-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2010 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
#include <cmath>
#include "camera.h"
#include "matrix.h"
-#include "projection.h"
namespace Msp {
namespace GL {
Camera::Camera():
- fov(M_PI/4),
+ fov(Geometry::Angle<float>::from_turns(0.125)),
+ height(0),
aspect(4.0/3.0),
clip_near(0.1),
clip_far(10),
+ frustum_x(0),
+ frustum_y(0),
position(0, 0, 0),
look_dir(0, 0, -1),
up_dir(0, 1, 0)
{
- for(unsigned i=0; i<16; ++i)
- matrix[i] = (i%5 ? 0 : 1);
- matrix[10] = -1;
+ update_projection_matrix();
+ update_object_matrix();
}
-void Camera::set_field_of_view(float f)
+void Camera::set_field_of_view(const Geometry::Angle<float> &f)
{
fov = f;
+ update_projection_matrix();
+}
+
+void Camera::set_orthographic(float w, float h)
+{
+ fov = Geometry::Angle<float>::zero();
+ height = h;
+ if(w)
+ aspect = w/h;
+ update_projection_matrix();
}
void Camera::set_aspect(float a)
{
aspect = a;
+ update_projection_matrix();
}
void Camera::set_depth_clip(float n, float f)
{
clip_near = n;
clip_far = f;
+ update_projection_matrix();
+}
+
+void Camera::set_frustum_axis(float x, float y)
+{
+ frustum_x = x;
+ frustum_y = y;
+ update_projection_matrix();
+}
+
+void Camera::set_frustum_rotation(const Geometry::Angle<float> &r)
+{
+ rotate = r;
+ update_projection_matrix();
}
void Camera::set_position(const Vector3 &p)
{
position = p;
- compute_matrix();
+ update_object_matrix();
}
void Camera::set_up_direction(const Vector3 &u)
{
- float len = sqrt(u.x*u.x+u.y*u.y+u.z*u.z);
-
- up_dir.x = u.x/len;
- up_dir.y = u.y/len;
- up_dir.z = u.z/len;
-
- compute_matrix();
+ up_dir = normalize(u);
+ update_object_matrix();
}
void Camera::set_look_direction(const Vector3 &l)
{
- float len = sqrt(l.x*l.x+l.y*l.y+l.z*l.z);
-
- look_dir.x = l.x/len;
- look_dir.y = l.y/len;
- look_dir.z = l.z/len;
-
- compute_matrix();
+ look_dir = normalize(l);
+ update_object_matrix();
}
void Camera::look_at(const Vector3 &p)
{
- set_look_direction(Vector3(p.x-position.x, p.y-position.y, p.z-position.z));
+ set_look_direction(p-position);
}
Vector3 Camera::project(const Vector4 &p) const
{
- float frustum_h = tan(fov/2);
- float frustum_w = frustum_h*aspect;
- float z_range = clip_far-clip_near;
-
- float eye_x = matrix[0]*p.x+matrix[4]*p.y+matrix[8]*p.z+matrix[12]*p.w;
- float eye_y = matrix[1]*p.x+matrix[5]*p.y+matrix[9]*p.z+matrix[13]*p.w;
- float eye_z = matrix[2]*p.x+matrix[6]*p.y+matrix[10]*p.z+matrix[14]*p.w;
+ Vector4 r = proj_matrix*(view_matrix*p);
+ return r.slice<3>(0)/r.w;
+}
- return Vector3(eye_x/frustum_w/-eye_z, eye_y/frustum_h/-eye_z,
- (clip_far+clip_near)/z_range+2*clip_far*clip_near/(eye_z*z_range));
+Vector3 Camera::project(const Vector3 &p) const
+{
+ return project(Vector4(p.x, p.y, p.z, 1.0));
}
Vector4 Camera::unproject(const Vector4 &p) const
{
- float frustum_h = tan(fov/2);
- float frustum_w = frustum_h*aspect;
- float z_range = clip_far-clip_near;
-
- float z = (2*clip_far*clip_near)/(p.z*z_range-(clip_far+clip_near))-matrix[14]*p.w;
- float x = p.x*-z*frustum_w-matrix[12]*p.w;
- float y = p.y*-z*frustum_h-matrix[13]*p.w;
-
- return Vector4(matrix[0]*x+matrix[1]*y+matrix[2]*z,
- matrix[4]*x+matrix[5]*y+matrix[6]*z,
- matrix[8]*x+matrix[9]*y+matrix[10]*z,
- p.w);
+ Vector4 r = invert(proj_matrix)*Vector4(p.x, p.y, p.z, 1.0f);
+ r = object_matrix*Vector4(r.x, r.y, r.z, p.w);
+ return r;
}
void Camera::apply() const
{
- float h = tan(fov/2)*2*clip_near;
-
- matrix_mode(PROJECTION);
- load_identity();
- frustum_centered(h*aspect, h, clip_near, clip_far);
-
- matrix_mode(MODELVIEW);
- load_matrix(matrix);
+ MatrixStack::projection() = proj_matrix;
+ MatrixStack::modelview() = view_matrix;
}
-void Camera::compute_matrix()
+void Camera::update_projection_matrix()
{
- float x = look_dir.y*up_dir.z-look_dir.z*up_dir.y;
- float y = look_dir.z*up_dir.x-look_dir.x*up_dir.z;
- float z = look_dir.x*up_dir.y-look_dir.y*up_dir.x;
- float len = sqrt(x*x+y*y+z*z);
-
- matrix[0] = x/len;
- matrix[4] = y/len;
- matrix[8] = z/len;
-
- matrix[1] = matrix[4]*look_dir.z-matrix[8]*look_dir.y;
- matrix[5] = matrix[8]*look_dir.x-matrix[0]*look_dir.z;
- matrix[9] = matrix[0]*look_dir.y-matrix[4]*look_dir.x;
-
- matrix[2] = -look_dir.x;
- matrix[6] = -look_dir.y;
- matrix[10] = -look_dir.z;
+ float frustum_h = (fov!=Geometry::Angle<float>::zero() ? tan(fov/2.0f)*clip_near : height/2);
+ float frustum_w = frustum_h*aspect;
+ float left = frustum_w*(frustum_x-1.0f);
+ float right = frustum_w*(frustum_x+1.0f);
+ float bottom = frustum_h*(frustum_y-1.0f);
+ float top = frustum_h*(frustum_y+1.0f);
+ if(fov>Geometry::Angle<float>::zero())
+ proj_matrix = Matrix::frustum(left, right, bottom, top, clip_near, clip_far);
+ else
+ proj_matrix = Matrix::ortho(left, right, bottom, top, clip_near, clip_far);
+ proj_matrix = Matrix::rotation(rotate, Vector3(0, 0, 1))*proj_matrix;
+}
- matrix[12] = -position.x*matrix[0]-position.y*matrix[4]-position.z*matrix[8];
- matrix[13] = -position.x*matrix[1]-position.y*matrix[5]-position.z*matrix[9];
- matrix[14] = -position.x*matrix[2]-position.y*matrix[6]-position.z*matrix[10];
+void Camera::update_object_matrix()
+{
+ Vector3 right_dir = normalize(cross(look_dir, up_dir));
+ Vector4 columns[4];
+ columns[0] = compose(right_dir, 0.0f);
+ columns[1] = compose(cross(right_dir, look_dir), 0.0f);
+ columns[2] = compose(-look_dir, 0.0f);
+ columns[3] = compose(position, 1.0f);
+ object_matrix = Matrix::from_columns(columns);
+ view_matrix = invert(object_matrix);
}
} // namespace GL