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authorBenoit Bolsee <benoit.bolsee@online.be>2009-04-26 16:23:30 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2009-04-26 16:23:30 +0400
commitba563216e9ec4e7c3e55ca343948d925a2dc1651 (patch)
treec982d2100e4625559d53ab1e9c8e2be04c4a1033
parentfc4ba5e13116835c3208ecfe21c9ccc3e93277f7 (diff)
BGE: Fix Orthographic mode and viewport scaling
- the BGE now uses correct glOrtho projection whe camera is in orthographic mode -
-rw-r--r--projectfiles_vc9/gameengine/gameplayer/ghost/GP_ghost.vcproj3
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_Camera.cpp158
-rw-r--r--source/gameengine/Ketsji/KX_Camera.h2
-rw-r--r--source/gameengine/Ketsji/KX_Dome.cpp6
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.cpp82
-rw-r--r--source/gameengine/Ketsji/KX_Light.cpp3
-rw-r--r--source/gameengine/Rasterizer/RAS_CameraData.h4
-rw-r--r--source/gameengine/Rasterizer/RAS_FramingManager.cpp101
-rw-r--r--source/gameengine/Rasterizer/RAS_FramingManager.h22
-rw-r--r--source/gameengine/Rasterizer/RAS_IRasterizer.h26
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp33
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h15
-rw-r--r--source/gameengine/VideoTexture/ImageRender.cpp50
14 files changed, 356 insertions, 151 deletions
diff --git a/projectfiles_vc9/gameengine/gameplayer/ghost/GP_ghost.vcproj b/projectfiles_vc9/gameengine/gameplayer/ghost/GP_ghost.vcproj
index 01ccd916edb..5cd8a9c469b 100644
--- a/projectfiles_vc9/gameengine/gameplayer/ghost/GP_ghost.vcproj
+++ b/projectfiles_vc9/gameengine/gameplayer/ghost/GP_ghost.vcproj
@@ -166,12 +166,13 @@
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
- AdditionalDependencies="odelib.lib fmodvc.lib ws2_32.lib vfw32.lib odbc32.lib odbccp32.lib opengl32.lib glu32.lib openal_static.lib libjpeg.lib dxguid.lib libeay32.lib libpng.lib libz.lib qtmlClient.lib SDL.lib freetype2ST.lib python25.lib pthreadVSE2.lib pthreadVC2.lib Half.lib Iex.lib IlmImf.lib IlmThread.lib Imath.lib avcodec-52.lib avformat-52.lib avutil-50.lib swscale-0.lib avdevice-52.lib"
+ AdditionalDependencies="odelib.lib ws2_32.lib vfw32.lib odbc32.lib odbccp32.lib opengl32.lib glu32.lib openal_static.lib libjpeg.lib dxguid.lib libeay32.lib libpng.lib libz.lib qtmlClient.lib SDL.lib freetype2ST.lib python25.lib pthreadVSE2.lib pthreadVC2.lib Half.lib Iex.lib IlmImf.lib IlmThread.lib Imath.lib avcodec-52.lib avformat-52.lib avutil-50.lib swscale-0.lib avdevice-52.lib"
OutputFile="..\..\..\..\bin\blenderplayer.exe"
LinkIncremental="1"
SuppressStartupBanner="true"
AdditionalLibraryDirectories="..\..\..\..\..\lib\windows\sdl\lib;..\..\..\..\..\lib\windows\zlib\lib;..\..\..\..\..\lib\windows\ode\lib;..\..\..\..\..\lib\windows\png\lib;..\..\..\..\..\lib\windows\jpeg\lib;..\..\..\..\..\lib\windows\fmod\lib;..\..\..\..\..\lib\windows\openal\lib;..\..\..\..\..\lib\windows\freetype\lib;..\..\..\..\..\lib\windows\openexr\lib_vs2008;..\..\..\..\..\lib\windows\python\lib\lib25_vs2008;..\..\..\..\..\lib\windows\openssl\lib;..\..\..\..\..\lib\windows\QTDevWin\Libraries;..\..\..\..\..\lib\windows\pthreads\lib;..\..\..\..\..\lib\windows\ffmpeg\lib"
IgnoreDefaultLibraryNames="libc.lib, msvcrt.lib, libcd.lib, libcmtd.lib, msvcrtd.lib"
+ GenerateDebugInformation="true"
ProgramDatabaseFile="..\..\..\..\..\build\msvc_9\libs\blenderplayer.pdb"
SubSystem="1"
RandomizedBaseAddress="1"
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index b2f283220a0..962af7cc4c9 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1620,7 +1620,7 @@ static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int l
static KX_Camera *gamecamera_from_bcamera(Object *ob, KX_Scene *kxscene, KX_BlenderSceneConverter *converter) {
Camera* ca = static_cast<Camera*>(ob->data);
