Clean up camera class.

This commit is contained in:
Kalle Bladin
2016-05-19 23:21:48 -04:00
parent 9dda48d44b
commit 1db9f2f60c
9 changed files with 356 additions and 393 deletions

View File

@@ -40,169 +40,139 @@
namespace openspace {
class Camera {
public:
Camera();
Camera(const Camera& o)
: sgctInternal(o.sgctInternal)
, _viewDirectionInCameraSpace(o._viewDirectionInCameraSpace)
, _focusPosition(o._focusPosition)
, _viewDirection(o._viewDirection)
, _lookUp(o._lookUp)
, _viewRotationMatrix(o._viewRotationMatrix)
, _scaling(o._scaling)
, _position(o._position)
, _maxFov(o._maxFov)
, _sinMaxFov(o._sinMaxFov)
{ }
template<typename T>
struct CachedDatum
{
CachedDatum() { isDirty = true; }
T datum;
bool isDirty;
};
~Camera();
// MUTATORS (SETTERS)
void setPosition(psc pos);
void setFocusPosition(psc pos);
void setRotation(glm::quat rotation);
void setLookUpVector(glm::vec3 lookUp);
void setScaling(glm::vec2 scaling);
void setMaxFov(float fov);
// RELATIVE MUTATORS
void rotate(const glm::quat& rotation);
// ACCESSORS (GETTERS)
const psc& position() const;
const psc& unsynchedPosition() const;
const psc& focusPosition() const;
const glm::vec3& viewDirection() const;
const glm::vec3& lookUpVector() const;
const glm::vec2& scaling() const;
float maxFov() const;
float sinMaxFov() const;
const glm::mat4& viewRotationMatrix() const;
//@TODO this should simply be called viewMatrix!
//Rename after removing deprecated methods
const glm::mat4& combinedViewMatrix() const;
// DEPRECATED ACCESSORS (GETTERS)
// @TODO use Camera::SgctInternal interface instead
[[deprecated("Replaced by Camera::SgctInternal::viewMatrix()")]]
const glm::mat4& viewMatrix() const;
[[deprecated("Replaced by Camera::SgctInternal::projectionMatrix()")]]
const glm::mat4& projectionMatrix() const;
[[deprecated("Replaced by Camera::SgctInternal::viewProjectionMatrix()")]]
const glm::mat4& viewProjectionMatrix() const;
// SYNCHRONIZATION
void postSynchronizationPreDraw();
void preSynchronization();
void serialize(SyncBuffer* syncBuffer);
void deserialize(SyncBuffer* syncBuffer);
// Handles SGCT's internal matrices. Also caches a calculated viewProjection matrix.
class SgctInternal {
friend class Camera;
class Camera {
// For testing double vs float precision
typedef glm::dquat Quat;
typedef glm::dmat4 Mat4;
typedef glm::dvec3 Vec3;
// Static constants
static const Vec3 _VIEW_DIRECTION_CAMERA_SPACE;
static const Vec3 _LOOKUP_VECTOR_CAMERA_SPACE;
public:
Camera();
Camera(const Camera& o);
~Camera();
// Mutators
void setPosition(psc pos);
void setFocusPosition(psc pos);
void setRotation(Quat rotation);
void setScaling(glm::vec2 scaling);
void setMaxFov(float fov);
// Relative mutators
void rotate(Quat rotation);
// Accessors
const psc& position() const;
const psc& unsynchedPosition() const;
const psc& focusPosition() const;
const glm::vec3 viewDirectionWorldSpace() const;
const glm::vec3 lookUpVectorCameraSpace() const;
const glm::vec2& scaling() const;
const glm::mat4 viewRotationMatrix() const;
const glm::quat rotationQuaternion() const;
float maxFov() const;
float sinMaxFov() const;
//@TODO this should simply be called viewMatrix!
//Rename after removing deprecated methods
glm::mat4 combinedViewMatrix() const;
void setViewMatrix(glm::mat4 viewMatrix);
void setProjectionMatrix(glm::mat4 projectionMatrix);
// DEPRECATED ACCESSORS (GETTERS)
// @TODO use Camera::SgctInternal interface instead
[[deprecated("Replaced by Camera::SgctInternal::viewMatrix()")]]
const glm::mat4& viewMatrix() const;
