ 00014 /* */ 00015 /* - Redistributions in binary form must reproduce the above copyright notice, this */ 00016 /* list of conditions and the following disclaimer in the documentation and/or */ 00017 /* other materials provided with the distribution. */ 00018 /* */ 00019 /* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND */ 00020 /* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED */ 00021 /* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE */ 00022 /* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR */ 00023 /* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES */ 00024 /* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; */ 00025 /* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON */ 00026 /* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT */ 00027 /* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS */ 00028 /* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ 00029 /* */ 00030 /**************************************************************************************/ 00031 00032 #ifndef Camera_INCLUDE_ONCE 00033 #define Camera_INCLUDE_ONCE 00034 00035 #include <vlCore/checks.hpp> 00036 #include <vlCore/math_utils.hpp> 00037 #include <vlCore/Vector4.hpp> 00038 #include <vlGraphics/Framebuffer.hpp> 00039 #include <vlGraphics/Viewport.hpp> 00040 #include <vlGraphics/Frustum.hpp> 00041 #include <vlCore/Ray.hpp> 00042 00043 namespace vl 00044 { 00045 class AABB; 00046 //----------------------------------------------------------------------------- 00047 // Camera 00048 //----------------------------------------------------------------------------- 00050 class VLGRAPHICS_EXPORT Camera: public Object 00051 { 00052 VL_INSTRUMENT_CLASS(vl::Camera, Object) 00053 00054 public: 00056 Camera(); 00057 00065 void computeNearFarOptimizedProjMatrix(const Sphere& scene_bounding_sphere); 00066 00070 void computeFrustumPlanes(); 00071 00073 void applyModelViewMatrix(const mat4& model_matrix) const; 00074 00076 void applyViewMatrix() const; 00077 00079 void applyProjMatrix() const; 00080 00083 real aspectRatio() const 00084 { 00085 if (viewport()) 00086 return (real)viewport()->width()/viewport()->height(); 00087 else 00088 return 0; 00089 } 00090 00093 void setFOV(real fov) { mFOV = fov; } 00094 00096 real fov() const { return mFOV; } 00097 00100 void setNearPlane(real nearplane) { mNearPlane = nearplane; } 00101 00103 real nearPlane() const { return mNearPlane; } 00104 00107 void setFarPlane(real farplane) { mFarPlane = farplane; } 00108 00110 real farPlane() const { return mFarPlane; } 00111 00113 real left() const { return mLeft; } 00114 void setLeft(real v) { mLeft = v; } 00115 00117 real right() const { return mRight; } 00118 void setRight(real v) { mRight = v; } 00119 00121 real bottom() const { return mBottom; } 00122 void setBottom(real v) { mBottom = v; } 00123 00125 real top() const { return mTop; } 00126 void setTop(real v) { mTop = v; } 00127 00129 void setFrustum(const Frustum& frustum) { mFrustum = frustum; } 00130 00132 const Frustum& frustum() const { return mFrustum; } 00133 00135 Frustum& frustum() { return mFrustum; } 00136 00138 void setViewport(Viewport* viewport) { mViewport = viewport; } 00139 00141 Viewport* viewport() { return mViewport.get(); } 00142 00144 const Viewport* viewport() const { return mViewport.get(); } 00145 00147 void bindTransform(Transform* transform) { mBoundTransform = transform; } 00148 00150 const Transform* boundTransform() const { return mBoundTransform.get(); } 00151 00153 Transform* boundTransform() { return mBoundTransform.get(); } 00154 00157 void setViewMatrix(const mat4& mat) { mViewMatrix = mat; mViewMatrix.getInverse(mModelingMatrix); } 00158 00161 const mat4& viewMatrix() const { return mViewMatrix; } 00162 00165 void setModelingMatrix(const mat4& mat) { mModelingMatrix = mat; mModelingMatrix.getInverse(mViewMatrix); } 00166 00169 const mat4& modelingMatrix() const { return mModelingMatrix; } 00170 00172 void setProjectionMatrix(const mat4& mat, EProjectionMatrixType proj_type) { mProjectionMatrix = mat; mProjectionType = proj_type; } 00173 00175 const mat4& projectionMatrix() const { return mProjectionMatrix; } 00176 00178 EProjectionMatrixType projectionMatrixType() const { return mProjectionType; } 00179 00182 void setProjectionPerspective(); 00183 00186 void setProjectionPerspective(real fov, real near, real far); 00187 00198 void setProjectionFrustum(real left, real right, real bottom, real top, real znear, real zfar); 00199 00206 void setProjectionOrtho(real left, real right, real bottom, real top, real znear, real zfar); 00207 00214 void setProjectionOrtho(); 00215 00224 void setProjectionOrtho(real offset); 00225 00230 void setViewMatrixLookAt(const vec3& eye, const vec3& at, const vec3& up); 00231 00237 void getViewMatrixAsLookAt(vec3& eye, vec3& at, vec3& up, vec3& right) const; 00238 00240 bool project(const vec4& in_world, vec4& out_viewp) const; 00241 00248 bool unproject(const vec3& in_viewp, vec4& out_world) const; 00249 00251 bool unproject(std::vector<vec3>& points) const; 00252 00260 Ray computeRay(int viewp_x, int viewp_y); 00261 00263 Frustum computeRayFrustum(int viewp_x, int viewp_y); 00264 00270 void adjustView(const AABB& aabb, const vec3& dir, const vec3& up, real bias=1.0f); 00271 00272 protected: 00273 mat4 mViewMatrix; 00274 mat4 mModelingMatrix; 00275 mat4 mProjectionMatrix; 00276 ref<Viewport> mViewport; 00277 Frustum mFrustum; 00278 ref<Transform> mBoundTransform; 00279 real mFOV; 00280 real mLeft, mRight, mBottom, mTop; 00281 real mNearPlane; 00282 real mFarPlane; 00283 EProjectionMatrixType mProjectionType; 00284 }; 00285 } 00286 00287 #endif