- RAS_CameraData camdata(ca->lens, ca->clipsta, ca->clipend, ca->type == CAM_PERSP, dof_camera(ob));
+ RAS_CameraData camdata(ca->lens, ca->ortho_scale, ca->clipsta, ca->clipend, ca->type == CAM_PERSP, dof_camera(ob));
KX_Camera *gamecamera;
gamecamera= new KX_Camera(kxscene, KX_Scene::m_callbacks, camdata);
diff --git a/source/gameengine/Ketsji/KX_Camera.cpp b/source/gameengine/Ketsji/KX_Camera.cpp
index e536d1f1e7e..8565346b30e 100644
--- a/source/gameengine/Ketsji/KX_Camera.cpp
+++ b/source/gameengine/Ketsji/KX_Camera.cpp
@@ -47,7 +47,7 @@ KX_Camera::KX_Camera(void* sgReplicationInfo,
m_camdata(camdata),
m_dirty(true),
m_normalized(false),
- m_frustum_culling(frustum_culling && camdata.m_perspective),
+ m_frustum_culling(frustum_culling),
m_set_projection_matrix(false),
m_set_frustum_center(false)
{
@@ -184,6 +184,11 @@ float KX_Camera::GetLens() const
return m_camdata.m_lens;
}
+float KX_Camera::GetScale() const
+{
+ return m_camdata.m_scale;
+}
+
float KX_Camera::GetCameraNear() const
@@ -264,80 +269,83 @@ void KX_Camera::ExtractFrustumSphere()
MT_Matrix4x4 clip_camcs_matrix = m_projection_matrix;
clip_camcs_matrix.invert();
- // detect which of the corner of the far clipping plane is the farthest to the origin
- MT_Vector4 nfar; // far point in device normalized coordinate
- MT_Point3 farpoint; // most extreme far point in camera coordinate
- MT_Point3 nearpoint;// most extreme near point in camera coordinate
- MT_Point3 farcenter(0.,0.,0.);// center of far cliping plane in camera coordinate
- MT_Scalar F=1.0, N; // square distance of far and near point to origin
- MT_Scalar f, n; // distance of far and near point to z axis. f is always > 0 but n can be < 0
- MT_Scalar e, s; // far and near clipping distance (<0)
- MT_Scalar c; // slope of center line = distance of far clipping center to z axis / far clipping distance
- MT_Scalar z; // projection of sphere center on z axis (<0)
- // tmp value
- MT_Vector4 npoint(1., 1., 1., 1.);
- MT_Vector4 hpoint;
- MT_Point3 point;
- MT_Scalar len;
- for (int i=0; i<4; i++)
- {
- hpoint = clip_camcs_matrix*npoint;
- point.setValue(hpoint[0]/hpoint[3], hpoint[1]/hpoint[3], hpoint[2]/hpoint[3]);
- len = point.dot(point);
- if (len > F)
- {
- nfar = npoint;
- farpoint = point;
- F = len;
- }
- // rotate by 90 degree along the z axis to walk through the 4 extreme points of the far clipping plane
- len = npoint[0];
- npoint[0] = -npoint[1];
- npoint[1] = len;
- farcenter += point;
- }
- // the far center is the average of the far clipping points
- farcenter *= 0.25;
- // the extreme near point is the opposite point on the near clipping plane
- nfar.setValue(-nfar[0], -nfar[1], -1., 1.);
- nfar = clip_camcs_matrix*nfar;
- nearpoint.setValue(nfar[0]/nfar[3], nfar[1]/nfar[3], nfar[2]/nfar[3]);
- N = nearpoint.dot(nearpoint);
- e = farpoint[2];
- s = nearpoint[2];
- // projection on XY plane for distance to axis computation
- MT_Point2 farxy(farpoint[0], farpoint[1]);
- // f is forced positive by construction
- f = farxy.length();
- // get corresponding point on the near plane
- farxy *= s/e;
- // this formula preserve the sign of n
- n = f*s/e - MT_Point2(nearpoint[0]-farxy[0], nearpoint[1]-farxy[1]).length();
- c = MT_Point2(farcenter[0], farcenter[1]).length()/e;
- // the big formula, it simplifies to (F-N)/(2(e-s)) for the symmetric case
- z = (F-N)/(2.0*(e-s+c*(f-n)));
- m_frustum_center = MT_Point3(farcenter[0]*z/e, farcenter[1]*z/e, z);
- m_frustum_radius = m_frustum_center.distance(farpoint);
-
-#if 0
- // The most extreme points on the near and far plane. (normalized device coords)
- MT_Vector4 hnear(1., 1., 0., 1.), hfar(1., 1., 1., 1.);
-
- // Transform to hom camera local space
- hnear = clip_camcs_matrix*hnear;
- hfar = clip_camcs_matrix*hfar;
-
- // Tranform to 3d camera local space.
