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- //-----------------------------------------------------------------------------
- // 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;
- }
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