vtk-m/vtkm/rendering/Camera.cxx
2016-09-07 16:47:44 -06:00

350 lines
12 KiB
C++

//============================================================================
// Copyright (c) Kitware, Inc.
// All rights reserved.
// See LICENSE.txt for details.
// This software is distributed WITHOUT ANY WARRANTY; without even
// the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the above copyright notice for more information.
//
// Copyright 2015 Sandia Corporation.
// Copyright 2015 UT-Battelle, LLC.
// Copyright 2015 Los Alamos National Security.
//
// Under the terms of Contract DE-AC04-94AL85000 with Sandia Corporation,
// the U.S. Government retains certain rights in this software.
//
// Under the terms of Contract DE-AC52-06NA25396 with Los Alamos National
// Laboratory (LANL), the U.S. Government retains certain rights in
// this software.
//============================================================================
#include <vtkm/rendering/Camera.h>
namespace vtkm {
namespace rendering {
vtkm::Matrix<vtkm::Float32,4,4>
Camera::Camera3DStruct::CreateViewMatrix() const
{
return MatrixHelpers::ViewMatrix(this->Position, this->LookAt, this->ViewUp);
}
vtkm::Matrix<vtkm::Float32,4,4>
Camera::Camera3DStruct::CreateProjectionMatrix(vtkm::Id width,
vtkm::Id height,
vtkm::Float32 nearPlane,
vtkm::Float32 farPlane) const
{
vtkm::Matrix<vtkm::Float32,4,4> matrix;
vtkm::MatrixIdentity(matrix);
vtkm::Float32 AspectRatio = vtkm::Float32(width) / vtkm::Float32(height);
vtkm::Float32 fovRad = (this->FieldOfView * 3.1415926f)/180.f;
fovRad = vtkm::Tan( fovRad * 0.5f);
vtkm::Float32 size = nearPlane * fovRad;
vtkm::Float32 left = -size * AspectRatio;
vtkm::Float32 right = size * AspectRatio;
vtkm::Float32 bottom = -size;
vtkm::Float32 top = size;
matrix(0,0) = 2.f * nearPlane / (right - left);
matrix(1,1) = 2.f * nearPlane / (top - bottom);
matrix(0,2) = (right + left) / (right - left);
matrix(1,2) = (top + bottom) / (top - bottom);
matrix(2,2) = -(farPlane + nearPlane) / (farPlane - nearPlane);
matrix(3,2) = -1.f;
matrix(2,3) = -(2.f * farPlane * nearPlane) / (farPlane - nearPlane);
matrix(3,3) = 0.f;
vtkm::Matrix<vtkm::Float32,4,4> T, Z;
T = vtkm::Transform3DTranslate(this->XPan, this->YPan, 0.f);
Z = vtkm::Transform3DScale(this->Zoom, this->Zoom, 1.f);
matrix = vtkm::MatrixMultiply(Z, vtkm::MatrixMultiply(T, matrix));
return matrix;
}
//---------------------------------------------------------------------------
vtkm::Matrix<vtkm::Float32,4,4>
Camera::Camera2DStruct::CreateViewMatrix() const
{
vtkm::Vec<vtkm::Float32,3> lookAt((this->Left + this->Right)/2.f,
(this->Top + this->Bottom)/2.f,
0.f);
vtkm::Vec<vtkm::Float32,3> position = lookAt;
position[2] = 1.f;
vtkm::Vec<vtkm::Float32,3> up(0,1,0);
return MatrixHelpers::ViewMatrix(position, lookAt, up);
}
vtkm::Matrix<vtkm::Float32,4,4>
Camera::Camera2DStruct::CreateProjectionMatrix(vtkm::Float32 size,
vtkm::Float32 znear,
vtkm::Float32 zfar,
vtkm::Float32 aspect) const
{
vtkm::Matrix<vtkm::Float32,4,4> matrix(0.f);
vtkm::Float32 left = -size/2.f * aspect;
vtkm::Float32 right = size/2.f * aspect;
vtkm::Float32 bottom = -size/2.f;
vtkm::Float32 top = size/2.f;
matrix(0,0) = 2.f/(right-left);
matrix(1,1) = 2.f/(top-bottom);
matrix(2,2) = -2.f/(zfar-znear);
matrix(0,3) = -(right+left)/(right-left);
matrix(1,3) = -(top+bottom)/(top-bottom);
matrix(2,3) = -(zfar+znear)/(zfar-znear);
matrix(3,3) = 1.f;
vtkm::Matrix<vtkm::Float32,4,4> T, Z;
T = vtkm::Transform3DTranslate(this->XPan, this->YPan, 0.f);
Z = vtkm::Transform3DScale(this->Zoom, this->Zoom, 1.f);
