OpenSceneGraph/src/osg/CameraNode.cpp

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2005-06-14 21:16:58 +08:00
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library 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
* OpenSceneGraph Public License for more details.
*/
#include <osg/CameraNode>
using namespace osg;
CameraNode::CameraNode():
_clearColor(osg::Vec4(0.0f,0.0f,0.0f,1.0f)),
_clearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT),
_transformOrder(PRE_MULTIPLE),
_renderOrder(POST_RENDER),
_renderTargetImplementation(FRAME_BUFFER)
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{
}
CameraNode::CameraNode(const CameraNode& camera,const CopyOp& copyop):
Transform(camera,copyop),
CullSettings(camera),
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_clearColor(camera._clearColor),
_clearMask(camera._clearMask),
_viewport(camera._viewport),
_transformOrder(camera._transformOrder),
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_projectionMatrix(camera._projectionMatrix),
_viewMatrix(camera._viewMatrix),
_renderOrder(camera._renderOrder),
_renderTargetImplementation(camera._renderTargetImplementation),
_bufferAttachmentMap(camera._bufferAttachmentMap)
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{
}
CameraNode::~CameraNode()
{
}
Matrixd CameraNode::getInverseViewMatrix() const
{
Matrixd inverse;
inverse.invert(_viewMatrix);
return inverse;
}
void CameraNode::setProjectionMatrixAsOrtho(double left, double right,
double bottom, double top,
double zNear, double zFar)
{
setProjectionMatrix(osg::Matrixd::ortho(left, right,
bottom, top,
zNear, zFar));
}
void CameraNode::setProjectionMatrixAsOrtho2D(double left, double right,
double bottom, double top)
{
setProjectionMatrix(osg::Matrixd::ortho2D(left, right,
bottom, top));
}
void CameraNode::setProjectionMatrixAsFrustum(double left, double right,
double bottom, double top,
double zNear, double zFar)
{
setProjectionMatrix(osg::Matrixd::frustum(left, right,
bottom, top,
zNear, zFar));
}
void CameraNode::setProjectionMatrixAsPerspective(double fovy,double aspectRatio,
double zNear, double zFar)
{
setProjectionMatrix(osg::Matrixd::perspective(fovy,aspectRatio,
zNear, zFar));
}
bool CameraNode::getProjectionMatrixAsOrtho(double& left, double& right,
double& bottom, double& top,
double& zNear, double& zFar)
{
return _projectionMatrix.getOrtho(left, right,
bottom, top,
zNear, zFar);
}
bool CameraNode::getProjectionMatrixAsFrustum(double& left, double& right,
double& bottom, double& top,
double& zNear, double& zFar)
{
return _projectionMatrix.getFrustum(left, right,
bottom, top,
zNear, zFar);
}
bool CameraNode::getProjectionMatrixAsPerspective(double& fovy,double& aspectRatio,
double& zNear, double& zFar)
{
return _projectionMatrix.getPerspective(fovy, aspectRatio, zNear, zFar);
}
void CameraNode::setViewMatrixAsLookAt(const Vec3& eye,const Vec3& center,const Vec3& up)
{
setViewMatrix(osg::Matrixd::lookAt(eye,center,up));
}
void CameraNode::getViewMatrixAsLookAt(Vec3& eye,Vec3& center,Vec3& up,float lookDistance)
{
_viewMatrix.getLookAt(eye,center,up,lookDistance);
}
void CameraNode::attach(BufferComponent buffer, GLenum internalFormat)
{
_bufferAttachmentMap[buffer]._internalFormat = internalFormat;
}
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void CameraNode::attach(BufferComponent buffer, osg::Texture* texture, unsigned int level, unsigned int face)
{
_bufferAttachmentMap[buffer]._texture = texture;
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_bufferAttachmentMap[buffer]._level = level;
_bufferAttachmentMap[buffer]._face = face;
}
void CameraNode::attach(BufferComponent buffer, osg::Image* image)
{
_bufferAttachmentMap[buffer]._image = image;
}
void CameraNode::detach(BufferComponent buffer)
{
_bufferAttachmentMap.erase(buffer);
}
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bool CameraNode::computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const
{
if (_referenceFrame==RELATIVE_RF)
{
if (_transformOrder==PRE_MULTIPLE)
{
matrix.preMult(_viewMatrix);
}
else
{
matrix.postMult(_viewMatrix);
}
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}
else // absolute
{
matrix = _viewMatrix;
}
return true;
}
bool CameraNode::computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor*) const
{
const Matrixd& inverse = getInverseViewMatrix();
if (_referenceFrame==RELATIVE_RF)
{
if (_transformOrder==PRE_MULTIPLE)
{
// note doing inverse so pre becomes post.
matrix.postMult(inverse);
}
else
{
// note doing inverse so post becomes pre.
matrix.preMult(inverse);
}
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}
else // absolute
{
matrix = inverse;
}
return true;
}