[[deprecated("Replaced by Camera::SgctInternal::projectionMatrix()")]]
const glm::mat4& projectionMatrix() const;
[[deprecated("Replaced by Camera::SgctInternal::viewProjectionMatrix()")]]
const glm::mat4& viewProjectionMatrix() const;
// Synchronization
void postSynchronizationPreDraw();
void preSynchronization();
void serialize(SyncBuffer* syncBuffer);
void deserialize(SyncBuffer* syncBuffer);
/**
Handles SGCT's internal matrices. Also caches a calculated viewProjection
matrix. This is the data that is different for different cameras within
SGCT.
*/
class SgctInternal {
friend class Camera;
public:
void setViewMatrix(glm::mat4 viewMatrix);
void setProjectionMatrix(glm::mat4 projectionMatrix);
const glm::mat4& viewMatrix() const;
const glm::mat4& projectionMatrix() const;
const glm::mat4& viewProjectionMatrix() const;
private:
SgctInternal();
SgctInternal(const SgctInternal& o)
: _viewMatrix(o._viewMatrix)
, _projectionMatrix(o._projectionMatrix)
, _cachedViewProjectionMatrix(o._cachedViewProjectionMatrix)
{}
// State
glm::mat4 _viewMatrix;
glm::mat4 _projectionMatrix;
// Cache
mutable CachedDatum<glm::mat4> _cachedViewProjectionMatrix;
mutable std::mutex _mutex;
} sgctInternal;
private:
SgctInternal();
SgctInternal(const SgctInternal& o)
: _viewMatrix(o._viewMatrix)
, _projectionMatrix(o._projectionMatrix)
, _dirtyViewProjectionMatrix(o._dirtyViewProjectionMatrix)
, _viewProjectionMatrix(o._viewProjectionMatrix)
{}
/**
Class encapsulating data that needs to be synched between SGCT nodes.
Are all three variables (i.e. local, shared, synced) really neccessary? /EB
*/
template <typename T>
struct SyncData {
SyncData() {}
SyncData(const SyncData& d)
: local(d.local), shared(d.shared), synced(d.synced) {}
glm::mat4 _viewMatrix;
glm::mat4 _projectionMatrix;
void serialize(SyncBuffer* syncBuffer) { syncBuffer->encode(shared); }
void deserialize(SyncBuffer* syncBuffer) { syncBuffer->decode(shared); }
void postSynchronizationPreDraw() { synced = shared; }
void preSynchronization() { shared = local; }
T local;
T shared;
T synced;
};
// State of the camera
SyncData<Quat> _rotation;
SyncData<glm::vec2> _scaling;
SyncData<psc> _position;
psc _focusPosition;
float _maxFov;
// Cached data
mutable CachedDatum<Vec3> _cachedViewDirection;
mutable CachedDatum<Mat4> _cachedViewRotationMatrix;
mutable CachedDatum<Mat4> _cachedCombinedViewMatrix;
mutable CachedDatum<float> _cachedSinMaxFov;
mutable bool _dirtyViewProjectionMatrix;
mutable glm::mat4 _viewProjectionMatrix;
mutable std::mutex _mutex;
} sgctInternal;
private:
// Defines what direction in local camera space the camera is looking in.
const glm::vec3 _viewDirectionInCameraSpace;
psc _focusPosition;
glm::vec3 _viewDirection;
glm::vec3 _lookUp;
// Class encapsulating the synced data. Are all three variables
// (i.e. local, shared, synced) really neccessary? /EB
template <typename T>
struct SyncData {
SyncData() {}
// copy constructor
SyncData(const SyncData& d)
: local(d.local), shared(d.shared), synced(d.synced) {}
void serialize(SyncBuffer* syncBuffer) { syncBuffer->encode(shared); }
void deserialize(SyncBuffer* syncBuffer) { syncBuffer->decode(shared); }
void postSynchronizationPreDraw() { synced = shared; }
void preSynchronization() { shared = local; }
T local;
T shared;
T synced;
};
SyncData<glm::mat4> _viewRotationMatrix;
SyncData<glm::vec2> _scaling;
SyncData<psc> _position;
float _maxFov;
float _sinMaxFov;
mutable std::mutex _mutex;
};
} // namespace openspace
#endif // __CAMERA_H__
#endif // __CAMERA_H__