matrix = vtkm::MatrixMultiply(Z, vtkm::MatrixMultiply(T, matrix));
return matrix;
}
//---------------------------------------------------------------------------
vtkm::Matrix<vtkm::Float32,4,4>
Camera::CreateViewMatrix() const
{
if (this->Mode == Camera::MODE_3D)
{
return this->Camera3D.CreateViewMatrix();
}
else
{
return this->Camera2D.CreateViewMatrix();
}
}
vtkm::Matrix<vtkm::Float32,4,4>
Camera::CreateProjectionMatrix(vtkm::Id screenWidth,
vtkm::Id screenHeight) const
{
if (this->Mode == Camera::MODE_3D)
{
return this->Camera3D.CreateProjectionMatrix(
screenWidth, screenHeight, this->NearPlane, this->FarPlane);
}
else
{
vtkm::Float32 size = vtkm::Abs(this->Camera2D.Top - this->Camera2D.Bottom);
vtkm::Float32 left,right,bottom,top;
this->GetRealViewport(screenWidth,screenHeight,left,right,bottom,top);
vtkm::Float32 aspect =
(static_cast<vtkm::Float32>(screenWidth)*(right-left)) /
(static_cast<vtkm::Float32>(screenHeight)*(top-bottom));
return this->Camera2D.CreateProjectionMatrix(
size, this->NearPlane, this->FarPlane, aspect);
}
}
void Camera::GetRealViewport(vtkm::Id screenWidth,
vtkm::Id screenHeight,
vtkm::Float32 &left,
vtkm::Float32 &right,
vtkm::Float32 &bottom,
vtkm::Float32 &top) const
{
if (this->Mode == Camera::MODE_3D)
{
left = this->ViewportLeft;
right = this->ViewportRight;
bottom = this->ViewportBottom;
top = this->ViewportTop;
}
else
{
vtkm::Float32 maxvw = (this->ViewportRight-this->ViewportLeft) * static_cast<vtkm::Float32>(screenWidth);
vtkm::Float32 maxvh = (this->ViewportTop-this->ViewportBottom) * static_cast<vtkm::Float32>(screenHeight);
vtkm::Float32 waspect = maxvw / maxvh;
vtkm::Float32 daspect = (this->Camera2D.Right - this->Camera2D.Left) / (this->Camera2D.Top - this->Camera2D.Bottom);
daspect *= this->Camera2D.XScale;
//cerr << "waspect="<<waspect << " \tdaspect="<<daspect<<endl;
const bool center = true; // if false, anchor to bottom-left
if (waspect > daspect)
{
vtkm::Float32 new_w = (this->ViewportRight-this->ViewportLeft) * daspect / waspect;
if (center)
{
left = (this->ViewportLeft+this->ViewportRight)/2.f - new_w/2.f;
right = (this->ViewportLeft+this->ViewportRight)/2.f + new_w/2.f;
}
else
{
left = this->ViewportLeft;
right = this->ViewportLeft + new_w;
}
bottom = this->ViewportBottom;
top = this->ViewportTop;
}
else
{
vtkm::Float32 new_h = (this->ViewportTop-this->ViewportBottom) * waspect / daspect;
if (center)
{
bottom = (this->ViewportBottom+this->ViewportTop)/2.f - new_h/2.f;
top = (this->ViewportBottom+this->ViewportTop)/2.f + new_h/2.f;
}
else
{
bottom = this->ViewportBottom;
top = this->ViewportBottom + new_h;
}
left = this->ViewportLeft;
right = this->ViewportRight;
}
}
}
void Camera::Pan(vtkm::Float32 dx, vtkm::Float32 dy)
{
this->Camera3D.XPan += dx;
this->Camera3D.YPan += dy;
this->Camera2D.XPan += dx;
this->Camera2D.YPan += dy;
}
void Camera::Zoom(vtkm::Float32 zoom)
{
vtkm::Float32 factor = vtkm::Pow(4.0f, zoom);
this->Camera3D.Zoom *= factor;
this->Camera3D.XPan *= factor;
this->Camera3D.YPan *= factor;
this->Camera2D.Zoom *= factor;
this->Camera2D.XPan *= factor;
this->Camera2D.YPan *= factor;
}
void Camera::TrackballRotate(vtkm::Float32 startX,
vtkm::Float32 startY,
vtkm::Float32 endX,
vtkm::Float32 endY)
{
vtkm::Matrix<vtkm::Float32,4,4> rotate =
MatrixHelpers::TrackballMatrix(startX,startY, endX,endY);
//Translate matrix
vtkm::Matrix<vtkm::Float32,4,4> translate =
vtkm::Transform3DTranslate(-this->Camera3D.LookAt);
//Translate matrix
vtkm::Matrix<vtkm::Float32,4,4> inverseTranslate =
vtkm::Transform3DTranslate(this->Camera3D.LookAt);