- MT_Point3 nearpoint(hnear[0]/hnear[3], hnear[1]/hnear[3], hnear[2]/hnear[3]);
- MT_Point3 farpoint(hfar[0]/hfar[3], hfar[1]/hfar[3], hfar[2]/hfar[3]);
-
- // Compute center
- // don't use camera data in case the user specifies the matrix directly
- m_frustum_center = MT_Point3(0., 0.,
- (nearpoint.dot(nearpoint) - farpoint.dot(farpoint))/(2.0*(nearpoint[2]-farpoint[2] /*m_camdata.m_clipend - m_camdata.m_clipstart*/)));
- m_frustum_radius = m_frustum_center.distance(farpoint);
-#endif
-
+ if (m_projection_matrix[3][3] == MT_Scalar(0.0))
+ {
+ // frustrum projection
+ // detect which of the corner of the far clipping plane is the farthest to the origin
+ MT_Vector4 nfar; // far point in device normalized coordinate
+ MT_Point3 farpoint; // most extreme far point in camera coordinate
+ MT_Point3 nearpoint;// most extreme near point in camera coordinate
+ MT_Point3 farcenter(0.,0.,0.);// center of far cliping plane in camera coordinate
+ MT_Scalar F=-1.0, N; // square distance of far and near point to origin
+ MT_Scalar f, n; // distance of far and near point to z axis. f is always > 0 but n can be < 0
+ MT_Scalar e, s; // far and near clipping distance (<0)
+ MT_Scalar c; // slope of center line = distance of far clipping center to z axis / far clipping distance
+ MT_Scalar z; // projection of sphere center on z axis (<0)
+ // tmp value
+ MT_Vector4 npoint(1., 1., 1., 1.);
+ MT_Vector4 hpoint;
+ MT_Point3 point;
+ MT_Scalar len;
+ for (int i=0; i<4; i++)
+ {
+ hpoint = clip_camcs_matrix*npoint;
+ point.setValue(hpoint[0]/hpoint[3], hpoint[1]/hpoint[3], hpoint[2]/hpoint[3]);
+ len = point.dot(point);
+ if (len > F)
+ {
+ nfar = npoint;
+ farpoint = point;
+ F = len;
+ }
+ // rotate by 90 degree along the z axis to walk through the 4 extreme points of the far clipping plane
+ len = npoint[0];
+ npoint[0] = -npoint[1];
+ npoint[1] = len;
+ farcenter += point;
+ }
+ // the far center is the average of the far clipping points
+ farcenter *= 0.25;
+ // the extreme near point is the opposite point on the near clipping plane
+ nfar.setValue(-nfar[0], -nfar[1], -1., 1.);
+ nfar = clip_camcs_matrix*nfar;
+ nearpoint.setValue(nfar[0]/nfar[3], nfar[1]/nfar[3], nfar[2]/nfar[3]);
+ // this is a frustrum projection
+ N = nearpoint.dot(nearpoint);
+ e = farpoint[2];
+ s = nearpoint[2];
+ // projection on XY plane for distance to axis computation
+ MT_Point2 farxy(farpoint[0], farpoint[1]);
+ // f is forced positive by construction
+ f = farxy.length();
+ // get corresponding point on the near plane
+ farxy *= s/e;
+ // this formula preserve the sign of n
+ n = f*s/e - MT_Point2(nearpoint[0]-farxy[0], nearpoint[1]-farxy[1]).length();
+ c = MT_Point2(farcenter[0], farcenter[1]).length()/e;
+ // the big formula, it simplifies to (F-N)/(2(e-s)) for the symmetric case
+ z = (F-N)/(2.0*(e-s+c*(f-n)));
+ m_frustum_center = MT_Point3(farcenter[0]*z/e, farcenter[1]*z/e, z);
+ m_frustum_radius = m_frustum_center.distance(farpoint);
+ }
+ else
+ {
+ // orthographic projection
+ // The most extreme points on the near and far plane. (normalized device coords)
+ MT_Vector4 hnear(1., 1., 1., 1.), hfar(-1., -1., -1., 1.);
+
+ // Transform to hom camera local space
+ hnear = clip_camcs_matrix*hnear;
+ hfar = clip_camcs_matrix*hfar;
+
+ // Tranform to 3d camera local space.