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@@ -347,7 +347,6 @@ void RenderableModelProjection::render(const RenderData& data) {
_frameCount++;
_camScaling = data.camera.scaling();
_up = data.camera.lookUpVector();
if (_capture && _performProjection)
project();

View File

@@ -575,7 +575,6 @@ void RenderablePlanetProjection::render(const RenderData& data) {
clearAllProjections();
_camScaling = data.camera.scaling();
_up = data.camera.lookUpVector();
if (_capture && _performProjection)
project();

View File

@@ -183,7 +183,7 @@ void InteractionHandler::setFocusNode(SceneGraphNode* node) {
psc focusPos = node->worldPosition();
psc camToFocus = focusPos - _camera->position();
glm::vec3 viewDir = glm::normalize(camToFocus.vec3());
glm::vec3 cameraView = glm::normalize(_camera->viewDirection());
glm::vec3 cameraView = glm::normalize(_camera->viewDirectionWorldSpace());
//set new focus position
_camera->setFocusPosition(node->worldPosition());
float dot = glm::dot(viewDir, cameraView);
@@ -242,13 +242,13 @@ void InteractionHandler::orbit(const float &dx, const float &dy, const float &dz
lockControls();
glm::vec3 cameraUp = glm::normalize((glm::inverse(_camera->viewRotationMatrix()) * glm::vec4(_camera->lookUpVector(), 0))).xyz();
glm::vec3 cameraRight = glm::cross(_camera->viewDirection(), cameraUp);
glm::vec3 cameraUp = glm::normalize((glm::inverse(_camera->viewRotationMatrix()) * glm::vec4(_camera->lookUpVectorCameraSpace(), 0))).xyz();
glm::vec3 cameraRight = glm::cross(glm::vec3(_camera->viewDirectionWorldSpace()), cameraUp);
glm::mat4 transform;
transform = glm::rotate(glm::radians(dx * 100.f), cameraUp) * transform;
transform = glm::rotate(glm::radians(dy * 100.f), cameraRight) * transform;
transform = glm::rotate(glm::radians(dz * 100.f), _camera->viewDirection()) * transform;
transform = glm::rotate(glm::radians(dz * 100.f), glm::vec3(_camera->viewDirectionWorldSpace())) * transform;
//get "old" focus position
@@ -328,7 +328,7 @@ void InteractionHandler::orbitDelta(const glm::quat& rotation)
//relative_origin_coordinate = relative_origin_coordinate.vec4() * glm::inverse(rotation);
relative_origin_coordinate = glm::inverse(rotation) * relative_origin_coordinate.vec4();
relative = relative_origin_coordinate + origin;
glm::mat4 la = glm::lookAt(_camera->position().vec3(), origin.vec3(), glm::rotate(rotation, _camera->lookUpVector()));
glm::mat4 la = glm::lookAt(_camera->position().vec3(), origin.vec3(), glm::rotate(rotation, glm::vec3(_camera->lookUpVectorCameraSpace())));
unlockControls();
@@ -337,7 +337,7 @@ void InteractionHandler::orbitDelta(const glm::quat& rotation)
//camera_->setRotation(glm::mat4_cast(rotation));
_camera->setRotation(la);
_camera->setRotation(glm::quat_cast(la));
//camera_->setLookUpVector();

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@@ -57,7 +57,7 @@ glm::vec3 MouseController::mapToTrackball(glm::vec2 mousePos) {
glm::vec3 MouseController::mapToCamera(glm::vec3 trackballPos) {
//Get x,y,z axis vectors of current camera view
glm::vec3 currentViewYaxis = glm::normalize(_handler->camera()->lookUpVector());
glm::vec3 currentViewYaxis = glm::normalize(_handler->camera()->lookUpVectorCameraSpace());
psc viewDir = _handler->camera()->position() - _handler->focusNode()->worldPosition();
glm::vec3 currentViewZaxis = glm::normalize(viewDir.vec3());
glm::vec3 currentViewXaxis = glm::normalize(glm::cross(currentViewYaxis, currentViewZaxis));

