This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/freestyle/intern/scene_graph/NodeCamera.cpp
2019-05-31 22:55:15 +10:00

155 lines
4.3 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/** \file
* \ingroup freestyle
* \brief Class to represent a light node
*/
#include <math.h>
#include <string.h> // for memcpy
#include "NodeCamera.h"
namespace Freestyle {
static void loadIdentity(double *matrix)
{
int i;
// Build Identity matrix
for (i = 0; i < 16; ++i) {
double value;
if ((i % 5) == 0) {
value = 1.0;
}
else {
value = 0;
}
matrix[i] = value;
}
}
NodeCamera::NodeCamera(CameraType camera_type) : camera_type_(camera_type)
{
loadIdentity(modelview_matrix_);
loadIdentity(projection_matrix_);
}
#if 0 /* UNUSED, gives warning in gcc */
NodeCamera::NodeCamera(const NodeCamera &iBrother) : camera_type_(iBrother.camera_type_)
{
memcpy(modelview_matrix_, iBrother.modelview_matrix_, 16 * sizeof(double));
memcpy(projection_matrix_, iBrother.projection_matrix_, 16 * sizeof(double));
}
#endif
void NodeCamera::accept(SceneVisitor &v)
{
v.visitNodeCamera(*this);
}
void NodeCamera::setModelViewMatrix(double modelview_matrix[16])
{
memcpy(modelview_matrix_, modelview_matrix, 16 * sizeof(double));
}
void NodeCamera::setProjectionMatrix(double projection_matrix[16])
{
memcpy(projection_matrix_, projection_matrix, 16 * sizeof(double));
}
NodeOrthographicCamera::NodeOrthographicCamera()
: NodeCamera(NodeCamera::ORTHOGRAPHIC),
left_(0),
right_(0),
bottom_(0),
top_(0),
zNear_(0),
zFar_(0)
{
loadIdentity(projection_matrix_);
loadIdentity(modelview_matrix_);
}
NodeOrthographicCamera::NodeOrthographicCamera(
double left, double right, double bottom, double top, double zNear, double zFar)
: NodeCamera(NodeCamera::ORTHOGRAPHIC),
left_(left),
right_(right),
bottom_(bottom),
top_(top),
zNear_(zNear),
zFar_(zFar)
{
loadIdentity(projection_matrix_);
projection_matrix_[0] = 2.0 / (right - left);
projection_matrix_[3] = -(right + left) / (right - left);
projection_matrix_[5] = 2.0 / (top - bottom);
projection_matrix_[7] = -(top + bottom) / (top - bottom);
projection_matrix_[10] = -2.0 / (zFar - zNear);
projection_matrix_[11] = -(zFar + zNear) / (zFar - zNear);
}
NodeOrthographicCamera::NodeOrthographicCamera(const NodeOrthographicCamera &iBrother)
: NodeCamera(iBrother),
left_(iBrother.left_),
right_(iBrother.right_),
bottom_(iBrother.bottom_),
top_(iBrother.top_),
zNear_(iBrother.zNear_),
zFar_(iBrother.zFar_)
{
}
NodePerspectiveCamera::NodePerspectiveCamera() : NodeCamera(NodeCamera::PERSPECTIVE)
{
}
NodePerspectiveCamera::NodePerspectiveCamera(double fovy, double aspect, double zNear, double zFar)
: NodeCamera(NodeCamera::PERSPECTIVE)
{
loadIdentity(projection_matrix_);
double f = cos(fovy / 2.0) / sin(fovy / 2.0); // cotangent
projection_matrix_[0] = f / aspect;
projection_matrix_[5] = f;
projection_matrix_[10] = (zNear + zFar) / (zNear - zFar);
projection_matrix_[11] = (2.0 * zNear * zFar) / (zNear - zFar);
projection_matrix_[14] = -1.0;
projection_matrix_[15] = 0;
}
NodePerspectiveCamera::NodePerspectiveCamera(
double left, double right, double bottom, double top, double zNear, double zFar)
: NodeCamera(NodeCamera::PERSPECTIVE)
{
loadIdentity(projection_matrix_);
projection_matrix_[0] = (2.0 * zNear) / (right - left);
projection_matrix_[2] = (right + left) / (right - left);
projection_matrix_[5] = (2.0 * zNear) / (top - bottom);
projection_matrix_[6] = (top + bottom) / (top - bottom);
projection_matrix_[10] = -(zFar + zNear) / (zFar - zNear);
projection_matrix_[11] = -(2.0 * zFar * zNear) / (zFar - zNear);
projection_matrix_[14] = -1.0;
projection_matrix_[15] = 0;
}
} /* namespace Freestyle */