+ MT_Point3 nearpoint(hnear[0]/hnear[3], hnear[1]/hnear[3], hnear[2]/hnear[3]);
+ MT_Point3 farpoint(hfar[0]/hfar[3], hfar[1]/hfar[3], hfar[2]/hfar[3]);
+
+ // just use mediant point
+ m_frustum_center = (farpoint + nearpoint)*0.5;
+ m_frustum_radius = m_frustum_center.distance(farpoint);
+ }
// Transform to world space.
m_frustum_center = GetCameraToWorld()(m_frustum_center);
m_frustum_radius /= fabs(NodeGetWorldScaling()[NodeGetWorldScaling().closestAxis()]);
diff --git a/source/gameengine/Ketsji/KX_Camera.h b/source/gameengine/Ketsji/KX_Camera.h
index d570fac213a..83316972ca0 100644
--- a/source/gameengine/Ketsji/KX_Camera.h
+++ b/source/gameengine/Ketsji/KX_Camera.h
@@ -184,6 +184,8 @@ public:
/** Gets the aperture. */
float GetLens() const;
+ /** Gets the ortho scale. */
+ float GetScale() const;
/** Gets the near clip distance. */
float GetCameraNear() const;
/** Gets the far clip distance. */
diff --git a/source/gameengine/Ketsji/KX_Dome.cpp b/source/gameengine/Ketsji/KX_Dome.cpp
index 077e2ce33b7..9565c53e0bf 100644
--- a/source/gameengine/Ketsji/KX_Dome.cpp
+++ b/source/gameengine/Ketsji/KX_Dome.cpp
@@ -1507,8 +1507,7 @@ void KX_Dome::RotateCamera(KX_Camera* cam, int i)
MT_Transform camtrans(cam->GetWorldToCamera());
MT_Matrix4x4 viewmat(camtrans);
- m_rasterizer->SetViewMatrix(viewmat, cam->NodeGetWorldPosition(),
- cam->GetCameraLocation(), cam->GetCameraOrientation());
+ m_rasterizer->SetViewMatrix(viewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), cam->GetCameraData()->m_perspective);
cam->SetModelviewMatrix(viewmat);
// restore the original orientation
@@ -1914,8 +1913,7 @@ void KX_Dome::RenderDomeFrame(KX_Scene* scene, KX_Camera* cam, int i)
MT_Transform camtrans(cam->GetWorldToCamera());
MT_Matrix4x4 viewmat(camtrans);
- m_rasterizer->SetViewMatrix(viewmat, cam->NodeGetWorldPosition(),
- cam->GetCameraLocation(), cam->GetCameraOrientation());
+ m_rasterizer->SetViewMatrix(viewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), cam->GetCameraData()->m_perspective);
cam->SetModelviewMatrix(viewmat);
scene->CalculateVisibleMeshes(m_rasterizer,cam);
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index 63db54a296e..9bac0f7d758 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -1093,7 +1093,7 @@ void KX_KetsjiEngine::GetSceneViewport(KX_Scene *scene, KX_Camera* cam, RAS_Rect
area = userviewport;
}
- else if ( m_overrideCam || (scene->GetName() != m_overrideSceneName) || m_overrideCamUseOrtho ) {
+ else if ( !m_overrideCam || (scene->GetName() != m_overrideSceneName) || m_overrideCamUseOrtho ) {
RAS_FramingManager::ComputeViewport(
scene->GetFramingType(),
m_canvas->GetDisplayArea(),
@@ -1163,13 +1163,11 @@ void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
{
bool override_camera;
RAS_Rect viewport, area;
- float left, right, bottom, top, nearfrust, farfrust, focallength;
- const float ortho = 100.0;
+ float nearfrust, farfrust, focallength;
// KX_Camera* cam = scene->GetActiveCamera();
if (!cam)
return;
-
GetSceneViewport(scene, cam, area, viewport);
// store the computed viewport in the scene
@@ -1187,19 +1185,24 @@ void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
override_camera = override_camera && (cam->GetName() == "__default__cam__");
if (override_camera && m_overrideCamUseOrtho) {
- MT_CmMatrix4x4 projmat = m_overrideCamProjMat;
- m_rasterizer->SetProjectionMatrix(projmat);
