157 lines
5.5 KiB
C++
157 lines
5.5 KiB
C++
// Copyright (C) 2009 - 2012 Mathias Froehlich
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#ifndef Frustum_hxx
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#define Frustum_hxx
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#include <cmath>
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#include <osg/Matrix>
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#include <osg/Vec2>
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#include <osg/Vec3>
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#include <simgear/math/SGMath.hxx>
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namespace fgviewer {
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struct Frustum {
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Frustum(const double& aspectRatio = 1) :
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_left(-aspectRatio),
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_right(aspectRatio),
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_bottom(-1),
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_top(1),
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_near(2)
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{ }
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Frustum(const double& left, const double& right, const double& bottom, const double& top, const double& zNear) :
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_left(left),
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_right(right),
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_bottom(bottom),
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_top(top),
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_near(zNear)
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{ }
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Frustum(const Frustum& frustum) :
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_left(frustum._left),
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_right(frustum._right),
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_bottom(frustum._bottom),
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_top(frustum._top),
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_near(frustum._near)
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{ }
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bool setMatrix(const osg::Matrix& matrix)
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{
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double zFar;
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return matrix.getFrustum(_left, _right, _bottom, _top, _near, zFar);
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}
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osg::Matrix getMatrix() const
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{
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return getMatrix(osg::Vec2(_near, 2*_near));
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}
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/// Finite projection matrix
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osg::Matrix getMatrix(const osg::Vec2& depthRange) const
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{
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double zNear = depthRange[0];
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double zFar = depthRange[1];
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/// left, right, bottom and top are rescaled by zNear/_near and the result is
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/// inserted into the final equations. This rescaling factor just cancels out mostly.
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double a00 = 2*_near/(_right - _left);
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double a11 = 2*_near/(_top - _bottom);
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double a20 = (_right + _left)/(_right - _left);
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double a21 = (_top + _bottom)/(_top - _bottom);
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double a22 = (zNear + zFar)/(zNear - zFar);
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double a23 = -1;
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double a32 = 2*zNear*zFar/(zNear - zFar);
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return osg::Matrix(a00, 0, 0, 0,
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0, a11, 0, 0,
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a20, a21, a22, a23,
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0, 0, a32, 0);
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}
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/// Infinite projection matrix with a given zNear plane
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osg::Matrix getMatrix(const double& zNear, const double& eps = 0) const
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{
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/// left, right, bottom and top are rescaled by zNear/_near and the result is
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/// inserted into the final equations. This rescaling factor just cancels out mostly.
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double a00 = 2*_near/(_right - _left);
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double a11 = 2*_near/(_top - _bottom);
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double a20 = (_right + _left)/(_right - _left);
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double a21 = (_top + _bottom)/(_top - _bottom);
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double a22 = eps - 1;
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double a23 = -1;
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double a32 = zNear*(eps - 2);
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return osg::Matrix(a00, 0, 0, 0,
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0, a11, 0, 0,
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a20, a21, a22, a23,
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0, 0, a32, 0);
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}
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/// Return the aspect ratio of the frustum
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double getAspectRatio() const
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{ return (_right - _left)/(_top - _bottom); }
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void setAspectRatio(double aspectRatio)
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{
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double aspectScale = aspectRatio/getAspectRatio();
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_left *= aspectScale;
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_right *= aspectScale;
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}
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void setFieldOfViewRad(double fieldOfViewRad)
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{
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double fieldOfView = tan(fieldOfViewRad);
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double aspectRatio = getAspectRatio();
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_left = -fieldOfView*aspectRatio*0.5*_near;
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_right = fieldOfView*aspectRatio*0.5*_near;
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_bottom = -fieldOfView*0.5*_near;
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_top = fieldOfView*0.5*_near;
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}
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void setFieldOfViewDeg(double fieldOfViewDeg)
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{ setFieldOfViewRad(SGMiscd::deg2rad(fieldOfViewDeg)); }
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/// Translate this frustum by the given eye point offset
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Frustum translate(const osg::Vec3& eyeOffset) const
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{
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double left = _left - eyeOffset[0];
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double right = _right - eyeOffset[0];
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double bottom = _bottom - eyeOffset[1];
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double top = _top - eyeOffset[1];
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double zNear = _near + eyeOffset[2];
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return Frustum(left, right, bottom, top, zNear);
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}
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/// Scale this frustum around the scale center.
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/// Gives something similar like zooming into the view.
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Frustum scale(double scaleFactor, const osg::Vec3& scaleCenter) const
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{
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Frustum frustum;
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frustum._left = scaleFactor*(_left - scaleCenter[0]) + scaleCenter[0];
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frustum._right = scaleFactor*(_right - scaleCenter[0]) + scaleCenter[0];
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frustum._bottom = scaleFactor*(_bottom - scaleCenter[1]) + scaleCenter[1];
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frustum._top = scaleFactor*(_top - scaleCenter[1]) + scaleCenter[1];
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frustum._near = scaleFactor*(_near + scaleCenter[2]) - scaleCenter[2];
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return frustum;
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}
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// Parameters for the reference view frustum.
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double _left;
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double _right;
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double _bottom;
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double _top;
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// Is not the real zNear plane. Just used to reference the other frustum parameters.
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double _near;
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};
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} // namespace fgviewer
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#endif
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