vtkm::Matrix<vtkm::Float32,4,4> view = this->CreateViewMatrix();
view(0,3) = 0;
view(1,3) = 0;
view(2,3) = 0;
vtkm::Matrix<vtkm::Float32,4,4> inverseView = vtkm::MatrixTranspose(view);
//fullTransform = inverseTranslate * inverseView * rotate * view * translate
vtkm::Matrix<vtkm::Float32,4,4> fullTransform;
fullTransform = vtkm::MatrixMultiply(
inverseTranslate, vtkm::MatrixMultiply(
inverseView, vtkm::MatrixMultiply(
rotate, vtkm::MatrixMultiply(
view,translate))));
this->Camera3D.Position =
vtkm::Transform3DPoint(fullTransform, this->Camera3D.Position);
this->Camera3D.LookAt =
vtkm::Transform3DPoint(fullTransform, this->Camera3D.LookAt);
this->Camera3D.ViewUp =
vtkm::Transform3DVector(fullTransform, this->Camera3D.ViewUp);
}
void Camera::ResetToBounds(const vtkm::Bounds &dataBounds)
{
// Save camera mode
ModeEnum saveMode = this->GetMode();
// Reset for 3D camera
vtkm::Vec<vtkm::Float32,3> directionOfProjection =
this->GetPosition() - this->GetLookAt();
vtkm::Normalize(directionOfProjection);
vtkm::Vec<vtkm::Float32,3> center = dataBounds.Center();
this->SetLookAt(center);
vtkm::Vec<vtkm::Float32,3> totalExtent;
totalExtent[0] = vtkm::Float32(dataBounds.X.Length());
totalExtent[1] = vtkm::Float32(dataBounds.Y.Length());
totalExtent[2] = vtkm::Float32(dataBounds.Z.Length());
vtkm::Float32 diagonalLength = vtkm::Magnitude(totalExtent);
this->SetPosition(center + directionOfProjection * diagonalLength * 1.0f);
this->SetFieldOfView(60.0f);
this->SetClippingRange(0.1f * diagonalLength, diagonalLength*10.0f);
// Reset for 2D camera
this->SetViewRange2D(dataBounds);
// Reset pan and zoom
this->Camera3D.XPan = 0;
this->Camera3D.YPan = 0;
this->Camera3D.Zoom = 1;
this->Camera2D.XPan = 0;
this->Camera2D.YPan = 0;
this->Camera2D.Zoom = 1;
// Restore camera mode
this->SetMode(saveMode);
}
void Camera::Roll(vtkm::Float32 angleDegrees)
{
vtkm::Vec<vtkm::Float32,3> directionOfProjection =
this->GetLookAt() - this->GetPosition();
vtkm::Matrix<vtkm::Float32,4,4> rotateTransform =
vtkm::Transform3DRotate(angleDegrees, directionOfProjection);
this->SetViewUp(vtkm::Transform3DVector(rotateTransform,this->GetViewUp()));
}
void Camera::Azimuth(vtkm::Float32 angleDegrees)
{
// Translate to the focal point (LookAt), rotate about view up, and
// translate back again.
vtkm::Matrix<vtkm::Float32,4,4> transform =
vtkm::Transform3DTranslate(this->GetLookAt());
transform = vtkm::MatrixMultiply(
transform, vtkm::Transform3DRotate(angleDegrees, this->GetViewUp()));
transform = vtkm::MatrixMultiply(
transform, vtkm::Transform3DTranslate(-this->GetLookAt()));
this->SetPosition(vtkm::Transform3DPoint(transform, this->GetPosition()));
}
void Camera::Elevation(vtkm::Float32 angleDegrees)
{
vtkm::Vec<vtkm::Float32,3> axisOfRotation =
vtkm::Cross(this->GetPosition() - this->GetLookAt(), this->GetViewUp());
// Translate to the focal point (LookAt), rotate about the defined axis,
// and translate back again.
vtkm::Matrix<vtkm::Float32,4,4> transform =
vtkm::Transform3DTranslate(this->GetLookAt());
transform = vtkm::MatrixMultiply(
transform, vtkm::Transform3DRotate(angleDegrees, axisOfRotation));
transform = vtkm::MatrixMultiply(
transform, vtkm::Transform3DTranslate(-this->GetLookAt()));
this->SetPosition(vtkm::Transform3DPoint(transform, this->GetPosition()));
}
void Camera::Dolly(vtkm::Float32 value)
{
if (value <= vtkm::Epsilon32()) { return; }
vtkm::Vec<vtkm::Float32,3> lookAtToPos =
this->GetPosition() - this->GetLookAt();
this->SetPosition(this->GetLookAt() + (1.0f/value)*lookAtToPos);
}
}
} // namespace vtkm::rendering