+ m_rasterizer->SetProjectionMatrix(m_overrideCamProjMat);
+ if (!cam->hasValidProjectionMatrix()) {
+ // needed to get frustrum planes for culling
+ MT_Matrix4x4 projmat;
+ projmat.setValue(m_overrideCamProjMat.getPointer());
+ cam->SetProjectionMatrix(projmat);
+ }
} else if (cam->hasValidProjectionMatrix() && !cam->GetViewport() )
{
m_rasterizer->SetProjectionMatrix(cam->GetProjectionMatrix());
} else
{
RAS_FrameFrustum frustum;
- float lens = cam->GetLens();
bool orthographic = !cam->GetCameraData()->m_perspective;
nearfrust = cam->GetCameraNear();
farfrust = cam->GetCameraFar();
focallength = cam->GetFocalLength();
+ MT_Matrix4x4 projmat;
if(override_camera) {
nearfrust = m_overrideCamNear;
@@ -1207,45 +1210,56 @@ void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
}
if (orthographic) {
- lens *= ortho;
- nearfrust = (nearfrust + 1.0)*ortho;
- farfrust *= ortho;
- }
-
- RAS_FramingManager::ComputeFrustum(
- scene->GetFramingType(),
- area,
- viewport,
- lens,
- nearfrust,
- farfrust,
- frustum
- );
- left = frustum.x1 * m_cameraZoom;
- right = frustum.x2 * m_cameraZoom;
- bottom = frustum.y1 * m_cameraZoom;
- top = frustum.y2 * m_cameraZoom;
- nearfrust = frustum.camnear;
- farfrust = frustum.camfar;
+ RAS_FramingManager::ComputeOrtho(
+ scene->GetFramingType(),
+ area,
+ viewport,
+ cam->GetScale(),
+ nearfrust,
+ farfrust,
+ frustum
+ );
+ if (!cam->GetViewport()) {
+ frustum.x1 *= m_cameraZoom;
+ frustum.x2 *= m_cameraZoom;
+ frustum.y1 *= m_cameraZoom;
+ frustum.y2 *= m_cameraZoom;
+ }
+ projmat = m_rasterizer->GetOrthoMatrix(
+ frustum.x1, frustum.x2, frustum.y1, frustum.y2, frustum.camnear, frustum.camfar);
- MT_Matrix4x4 projmat = m_rasterizer->GetFrustumMatrix(
- left, right, bottom, top, nearfrust, farfrust, focallength);
+ } else {
+ RAS_FramingManager::ComputeFrustum(
+ scene->GetFramingType(),
+ area,
+ viewport,
+ cam->GetLens(),
+ nearfrust,
+ farfrust,
+ frustum
+ );
+ if (!cam->GetViewport()) {
+ frustum.x1 *= m_cameraZoom;
+ frustum.x2 *= m_cameraZoom;
+ frustum.y1 *= m_cameraZoom;
+ frustum.y2 *= m_cameraZoom;
+ }
+ projmat = m_rasterizer->GetFrustumMatrix(
+ frustum.x1, frustum.x2, frustum.y1, frustum.y2, frustum.camnear, frustum.camfar, focallength);
+ }
cam->SetProjectionMatrix(projmat);
// Otherwise the projection matrix for each eye will be the same...
- if (m_rasterizer->Stereo())
+ if (!orthographic && m_rasterizer->Stereo())
cam->InvalidateProjectionMatrix();
}
MT_Transform camtrans(cam->GetWorldToCamera());
- if (!cam->GetCameraData()->m_perspective)
- camtrans.getOrigin()[2] *= ortho;
MT_Matrix4x4 viewmat(camtrans);
- m_rasterizer->SetViewMatrix(viewmat, cam->NodeGetWorldPosition(),
- cam->GetCameraLocation(), cam->GetCameraOrientation());
+ m_rasterizer->SetViewMatrix(viewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), cam->GetCameraData()->m_perspective);
cam->SetModelviewMatrix(viewmat);
//redundant, already done in Render()
diff --git a/source/gameengine/Ketsji/KX_Light.cpp b/source/gameengine/Ketsji/KX_Light.cpp
index 7bc982111fe..498eb7262b5 100644
--- a/source/gameengine/Ketsji/KX_Light.cpp
+++ b/source/gameengine/Ketsji/KX_Light.cpp
@@ -160,8 +160,7 @@ void KX_LightObject::BindShadowBuffer(RAS_IRasterizer *ras, KX_Camera *cam, MT_T
/* setup rasterizer transformations */
ras->SetProjectionMatrix(projectionmat);
- ras->SetViewMatrix(modelviewmat, cam->NodeGetWorldPosition(),
