12 update_projection_matrix();
13 update_object_matrix();
16 void Camera::copy_parameters(const Camera &source)
19 height = source.height;
20 aspect = source.aspect;
21 clip_near = source.clip_near;
22 clip_far = source.clip_far;
23 frustum_x = source.frustum_x;
24 frustum_y = source.frustum_y;
25 rotate = source.rotate;
26 position = source.position;
27 look_dir = source.look_dir;
28 up_dir = source.up_dir;
29 update_projection_matrix();
30 update_object_matrix();
33 void Camera::set_field_of_view(const Geometry::Angle<float> &f)
36 update_projection_matrix();
39 void Camera::set_orthographic(float w, float h)
41 fov = Geometry::Angle<float>::zero();
45 update_projection_matrix();
48 void Camera::set_aspect_ratio(float a)
51 update_projection_matrix();
54 void Camera::set_depth_clip(float n, float f)
58 update_projection_matrix();
61 void Camera::set_frustum_axis(float x, float y)
65 update_projection_matrix();
68 void Camera::set_frustum_rotation(const Geometry::Angle<float> &r)
71 update_projection_matrix();
74 void Camera::set_position(const Vector3 &p)
77 update_object_matrix();
80 void Camera::set_look_direction(const Vector3 &l)
82 look_dir = normalize(l);
83 update_object_matrix();
86 void Camera::look_at(const Vector3 &p)
88 set_look_direction(p-position);
91 void Camera::set_up_direction(const Vector3 &u)
93 up_dir = normalize(u);
94 update_object_matrix();
97 void Camera::set_object_matrix(const Matrix &m)
99 position = m.column(3).slice<3>(0);
100 look_dir = normalize(-m.column(2).slice<3>(0));
101 up_dir = normalize(m.column(1).slice<3>(0));
102 update_object_matrix();
105 Vector3 Camera::project(const Vector4 &p) const
107 Vector4 r = proj_matrix*(view_matrix*p);
108 return r.slice<3>(0)/r.w;
111 Vector3 Camera::project(const Vector3 &p) const
113 return project(Vector4(p.x, p.y, p.z, 1.0));
116 Vector4 Camera::unproject(const Vector4 &p) const
118 Vector4 r = invert(proj_matrix)*Vector4(p.x, p.y, p.z, 1.0f);
119 r = matrix*Vector4(r.x/r.w, r.y/r.w, r.z/r.w, p.w);
123 Vector3 Camera::unproject(const Vector3 &p) const
125 return unproject(Vector4(p.x, p.y, p.z, 1.0f)).slice<3>(0);
128 void Camera::update_projection_matrix()
130 float frustum_h = (fov!=Geometry::Angle<float>::zero() ? tan(fov/2.0f)*clip_near : height/2);
131 float frustum_w = frustum_h*aspect;
132 float left = frustum_w*(frustum_x-1.0f);
133 float right = frustum_w*(frustum_x+1.0f);
134 float bottom = frustum_h*(frustum_y-1.0f);
135 float top = frustum_h*(frustum_y+1.0f);
136 if(fov>Geometry::Angle<float>::zero())
137 proj_matrix = Matrix::frustum(left, right, bottom, top, clip_near, clip_far);
139 proj_matrix = Matrix::ortho(left, right, bottom, top, clip_near, clip_far);
140 proj_matrix = Matrix::rotation(rotate, Vector3(0, 0, 1))*proj_matrix;
142 adjust_projection_matrix(proj_matrix);
144 shdata.uniform("clip_eye_matrix", proj_matrix);
145 shdata.uniform("eye_clip_matrix", invert(proj_matrix));
148 void Camera::update_object_matrix()
150 Vector3 right_dir = normalize(cross(look_dir, up_dir));
152 columns[0] = compose(right_dir, 0.0f);
153 columns[1] = compose(cross(right_dir, look_dir), 0.0f);
154 columns[2] = compose(-look_dir, 0.0f);
155 columns[3] = compose(position, 1.0f);
156 matrix = Matrix::from_columns(columns);
157 view_matrix = invert(matrix);
159 shdata.uniform("world_eye_matrix", matrix);
160 shdata.uniform("eye_world_matrix", view_matrix);
163 void Camera::set_debug_name(const string &name)
166 shdata.set_debug_name(name+" [UBO]");
173 Camera::Loader::Loader(Camera &c):
174 DataFile::ObjectLoader<Camera>(c)
176 add("aspect_ratio", &Loader::aspect_ratio);
177 add("depth_clip", &Loader::depth_clip);
178 add("field_of_view", &Loader::field_of_view);
179 add("look_at", &Loader::look_at);
180 add("look_direction", &Loader::look_direction);
181 add("orthographic", &Loader::orthographic);
182 add("position", &Loader::position);
183 add("up_direction", &Loader::up_direction);
186 void Camera::Loader::aspect_ratio(float a)
188 obj.set_aspect_ratio(a);
191 void Camera::Loader::depth_clip(float n, float f)
193 obj.set_depth_clip(n, f);
196 void Camera::Loader::field_of_view(float a)
198 obj.set_field_of_view(Geometry::Angle<float>::from_degrees(a));
201 void Camera::Loader::look_at(float x, float y, float z)
203 obj.look_at(Vector3(x, y, z));
206 void Camera::Loader::look_direction(float x, float y, float z)
208 obj.set_look_direction(Vector3(x, y, z));
211 void Camera::Loader::orthographic(float w, float h)
213 obj.set_orthographic(w, h);
216 void Camera::Loader::position(float x, float y, float z)
218 obj.set_position(Vector3(x, y, z));
221 void Camera::Loader::up_direction(float x, float y, float z)
223 obj.set_up_direction(Vector3(x, y, z));