View File

@@ -285,7 +285,7 @@ bool RenderEngine::initializeGL() {
//_mainCamera->setCameraDirection(glm::normalize(-viewdir));
//_mainCamera->setCameraDirection(glm::vec3(0.f, 0.f, -1.f));
//_mainCamera->setLookUpVector(glm::normalize(upVector));
_mainCamera->setLookUpVector(glm::vec3(0.f, 1.f, 0.f));
//_mainCamera->setLookUpVector(glm::vec3(0.f, 1.f, 0.f));
// set the initial fov to be 0.0 which means everything will be culled
//float maxFov = 0.0f;

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@@ -299,9 +299,9 @@ bool Scene::loadSceneInternal(const std::string& sceneDescriptionFilePath) {
}
// Check crash for when fn == nullptr
glm::mat4 la = glm::lookAt(cameraPosition.vec3(), fn->worldPosition().vec3(), c->lookUpVector());
glm::mat4 la = glm::lookAt(cameraPosition.vec3(), fn->worldPosition().vec3(), glm::vec3(c->lookUpVectorCameraSpace()));
c->setRotation(la);
c->setRotation(glm::quat_cast(la));
c->setPosition(cameraPosition);
c->setScaling(cameraScaling);

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@@ -380,7 +380,7 @@ bool SceneGraphNode::sphereInsideFrustum(const psc& s_pos, const PowerScaledScal
const Camera* camera)
{
// direction the camera is looking at in power scale
psc psc_camdir = psc(camera->viewDirection());
psc psc_camdir = psc(camera->viewDirectionWorldSpace());
// the position of the camera, moved backwards in the view direction to encapsulate
// the sphere radius