- cam->GetCameraLocation(), cam->GetCameraOrientation());
+ ras->SetViewMatrix(modelviewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), cam->GetCameraData()->m_perspective);
}
void KX_LightObject::UnbindShadowBuffer(RAS_IRasterizer *ras)
diff --git a/source/gameengine/Rasterizer/RAS_CameraData.h b/source/gameengine/Rasterizer/RAS_CameraData.h
index e3af43fb839..c8f4d9a0a17 100644
--- a/source/gameengine/Rasterizer/RAS_CameraData.h
+++ b/source/gameengine/Rasterizer/RAS_CameraData.h
@@ -32,6 +32,7 @@
struct RAS_CameraData
{
float m_lens;
+ float m_scale;
float m_clipstart;
float m_clipend;
bool m_perspective;
@@ -42,10 +43,11 @@ struct RAS_CameraData
int m_viewporttop;
float m_focallength;
- RAS_CameraData(float lens = 35.0, float clipstart = 0.1, float clipend = 5000.0, bool perspective = true,
+ RAS_CameraData(float lens = 35.0, float scale = 6.0, float clipstart = 0.1, float clipend = 5000.0, bool perspective = true,
float focallength = 0.0f, bool viewport = false, int viewportleft = 0, int viewportbottom = 0,
int viewportright = 0, int viewporttop = 0) :
m_lens(lens),
+ m_scale(scale),
m_clipstart(clipstart),
m_clipend(clipend),
m_perspective(perspective),
diff --git a/source/gameengine/Rasterizer/RAS_FramingManager.cpp b/source/gameengine/Rasterizer/RAS_FramingManager.cpp
index e2bbca48bb5..ea18ffb2298 100644
--- a/source/gameengine/Rasterizer/RAS_FramingManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_FramingManager.cpp
@@ -72,6 +72,39 @@ ComputeDefaultFrustum(
void
RAS_FramingManager::
+ComputeDefaultOrtho(
+ const float camnear,
+ const float camfar,
+ const float scale,
+ const float design_aspect_ratio,
+ RAS_FrameFrustum & frustum
+)
+{
+ float halfSize = scale*0.5f;
+ float sizeX;
+ float sizeY;
+
+ if (design_aspect_ratio > 1.f) {
+ // halfsize defines the width
+ sizeX = halfSize;
+ sizeY = halfSize/design_aspect_ratio;
+ } else {
+ // halfsize defines the height
+ sizeX = halfSize * design_aspect_ratio;
+ sizeY = halfSize;
+ }
+
+ frustum.x2 = sizeX;
+ frustum.x1 = -frustum.x2;
+ frustum.y2 = sizeY;
+ frustum.y1 = -frustum.y2;
+ frustum.camnear = -camfar;
+ frustum.camfar = camfar;
+}
+
+
+ void
+RAS_FramingManager::
ComputeBestFitViewRect(
const RAS_Rect &availableViewport,
const float design_aspect_ratio,
@@ -227,5 +260,73 @@ ComputeFrustum(
}
}
+ void
+RAS_FramingManager::
+ ComputeOrtho(
+ const RAS_FrameSettings &settings,
+ const RAS_Rect &availableViewport,
+ const RAS_Rect &viewport,
+ const float scale,
+ const float camnear,
+ const float camfar,
+ RAS_FrameFrustum &frustum
+ )
+{
+ RAS_FrameSettings::RAS_FrameType type = settings.FrameType();
+
+ const float design_width = float(settings.DesignAspectWidth());
+ const float design_height = float(settings.DesignAspectHeight());
+
+ float design_aspect_ratio = float(1);
+
+ if (design_height == float(0)) {
+ // well this is ill defined
+ // lets just scale the thing
+ type = RAS_FrameSettings::e_frame_scale;
+ } else {
+ design_aspect_ratio = design_width/design_height;
+ }
+
+
+ ComputeDefaultOrtho(
+ camnear,
+ camfar,
+ scale,
+ design_aspect_ratio,
+ frustum
+ );
+
+ switch (type) {
+
+ case RAS_FrameSettings::e_frame_extend:
+ {
+ RAS_Rect vt;
+ ComputeBestFitViewRect(
+ availableViewport,
+ design_aspect_ratio,
+ vt
+ );
+
+ // now scale the calculated frustum by the difference
+ // between vt and the viewport in each axis.
