Files
test/source/blender/freestyle/intern/scene_graph/NodeCamera.cpp
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

130 lines
3.4 KiB
C++

/* SPDX-FileCopyrightText: 2008-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup freestyle
* \brief Class to represent a light node
*/
#include <cmath>
#include <cstring> // for memcpy
#include "NodeCamera.h"
namespace Freestyle {
static void loadIdentity(double *matrix)
{
int i;
// Build Identity matrix
for (i = 0; i < 16; ++i) {
double value;
if ((i % 5) == 0) {
value = 1.0;
}
else {
value = 0;
}
matrix[i] = value;
}
}
NodeCamera::NodeCamera(CameraType camera_type) : camera_type_(camera_type)
{
loadIdentity(modelview_matrix_);
loadIdentity(projection_matrix_);
}
#if 0 /* UNUSED, gives warning in gcc */
NodeCamera::NodeCamera(const NodeCamera &iBrother) : camera_type_(iBrother.camera_type_)
{
memcpy(modelview_matrix_, iBrother.modelview_matrix_, sizeof(double[16]));
memcpy(projection_matrix_, iBrother.projection_matrix_, sizeof(double[16]));
}
#endif
void NodeCamera::accept(SceneVisitor &v)
{
v.visitNodeCamera(*this);
}
void NodeCamera::setModelViewMatrix(double modelview_matrix[16])
{
memcpy(modelview_matrix_, modelview_matrix, sizeof(double[16]));
}
void NodeCamera::setProjectionMatrix(double projection_matrix[16])
{
memcpy(projection_matrix_, projection_matrix, sizeof(double[16]));
}
NodeOrthographicCamera::NodeOrthographicCamera()
: NodeCamera(NodeCamera::ORTHOGRAPHIC),
left_(0),
right_(0),
bottom_(0),
top_(0),
zNear_(0),
zFar_(0)
{
loadIdentity(projection_matrix_);
loadIdentity(modelview_matrix_);
}
NodeOrthographicCamera::NodeOrthographicCamera(
double left, double right, double bottom, double top, double zNear, double zFar)
: NodeCamera(NodeCamera::ORTHOGRAPHIC),
left_(left),
right_(right),
bottom_(bottom),
top_(top),
zNear_(zNear),
zFar_(zFar)
{
loadIdentity(projection_matrix_);
projection_matrix_[0] = 2.0 / (right - left);
projection_matrix_[3] = -(right + left) / (right - left);
projection_matrix_[5] = 2.0 / (top - bottom);
projection_matrix_[7] = -(top + bottom) / (top - bottom);
projection_matrix_[10] = -2.0 / (zFar - zNear);
projection_matrix_[11] = -(zFar + zNear) / (zFar - zNear);
}
NodePerspectiveCamera::NodePerspectiveCamera() : NodeCamera(NodeCamera::PERSPECTIVE) {}
NodePerspectiveCamera::NodePerspectiveCamera(double fovy, double aspect, double zNear, double zFar)
: NodeCamera(NodeCamera::PERSPECTIVE)
{
loadIdentity(projection_matrix_);
double f = cos(fovy / 2.0) / sin(fovy / 2.0); // cotangent
projection_matrix_[0] = f / aspect;
projection_matrix_[5] = f;
projection_matrix_[10] = (zNear + zFar) / (zNear - zFar);
projection_matrix_[11] = (2.0 * zNear * zFar) / (zNear - zFar);
projection_matrix_[14] = -1.0;
projection_matrix_[15] = 0;
}
NodePerspectiveCamera::NodePerspectiveCamera(
double left, double right, double bottom, double top, double zNear, double zFar)
: NodeCamera(NodeCamera::PERSPECTIVE)
{
loadIdentity(projection_matrix_);
projection_matrix_[0] = (2.0 * zNear) / (right - left);
projection_matrix_[2] = (right + left) / (right - left);
projection_matrix_[5] = (2.0 * zNear) / (top - bottom);
projection_matrix_[6] = (top + bottom) / (top - bottom);
projection_matrix_[10] = -(zFar + zNear) / (zFar - zNear);
projection_matrix_[11] = -(2.0 * zFar * zNear) / (zFar - zNear);
projection_matrix_[14] = -1.0;
projection_matrix_[15] = 0;
}
} /* namespace Freestyle */