wrap/gl camera and shot const correctness
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@ -139,33 +139,33 @@ static void SetGLIsometricProj(float x1, float x2, float y1, float y2, float z1,
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}
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/// get OpenGL-like frustum from a vcg camera (intrinsics)
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static void GetFrustum(vcg::Camera<S> & intrinsics, S & sx,S & dx,S & bt,S & tp,S & f)
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static void GetFrustum(const vcg::Camera<S> & intrinsics, S & sx,S & dx,S & bt,S & tp,S & f)
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{
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intrinsics.GetFrustum(sx,dx,bt,tp,f);
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}
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/// set the OpenGL PROJECTION matrix to match the camera (intrinsics). requires near and far plane
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static void TransformGL(vcg::Camera<S> & camera, S nearDist, S farDist )
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static void TransformGL(const vcg::Camera<S> & camera, S nearDist, S farDist )
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{
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S sx,dx,bt,tp,nr;
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camera.GetFrustum(sx,dx,bt,tp,nr);
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if(camera.cameraType == CameraType::PERSPECTIVE) {
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S ratio = nearDist/nr;
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sx *= ratio;
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dx *= ratio;
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bt *= ratio;
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tp *= ratio;
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}
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if(camera.cameraType == CameraType::PERSPECTIVE) {
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S ratio = nearDist/nr;
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sx *= ratio;
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dx *= ratio;
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bt *= ratio;
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tp *= ratio;
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}
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assert(glGetError()==0);
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switch(camera.cameraType)
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{
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case CameraType::PERSPECTIVE: glFrustum(sx,dx,bt,tp,nearDist,farDist); break;
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case CameraType::ORTHO: glOrtho(sx,dx,bt,tp,nearDist,farDist); break;
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case CameraType::ISOMETRIC: SetGLIsometricProj(sx,dx,bt,tp,nearDist,farDist); break;
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case CameraType::CAVALIERI: SetGLCavalieriProj(sx,dx,bt,tp,nearDist,farDist); break;
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case CameraType::PERSPECTIVE: glFrustum(sx,dx,bt,tp,nearDist,farDist); break;
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case CameraType::ORTHO: glOrtho(sx,dx,bt,tp,nearDist,farDist); break;
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case CameraType::ISOMETRIC: SetGLIsometricProj(sx,dx,bt,tp,nearDist,farDist); break;
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case CameraType::CAVALIERI: SetGLCavalieriProj(sx,dx,bt,tp,nearDist,farDist); break;
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}
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assert(glGetError()==0);
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@ -95,13 +95,13 @@ struct GlShot {
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typedef GlCamera<typename ShotType::CameraType> GlCameraType;
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/// returns the OpenGL 4x4 MODELVIEW matrix that describes the shot position and orientation (extrinsics)
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static void MatrixGL(ShotType & shot,vcg::Matrix44<ScalarType> & m)
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static void MatrixGL(const ShotType & shot,vcg::Matrix44<ScalarType> & m)
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{
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m = shot.GetWorldToExtrinsicsMatrix();
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}
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/// set the OpenGL MODELVIEW matrix to match the shot (extrinsics)
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static void TransformGL(vcg::Shot<ScalarType> & shot)
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static void TransformGL(const vcg::Shot<ScalarType> & shot)
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{
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vcg::Matrix44<ScalarType> m;
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MatrixGL(shot,m);
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@ -109,7 +109,7 @@ static void TransformGL(vcg::Shot<ScalarType> & shot)
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}
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/// set the OpenGL PROJECTION and MODELVIEW matrix to match camera+shot. requires near and far plane
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static void SetView(vcg::Shot<ScalarType> & shot, ScalarType nearDist, ScalarType farDist)
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static void SetView(const vcg::Shot<ScalarType> & shot, ScalarType nearDist, ScalarType farDist)
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{
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assert(glGetError() == 0);
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glMatrixMode(GL_PROJECTION);
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@ -170,7 +170,7 @@ static ScalarType GetFarPlane(vcg::Shot<ScalarType> & shot, vcg::Box3<ScalarType
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/// given a shot and the mesh bounding box, return near and far plane (exact)
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static void GetNearFarPlanes(vcg::Shot<ScalarType> & shot, vcg::Box3<ScalarType> bbox, ScalarType &nr, ScalarType &fr)
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static void GetNearFarPlanes(const vcg::Shot<ScalarType> & shot, vcg::Box3<ScalarType> bbox, ScalarType &nr, ScalarType &fr)
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{
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vcg::Point3<ScalarType> zaxis = shot.Axis(2);
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ScalarType offset = zaxis * shot.GetViewPoint();
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