+ // These are always > 1
+
+ float x_scale = float(viewport.GetWidth())/float(vt.GetWidth());
+ float y_scale = float(viewport.GetHeight())/float(vt.GetHeight());
+
+ frustum.x1 *= x_scale;
+ frustum.x2 *= x_scale;
+ frustum.y1 *= y_scale;
+ frustum.y2 *= y_scale;
+
+ break;
+ }
+ case RAS_FrameSettings::e_frame_scale :
+ case RAS_FrameSettings::e_frame_bars:
+ default :
+ break;
+ }
+
+}
diff --git a/source/gameengine/Rasterizer/RAS_FramingManager.h b/source/gameengine/Rasterizer/RAS_FramingManager.h
index 0a226ac30f9..4398e2d00c3 100644
--- a/source/gameengine/Rasterizer/RAS_FramingManager.h
+++ b/source/gameengine/Rasterizer/RAS_FramingManager.h
@@ -209,6 +209,18 @@ public :
static
void
+ ComputeOrtho(
+ const RAS_FrameSettings &settings,
+ const RAS_Rect &availableViewport,
+ const RAS_Rect &viewport,
+ const float scale,
+ const float camnear,
+ const float camfar,
+ RAS_FrameFrustum &frustum
+ );
+
+ static
+ void
ComputeFrustum(
const RAS_FrameSettings &settings,
const RAS_Rect &availableViewport,
@@ -229,6 +241,16 @@ public :
RAS_FrameFrustum & frustum
);
+ static
+ void
+ ComputeDefaultOrtho(
+ const float camnear,
+ const float camfar,
+ const float scale,
+ const float design_aspect_ratio,
+ RAS_FrameFrustum & frustum
+ );
+
private :
static
diff --git a/source/gameengine/Rasterizer/RAS_IRasterizer.h b/source/gameengine/Rasterizer/RAS_IRasterizer.h
index 96472b112d6..dc8c3c1ebf8 100644
--- a/source/gameengine/Rasterizer/RAS_IRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_IRasterizer.h
@@ -250,9 +250,9 @@ public:
* Sets the modelview matrix.
*/
virtual void SetViewMatrix(const MT_Matrix4x4 & mat,
- const MT_Vector3& campos,
- const MT_Point3 &camLoc,
- const MT_Quaternion &camOrientQuat)=0;
+ const MT_Matrix3x3 & ori,
+ const MT_Point3 & pos,
+ bool perspective)=0;
/**
*/
virtual const MT_Point3& GetCameraPosition()=0;
@@ -326,6 +326,26 @@ public:
float focallength = 0.0f,
bool perspective = true
)=0;
+
+ /**
+ * Generates a orthographic projection matrix from the specified frustum.
+ * @param left the left clipping plane
+ * @param right the right clipping plane
+ * @param bottom the bottom clipping plane
+ * @param top the top clipping plane
+ * @param frustnear the near clipping plane
+ * @param frustfar the far clipping plane
+ * @return a 4x4 matrix representing the projection transform.
+ */
+ virtual MT_Matrix4x4 GetOrthoMatrix(
+ float left,
+ float right,
+ float bottom,
+ float top,
+ float frustnear,
+ float frustfar
+ )=0;
+
/**
* Sets the specular color component of the lighting equation.
*/
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index bf50cde2280..3fe5e26abc3 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -921,17 +921,40 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
return result;
}
+MT_Matrix4x4 RAS_OpenGLRasterizer::GetOrthoMatrix(
+ float left,
+ float right,
+ float bottom,
+ float top,
+ float frustnear,
+ float frustfar
+){
+ MT_Matrix4x4 result;
+ double mat[16];
+
+ // stereo is meaning less for orthographic, disable it
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(left, right, bottom, top, frustnear, frustfar);
+
+ glGetDoublev(GL_PROJECTION_MATRIX, mat);
+ result.setValue(mat);
+
+ return result;
+}
+
// next arguments probably contain redundant info, for later...
