sceneCameraState.cpp
Engine/source/scene/sceneCameraState.cpp
Detailed Description
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#include "platform/platform.h" 25#include "scene/sceneCameraState.h" 26 27#include "gfx/gfxDevice.h" 28 29 30//----------------------------------------------------------------------------- 31 32SceneCameraState::SceneCameraState( const RectI& viewport, const Frustum& frustum, const MatrixF& worldView, const MatrixF& projection ) 33 : mViewport( viewport ), 34 mFrustum( frustum ), 35 mWorldViewMatrix( worldView ), 36 mHeadWorldViewMatrix( worldView ), 37 mProjectionMatrix( projection ) 38{ 39 mViewDirection = frustum.getTransform().getForwardVector(); 40} 41 42//----------------------------------------------------------------------------- 43 44SceneCameraState SceneCameraState::fromGFX( ) 45{ 46 return fromGFXWithViewport( GFX->getViewport() ); 47} 48 49//----------------------------------------------------------------------------- 50 51SceneCameraState SceneCameraState::fromGFXWithViewport( const RectI& viewport ) 52{ 53 const MatrixF& world = GFX->getWorldMatrix(); 54 55 MatrixF camera = world; 56 camera.inverse(); 57 58 Frustum frustum = GFX->getFrustum(); 59 frustum.setTransform( camera ); 60 61 SceneCameraState ret = SceneCameraState( 62 viewport, 63 frustum, 64 world, 65 GFX->getProjectionMatrix() 66 ); 67 68 // If rendering to stereo, make sure we get the head matrix 69 S32 stereoTarget = GFX->getCurrentStereoTarget(); 70 if (stereoTarget != -1) 71 { 72 ret.mHeadWorldViewMatrix = GFX->getStereoHeadTransform(); 73 ret.mHeadWorldViewMatrix.inverse(); 74 } 75 76 return ret; 77} 78