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@@ -30,235 +30,230 @@
#include <glm/gtx/vector_angle.hpp>
namespace openspace {
Camera::Camera()
: _maxFov(0.f)
, _sinMaxFov(0.f)
, _viewDirection(0,0,-1)
, _viewDirectionInCameraSpace(0.f, 0.f, -1.f)
, _focusPosition()
{
_scaling.local = glm::vec2(1.f, 0.f);
_viewRotationMatrix.local = glm::mat4(1.0f);
_position.local = psc();
}
Camera::~Camera() { }
//////////////////////////////////////////////////////////////////////////////////////////
// CAMERA MUTATORS (SETTERS) //
//////////////////////////////////////////////////////////////////////////////////////////
void Camera::setPosition(psc pos){
std::lock_guard<std::mutex> _lock(_mutex);
_position.local = std::move(pos);
}
void Camera::setFocusPosition(psc pos) {
std::lock_guard<std::mutex> _lock(_mutex);
_focusPosition = pos;
}
void Camera::setRotation(glm::quat rotation) {
std::lock_guard<std::mutex> _lock(_mutex);
_viewRotationMatrix.local = glm::mat4_cast(glm::normalize(rotation));
}
void Camera::setLookUpVector(glm::vec3 lookUp) {
std::lock_guard<std::mutex> _lock(_mutex);
_lookUp = std::move(lookUp);
}
void Camera::setScaling(glm::vec2 scaling) {
std::lock_guard<std::mutex> _lock(_mutex);
_scaling.local = std::move(scaling);
}
void Camera::setMaxFov(float fov) {
std::lock_guard<std::mutex> _lock(_mutex);
_maxFov = fov;
_sinMaxFov = sin(_maxFov);
}
//////////////////////////////////////////////////////////////////////////////////////////
// CAMERA ACCESSORS (GETTERS) //
//////////////////////////////////////////////////////////////////////////////////////////
const psc& Camera::position() const {
return _position.synced;
}
const psc& Camera::unsynchedPosition() const {
return _position.local;
}
const psc& Camera::focusPosition() const {
return _focusPosition;
}
const glm::vec3& Camera::viewDirection() const {
return _viewDirection;
}
const glm::vec3& Camera::lookUpVector() const {
return _lookUp;
}
const glm::vec2& Camera::scaling() const {
return _scaling.synced;
}
float Camera::maxFov() const {
return _maxFov;
}
float Camera::sinMaxFov() const {
return _sinMaxFov;
}
const glm::mat4& Camera::viewRotationMatrix() const {
return _viewRotationMatrix.synced;
}
const glm::mat4& Camera::combinedViewMatrix() const {
glm::vec3 cameraPosition = position().vec3();
glm::mat4 viewTransform = glm::inverse(glm::translate(glm::mat4(1.0), cameraPosition));
viewTransform = glm::mat4(viewRotationMatrix()) * viewTransform;
return viewTransform;
}
//////////////////////////////////////////////////////////////////////////////////////////
// DEPRECATED CAMERA ACCESSORS (GETTERS) //
//////////////////////////////////////////////////////////////////////////////////////////
const glm::mat4& Camera::viewMatrix() const {
return sgctInternal.viewMatrix();
}
const glm::mat4& Camera::projectionMatrix() const {
return sgctInternal.projectionMatrix();
}
const glm::mat4& Camera::viewProjectionMatrix() const {
return sgctInternal.viewProjectionMatrix();
}
//////////////////////////////////////////////////////////////////////////////////////////
// CAMERA RELATICVE MUTATORS //
//////////////////////////////////////////////////////////////////////////////////////////
void Camera::rotate(const glm::quat& rotation) {
std::lock_guard<std::mutex> _lock(_mutex);
glm::mat4 tmp = glm::mat4_cast(rotation);
_viewRotationMatrix.local = _viewRotationMatrix.local * tmp;
}
//////////////////////////////////////////////////////////////////////////////////////////
// CAMERA SYNCHRONIZATION //
//////////////////////////////////////////////////////////////////////////////////////////
void Camera::serialize(SyncBuffer* syncBuffer){
_mutex.lock();
_viewRotationMatrix.serialize(syncBuffer);
_position.serialize(syncBuffer);
_scaling.serialize(syncBuffer);
_mutex.unlock();
}
void Camera::deserialize(SyncBuffer* syncBuffer){
_mutex.lock();
_viewRotationMatrix.deserialize(syncBuffer);
_position.deserialize(syncBuffer);
_scaling.deserialize(syncBuffer);
_mutex.unlock();
}