-void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat, const MT_Vector3& campos,
- const MT_Point3 &, const MT_Quaternion &camOrientQuat)
+void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat,
+ const MT_Matrix3x3 & camOrientMat3x3,
+ const MT_Point3 & pos,
+ bool perspective)
{
m_viewmatrix = mat;
// correction for stereo
- if(Stereo())
+ if(Stereo() && perspective)
{
- MT_Matrix3x3 camOrientMat3x3(camOrientQuat);
MT_Vector3 unitViewDir(0.0, -1.0, 0.0); // minus y direction, Blender convention
MT_Vector3 unitViewupVec(0.0, 0.0, 1.0);
MT_Vector3 viewDir, viewupVec;
@@ -977,7 +1000,7 @@ void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat, const MT_Vecto
glMatrixMode(GL_MODELVIEW);
glLoadMatrixd(glviewmat);
- m_campos = campos;
+ m_campos = pos;
}
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
index 6013946fadf..4d51a477d48 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
@@ -163,9 +163,9 @@ public:
virtual void SetProjectionMatrix(const MT_Matrix4x4 & mat);
virtual void SetViewMatrix(
const MT_Matrix4x4 & mat,
- const MT_Vector3& campos,
- const MT_Point3 &camLoc,
- const MT_Quaternion &camOrientQuat
+ const MT_Matrix3x3 & ori,
+ const MT_Point3 & pos,
+ bool perspective
);
virtual const MT_Point3& GetCameraPosition();
@@ -216,6 +216,15 @@ public:
bool perspective
);
+ virtual MT_Matrix4x4 GetOrthoMatrix(
+ float left,
+ float right,
+ float bottom,
+ float top,
+ float frustnear,
+ float frustfar
+ );
+
virtual void SetSpecularity(
float specX,
float specY,
diff --git a/source/gameengine/VideoTexture/ImageRender.cpp b/source/gameengine/VideoTexture/ImageRender.cpp
index 9a3c4fea70e..f1df47af373 100644
--- a/source/gameengine/VideoTexture/ImageRender.cpp
+++ b/source/gameengine/VideoTexture/ImageRender.cpp
@@ -181,7 +181,6 @@ void ImageRender::Render()
frustrum.camnear = -mirrorOffset[2];
frustrum.camfar = -mirrorOffset[2]+m_clip;
}
- const float ortho = 100.0;
const RAS_IRasterizer::StereoMode stereomode = m_rasterizer->GetStereoMode();
// The screen area that ImageViewport will copy is also the rendering zone
@@ -214,37 +213,44 @@ void ImageRender::Render()
float farfrust = m_camera->GetCameraFar();
float aspect_ratio = 1.0f;
Scene *blenderScene = m_scene->GetBlenderScene();
+ MT_Matrix4x4 projmat;
- if (orthographic) {
- lens *= ortho;
- nearfrust = (nearfrust + 1.0)*ortho;
- farfrust *= ortho;
- }
// compute the aspect ratio from frame blender scene settings so that render to texture
// works the same in Blender and in Blender player
if (blenderScene->r.ysch != 0)
- aspect_ratio = float(blenderScene->r.xsch) / float(blenderScene->r.ysch);
-
- RAS_FramingManager::ComputeDefaultFrustum(
- nearfrust,
- farfrust,
- lens,
- aspect_ratio,
- frustrum);
-
- MT_Matrix4x4 projmat = m_rasterizer->GetFrustumMatrix(
- frustrum.x1, frustrum.x2, frustrum.y1, frustrum.y2, frustrum.camnear, frustrum.camfar);
-
+ aspect_ratio = float(blenderScene->r.xsch*blenderScene->r.xasp) / float(blenderScene->r.ysch*blenderScene->r.yasp);
+
+ if (orthographic) {
+
+ RAS_FramingManager::ComputeDefaultOrtho(
+ nearfrust,
+ farfrust,
+ m_camera->GetScale(),
+ aspect_ratio,
+ frustrum
+ );
+
+ projmat = m_rasterizer->GetOrthoMatrix(
+ frustrum.x1, frustrum.x2, frustrum.y1, frustrum.y2, frustrum.camnear, frustrum.camfar);
+ } else
+ {
+ RAS_FramingManager::ComputeDefaultFrustum(
+ nearfrust,
+ farfrust,
+ lens,
+ aspect_ratio,
+ frustrum);
+
+ projmat = m_rasterizer->GetFrustumMatrix(
+ frustrum.x1, frustrum.x2, frustrum.y1, frustrum.y2, frustrum.camnear, frustrum.camfar);
+ }
m_camera->SetProjectionMatrix(projmat);
}
MT_Transform camtrans(m_camera->GetWorldToCamera());
- if (!m_camera->GetCameraData()->m_perspective)
- camtrans.getOrigin()[2] *= ortho;
MT_Matrix4x4 viewmat(camtrans);
- m_rasterizer->SetViewMatrix(viewmat, m_camera->NodeGetWorldPosition(),
- m_camera->GetCameraLocation(), m_camera->GetCameraOrientation());
+ m_rasterizer->SetViewMatrix(viewmat, m_camera->NodeGetWorldOrientation(), m_camera->NodeGetWorldPosition(), m_camera->GetCameraData()->m_perspective);
m_camera->SetModelviewMatrix(viewmat);
// restore the stereo mode now that the matrix is computed
m_rasterizer->SetStereoMode(stereomode);