b1aaf05bf6
--HG-- branch : multipass-stereo
85 lines
No EOL
2.8 KiB
C++
85 lines
No EOL
2.8 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 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,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include <nel/misc/types_nl.h>
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#include "camera.h"
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#include <nel/3d/stereo_display.h>
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#include "global.h"
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#include "misc.h"
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using namespace NLMISC;
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using namespace NL3D;
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//---------------------------------------------------
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// update the camera perspective setup
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//---------------------------------------------------
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void updateCameraPerspective()
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{
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float fov, aspectRatio;
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computeCurrentFovAspectRatio(fov, aspectRatio);
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// change the perspective of the scene
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if(!MainCam.empty())
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MainCam.setPerspective(fov, aspectRatio, CameraSetupZNear, ClientCfg.Vision);
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// change the perspective of the root scene
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if(SceneRoot)
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{
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UCamera cam= SceneRoot->getCam();
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cam.setPerspective(fov, aspectRatio, SceneRootCameraZNear, SceneRootCameraZFar);
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}
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}
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void buildCameraClippingPyramid(std::vector<CPlane> &planes)
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{
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if (StereoDisplay) StereoDisplay->getClippingFrustum(0, &MainCam);
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// Compute pyramid in view basis.
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CVector pfoc(0,0,0);
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const CFrustum &frustum = MainCam.getFrustum();
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InvMainSceneViewMatrix = MainCam.getMatrix();
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MainSceneViewMatrix = InvMainSceneViewMatrix;
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MainSceneViewMatrix.invert();
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CVector lb(frustum.Left, frustum.Near, frustum.Bottom );
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CVector lt(frustum.Left, frustum.Near, frustum.Top );
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CVector rb(frustum.Right, frustum.Near, frustum.Bottom );
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CVector rt(frustum.Right, frustum.Near, frustum.Top );
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CVector lbFar(frustum.Left, ClientCfg.CharacterFarClip, frustum.Bottom);
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CVector ltFar(frustum.Left, ClientCfg.CharacterFarClip, frustum.Top );
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CVector rtFar(frustum.Right, ClientCfg.CharacterFarClip, frustum.Top );
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planes.resize (4);
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// planes[0].make(lbFar, ltFar, rtFar);
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planes[0].make(pfoc, lt, lb);
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planes[1].make(pfoc, rt, lt);
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planes[2].make(pfoc, rb, rt);
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planes[3].make(pfoc, lb, rb);
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// Compute pyramid in World basis.
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// The vector transformation M of a plane p is computed as p*M-1.
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// Here, ViewMatrix== CamMatrix-1. Hence the following formula.
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uint i;
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for (i = 0; i < 4; i++)
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{
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planes[i] = planes[i]*MainSceneViewMatrix;
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}
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}
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/* end of file */ |