]> git.tdb.fi Git - libs/gl.git/blobdiff - source/camera.cpp
Remove the deprecated ProgramBuilder class
[libs/gl.git] / source / camera.cpp
index e7c925c99064a8f911a694fb733281f9fcca1e5f..3bba0eaf38e00385e68a077474095a980a10f340 100644 (file)
@@ -36,7 +36,7 @@ void Camera::set_orthographic(float w, float h)
        update_projection_matrix();
 }
 
-void Camera::set_aspect(float a)
+void Camera::set_aspect_ratio(float a)
 {
        aspect = a;
        update_projection_matrix();
@@ -68,12 +68,6 @@ void Camera::set_position(const Vector3 &p)
        update_object_matrix();
 }
 
-void Camera::set_up_direction(const Vector3 &u)
-{
-       up_dir = normalize(u);
-       update_object_matrix();
-}
-
 void Camera::set_look_direction(const Vector3 &l)
 {
        look_dir = normalize(l);
@@ -85,6 +79,12 @@ void Camera::look_at(const Vector3 &p)
        set_look_direction(p-position);
 }
 
+void Camera::set_up_direction(const Vector3 &u)
+{
+       up_dir = normalize(u);
+       update_object_matrix();
+}
+
 void Camera::set_object_matrix(const Matrix &m)
 {
        position = m.column(3).slice<3>(0);
@@ -116,12 +116,6 @@ Vector3 Camera::unproject(const Vector3 &p) const
        return unproject(Vector4(p.x, p.y, p.z, 1.0f)).slice<3>(0);
 }
 
-void Camera::apply() const
-{
-       MatrixStack::projection() = proj_matrix;
-       MatrixStack::modelview() = view_matrix;
-}
-
 void Camera::update_projection_matrix()
 {
        float frustum_h = (fov!=Geometry::Angle<float>::zero() ? tan(fov/2.0f)*clip_near : height/2);
@@ -149,5 +143,59 @@ void Camera::update_object_matrix()
        view_matrix = invert(matrix);
 }
 
+
+Camera::Loader::Loader(Camera &c):
+       DataFile::ObjectLoader<Camera>(c)
+{
+       add("aspect_ratio", &Loader::aspect_ratio);
+       add("depth_clip", &Loader::depth_clip);
+       add("field_of_view", &Loader::field_of_view);
+       add("look_at", &Loader::look_at);
+       add("look_direction", &Loader::look_direction);
+       add("orthographic", &Loader::orthographic);
+       add("position", &Loader::position);
+       add("up_direction", &Loader::up_direction);
+}
+
+void Camera::Loader::aspect_ratio(float a)
+{
+       obj.set_aspect_ratio(a);
+}
+
+void Camera::Loader::depth_clip(float n, float f)
+{
+       obj.set_depth_clip(n, f);
+}
+
+void Camera::Loader::field_of_view(float a)
+{
+       obj.set_field_of_view(Geometry::Angle<float>::from_degrees(a));
+}
+
+void Camera::Loader::look_at(float x, float y, float z)
+{
+       obj.look_at(Vector3(x, y, z));
+}
+
+void Camera::Loader::look_direction(float x, float y, float z)
+{
+       obj.set_look_direction(Vector3(x, y, z));
+}
+
+void Camera::Loader::orthographic(float w, float h)
+{
+       obj.set_orthographic(w, h);
+}
+
+void Camera::Loader::position(float x, float y, float z)
+{
+       obj.set_position(Vector3(x, y, z));
+}
+
+void Camera::Loader::up_direction(float x, float y, float z)
+{
+       obj.set_up_direction(Vector3(x, y, z));
+}
+
 } // namespace GL
 } // namespace Msp