void Camera::postSynchronizationPreDraw(){
_mutex.lock();
_viewRotationMatrix.postSynchronizationPreDraw();
_position.postSynchronizationPreDraw();
_scaling.postSynchronizationPreDraw();
glm::vec4 localViewDir = glm::vec4(_viewDirectionInCameraSpace, 0.f);
_viewDirection = (glm::inverse(_viewRotationMatrix.local) * localViewDir).xyz();
_viewDirection = glm::normalize(_viewDirection);
_mutex.unlock();
}
void Camera::preSynchronization(){
_mutex.lock();
_viewRotationMatrix.preSynchronization();
_position.preSynchronization();
_scaling.preSynchronization();
_mutex.unlock();
}
//////////////////////////////////////////////////////////////////////////////////////////
// SGCT NODE DEPENTENT //
//////////////////////////////////////////////////////////////////////////////////////////
Camera::SgctInternal::SgctInternal()
: _viewMatrix()
, _projectionMatrix()
, _dirtyViewProjectionMatrix(true)
{
}
void Camera::SgctInternal::setViewMatrix(glm::mat4 viewMatrix) {
std::lock_guard<std::mutex> _lock(_mutex);
_viewMatrix = std::move(viewMatrix);
_dirtyViewProjectionMatrix = true;
}
void Camera::SgctInternal::setProjectionMatrix(glm::mat4 projectionMatrix) {
std::lock_guard<std::mutex> _lock(_mutex);
_projectionMatrix = std::move(projectionMatrix);
_dirtyViewProjectionMatrix = true;
}
const glm::mat4& Camera::SgctInternal::viewMatrix() const {
return _viewMatrix;
}
const glm::mat4& Camera::SgctInternal::projectionMatrix() const {
return _projectionMatrix;
}
const glm::mat4& Camera::SgctInternal::viewProjectionMatrix() const {
if (_dirtyViewProjectionMatrix) {
std::lock_guard<std::mutex> _lock(_mutex);
_viewProjectionMatrix = _projectionMatrix * _viewMatrix;
_dirtyViewProjectionMatrix = false;
}
return _viewProjectionMatrix;
}
} // namespace openspace
const Camera::Vec3 Camera::_VIEW_DIRECTION_CAMERA_SPACE = Camera::Vec3(0, 0, -1);
const Camera::Vec3 Camera::_LOOKUP_VECTOR_CAMERA_SPACE = Camera::Vec3(0, 1, 0);
Camera::Camera()
: _maxFov(0.f)
, _focusPosition()
{
_scaling.local = glm::vec2(1.f, 0.f);
_position.local = psc();
Vec3 eulerAngles(0.0f, 0.0f, 0.0f);
_rotation.local = Quat(eulerAngles);
}
Camera::Camera(const Camera& o)
: sgctInternal(o.sgctInternal)
, _focusPosition(o._focusPosition)
, _cachedViewDirection(o._cachedViewDirection)
, _rotation(o._rotation)
, _scaling(o._scaling)
, _position(o._position)
, _maxFov(o._maxFov)
{ }
Camera::~Camera() { }
//////////////////////////////////////////////////////////////////////////////////////
// CAMERA MUTATORS (SETTERS) //
//////////////////////////////////////////////////////////////////////////////////////
void Camera::setPosition(psc pos) {
std::lock_guard<std::mutex> _lock(_mutex);
_position.local = std::move(pos);
}
void Camera::setFocusPosition(psc pos) {
std::lock_guard<std::mutex> _lock(_mutex);
_focusPosition = pos;
}
void Camera::setRotation(Quat rotation) {
std::lock_guard<std::mutex> _lock(_mutex);
_rotation.local = rotation;
_cachedViewRotationMatrix.isDirty = true;
_cachedCombinedViewMatrix.isDirty = true;
}
void Camera::setScaling(glm::vec2 scaling) {
std::lock_guard<std::mutex> _lock(_mutex);
_scaling.local = std::move(scaling);
}
void Camera::setMaxFov(float fov) {
std::lock_guard<std::mutex> _lock(_mutex);
_maxFov = fov;
_cachedSinMaxFov.isDirty = true;
}
//////////////////////////////////////////////////////////////////////////////////////
// CAMERA RELATICVE MUTATORS //
//////////////////////////////////////////////////////////////////////////////////////
void Camera::rotate(Quat rotation) {
std::lock_guard<std::mutex> _lock(_mutex);
_rotation.local = _rotation.local * rotation;
}
//////////////////////////////////////////////////////////////////////////////////////
// CAMERA ACCESSORS (GETTERS) //
//////////////////////////////////////////////////////////////////////////////////////
const psc& Camera::position() const {
return _position.synced;
}
const psc& Camera::unsynchedPosition() const {
return _position.local;
}
const psc& Camera::focusPosition() const {
return _focusPosition;
}
