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Add lens shift support for the camera and the perspective projection functions
As Blender docs describe it so nicely: Using lens shift is equivalent to rendering an image with a larger FOV and cropping it off-center. This can be quite useful for architecture renderings, but I guess also has it's use in other situations. Note: Didn't make the ICameraSceneNode functions pure virtual so users don't have to update their cameras for this Also some change in serialization - same as in other places by now, do use existing values as defaults values when they are not found instead of resetting them to 0. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6565 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -201,6 +201,11 @@ f32 CCameraSceneNode::getFOV() const
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return Fovy;
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}
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core::vector2df CCameraSceneNode::getLensShift() const
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{
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return LensShift;
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}
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void CCameraSceneNode::setNearValue(f32 f)
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{
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@ -231,10 +236,15 @@ void CCameraSceneNode::setFOV(f32 f)
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recalculateProjectionMatrix();
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}
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void CCameraSceneNode::setLensShift(const core::vector2df& shift)
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{
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LensShift = shift;
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recalculateProjectionMatrix();
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}
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void CCameraSceneNode::recalculateProjectionMatrix()
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{
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ViewArea.getTransform ( video::ETS_PROJECTION ).buildProjectionMatrixPerspectiveFovLH(Fovy, Aspect, ZNear, ZFar, HasD3DStyleProjectionMatrix);
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ViewArea.getTransform ( video::ETS_PROJECTION ).buildProjectionMatrixPerspectiveFovLH(Fovy, Aspect, ZNear, ZFar, HasD3DStyleProjectionMatrix, LensShift.X, LensShift.Y);
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IsOrthogonal = false;
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}
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@ -330,6 +340,7 @@ void CCameraSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeR
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out->addFloat("Aspect", Aspect);
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out->addFloat("ZNear", ZNear);
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out->addFloat("ZFar", ZFar);
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out->addVector2d("LensShift", LensShift);
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out->addBool("Binding", TargetAndRotationAreBound);
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out->addBool("ReceiveInput", InputReceiverEnabled);
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}
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@ -339,15 +350,15 @@ void CCameraSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttribute
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{
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ICameraSceneNode::deserializeAttributes(in, options);
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Target = in->getAttributeAsVector3d("Target");
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UpVector = in->getAttributeAsVector3d("UpVector");
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Fovy = in->getAttributeAsFloat("Fovy");
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Aspect = in->getAttributeAsFloat("Aspect");
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ZNear = in->getAttributeAsFloat("ZNear");
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ZFar = in->getAttributeAsFloat("ZFar");
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TargetAndRotationAreBound = in->getAttributeAsBool("Binding");
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if ( in->findAttribute("ReceiveInput") )
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InputReceiverEnabled = in->getAttributeAsBool("ReceiveInput");
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Target = in->getAttributeAsVector3d("Target", Target);
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UpVector = in->getAttributeAsVector3d("UpVector", UpVector);
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Fovy = in->getAttributeAsFloat("Fovy", Fovy);
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Aspect = in->getAttributeAsFloat("Aspect", Aspect);
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ZNear = in->getAttributeAsFloat("ZNear", ZNear);
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ZFar = in->getAttributeAsFloat("ZFar", ZFar);
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LensShift = in->getAttributeAsVector2d("LensShift", LensShift);
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TargetAndRotationAreBound = in->getAttributeAsBool("Binding", TargetAndRotationAreBound);
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InputReceiverEnabled = in->getAttributeAsBool("ReceiveInput", InputReceiverEnabled);
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recalculateProjectionMatrix();
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recalculateViewArea();
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@ -95,6 +95,9 @@ namespace scene
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//! \return Field of view of the camera
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virtual f32 getFOV() const IRR_OVERRIDE;
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//! Get the horizontal and vertical lens/projection plane shift
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virtual core::vector2df getLensShift() const IRR_OVERRIDE;
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//! Sets the value of the near clipping plane. (default: 1.0f)
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virtual void setNearValue(f32 zn) IRR_OVERRIDE;
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@ -107,6 +110,9 @@ namespace scene
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//! Sets the field of view (Default: PI / 3.5f)
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virtual void setFOV(f32 fovy) IRR_OVERRIDE;
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//! Set the horizontal and vertical lens/projection plane shift
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virtual void setLensShift(const core::vector2df& shift) IRR_OVERRIDE;
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//! PreRender event
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virtual void OnRegisterSceneNode() IRR_OVERRIDE;
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@ -162,6 +168,7 @@ namespace scene
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f32 Aspect; // Aspect ratio.
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f32 ZNear; // value of the near view-plane.
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f32 ZFar; // Z-value of the far view-plane.
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core::vector2df LensShift; // For rendering off-center
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SViewFrustum ViewArea;
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core::matrix4 Affector;
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