//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "platform/platform.h" #include "scene/sceneCameraState.h" #include "gfx/gfxDevice.h" //----------------------------------------------------------------------------- SceneCameraState::SceneCameraState( const RectI& viewport, const Frustum& frustum, const MatrixF& worldView, const MatrixF& projection ) : mViewport( viewport ), mFrustum( frustum ), mWorldViewMatrix( worldView ), mHeadWorldViewMatrix( worldView ), mProjectionMatrix( projection ) { mViewDirection = frustum.getTransform().getForwardVector(); } //----------------------------------------------------------------------------- SceneCameraState SceneCameraState::fromGFX( ) { return fromGFXWithViewport( GFX->getViewport() ); } //----------------------------------------------------------------------------- SceneCameraState SceneCameraState::fromGFXWithViewport( const RectI& viewport ) { const MatrixF& world = GFX->getWorldMatrix(); MatrixF camera = world; camera.inverse(); Frustum frustum = GFX->getFrustum(); frustum.setTransform( camera ); SceneCameraState ret = SceneCameraState( viewport, frustum, world, GFX->getProjectionMatrix() ); // If rendering to stereo, make sure we get the head matrix S32 stereoTarget = GFX->getCurrentStereoTarget(); if (stereoTarget != -1) { ret.mHeadWorldViewMatrix = GFX->getStereoHeadTransform(); ret.mHeadWorldViewMatrix.inverse(); } return ret; }