const glm::vec3 Camera::viewDirectionWorldSpace() const {
if (_cachedViewDirection.isDirty) {
_cachedViewDirection.datum =
glm::inverse(_rotation.local) * Vec3(_VIEW_DIRECTION_CAMERA_SPACE);
_cachedViewDirection.datum = glm::normalize(_cachedViewDirection.datum);
}
return _cachedViewDirection.datum;
}
const glm::vec3 Camera::lookUpVectorCameraSpace() const {
return _LOOKUP_VECTOR_CAMERA_SPACE;
}
const glm::vec2& Camera::scaling() const {
return _scaling.synced;
}
float Camera::maxFov() const {
return _maxFov;
}
float Camera::sinMaxFov() const {
if (_cachedSinMaxFov.isDirty) {
_cachedSinMaxFov.datum = sin(_maxFov);
}
return _cachedSinMaxFov.datum;
}
const glm::mat4 Camera::viewRotationMatrix() const {
if (_cachedViewRotationMatrix.isDirty) {
_cachedViewRotationMatrix.datum = glm::mat4_cast(_rotation.local);
}
return _cachedViewRotationMatrix.datum;
}
const glm::quat Camera::rotationQuaternion() const {
return _rotation.synced;
}
glm::mat4 Camera::combinedViewMatrix() const {
if (_cachedCombinedViewMatrix.isDirty) {
glm::vec3 cameraPosition = position().vec3();
glm::mat4 cameraTranslation =
glm::inverse(glm::translate(glm::mat4(1.0), cameraPosition));
_cachedCombinedViewMatrix.datum =
glm::mat4(viewRotationMatrix()) * cameraTranslation;
}
return _cachedCombinedViewMatrix.datum;
}
//////////////////////////////////////////////////////////////////////////////////////
// DEPRECATED CAMERA ACCESSORS (GETTERS) //
//////////////////////////////////////////////////////////////////////////////////////
const glm::mat4& Camera::viewMatrix() const {
return sgctInternal.viewMatrix();
}
const glm::mat4& Camera::projectionMatrix() const {
return sgctInternal.projectionMatrix();
}
const glm::mat4& Camera::viewProjectionMatrix() const {
return sgctInternal.viewProjectionMatrix();
}
//////////////////////////////////////////////////////////////////////////////////////
// CAMERA SYNCHRONIZATION //
//////////////////////////////////////////////////////////////////////////////////////
void Camera::serialize(SyncBuffer* syncBuffer) {
std::lock_guard<std::mutex> _lock(_mutex);
_rotation.serialize(syncBuffer);
_position.serialize(syncBuffer);
_scaling.serialize(syncBuffer);
}
void Camera::deserialize(SyncBuffer* syncBuffer) {
std::lock_guard<std::mutex> _lock(_mutex);
_rotation.deserialize(syncBuffer);
_position.deserialize(syncBuffer);
_scaling.deserialize(syncBuffer);
}
void Camera::postSynchronizationPreDraw() {
std::lock_guard<std::mutex> _lock(_mutex);
_rotation.postSynchronizationPreDraw();
_position.postSynchronizationPreDraw();
_scaling.postSynchronizationPreDraw();
_cachedViewDirection.isDirty = true;
}
void Camera::preSynchronization() {
std::lock_guard<std::mutex> _lock(_mutex);
_rotation.preSynchronization();
_position.preSynchronization();
_scaling.preSynchronization();
}
//////////////////////////////////////////////////////////////////////////////////////
// SGCT NODE DEPENTENT //
//////////////////////////////////////////////////////////////////////////////////////
Camera::SgctInternal::SgctInternal()
: _viewMatrix()
, _projectionMatrix()
{ }
void Camera::SgctInternal::setViewMatrix(glm::mat4 viewMatrix) {
std::lock_guard<std::mutex> _lock(_mutex);
_viewMatrix = std::move(viewMatrix);
_cachedViewProjectionMatrix.isDirty = true;
}
void Camera::SgctInternal::setProjectionMatrix(glm::mat4 projectionMatrix) {
std::lock_guard<std::mutex> _lock(_mutex);
_projectionMatrix = std::move(projectionMatrix);
_cachedViewProjectionMatrix.isDirty = true;
}
const glm::mat4& Camera::SgctInternal::viewMatrix() const {
return _viewMatrix;
}
const glm::mat4& Camera::SgctInternal::projectionMatrix() const {
return _projectionMatrix;
}
const glm::mat4& Camera::SgctInternal::viewProjectionMatrix() const {
if (_cachedViewProjectionMatrix.isDirty) {
std::lock_guard<std::mutex> _lock(_mutex);
_cachedViewProjectionMatrix.datum = _projectionMatrix * _viewMatrix;
_cachedViewProjectionMatrix.isDirty = false;
}
return _cachedViewProjectionMatrix.datum;
}
} // namespace openspace