sceneCameraState.cpp 2.7 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "scene/sceneCameraState.h"
  24. #include "gfx/gfxDevice.h"
  25. //-----------------------------------------------------------------------------
  26. SceneCameraState::SceneCameraState( const RectI& viewport, const Frustum& frustum, const MatrixF& worldView, const MatrixF& projection )
  27. : mViewport( viewport ),
  28. mFrustum( frustum ),
  29. mWorldViewMatrix( worldView ),
  30. mHeadWorldViewMatrix( worldView ),
  31. mProjectionMatrix( projection )
  32. {
  33. mViewDirection = frustum.getTransform().getForwardVector();
  34. }
  35. //-----------------------------------------------------------------------------
  36. SceneCameraState SceneCameraState::fromGFX( )
  37. {
  38. return fromGFXWithViewport( GFX->getViewport() );
  39. }
  40. //-----------------------------------------------------------------------------
  41. SceneCameraState SceneCameraState::fromGFXWithViewport( const RectI& viewport )
  42. {
  43. const MatrixF& world = GFX->getWorldMatrix();
  44. MatrixF camera = world;
  45. camera.inverse();
  46. Frustum frustum = GFX->getFrustum();
  47. frustum.setTransform( camera );
  48. SceneCameraState ret = SceneCameraState(
  49. viewport,
  50. frustum,
  51. world,
  52. GFX->getProjectionMatrix()
  53. );
  54. // If rendering to stereo, make sure we get the head matrix
  55. S32 stereoTarget = GFX->getCurrentStereoTarget();
  56. if (stereoTarget != -1)
  57. {
  58. ret.mHeadWorldViewMatrix = GFX->getStereoHeadTransform();
  59. ret.mHeadWorldViewMatrix.inverse();
  60. }
  61. return ret;
  62. }