Camera::Camera():
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)
-{ }
+{
+ update_projection_matrix();
+ update_object_matrix();
+}
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)
+void Camera::set_aspect_ratio(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_position(const Vector3 &p)
+void Camera::set_frustum_axis(float x, float y)
{
- position = p;
- compute_matrix();
+ frustum_x = x;
+ frustum_y = y;
+ update_projection_matrix();
}
-void Camera::set_up_direction(const Vector3 &u)
+void Camera::set_frustum_rotation(const Geometry::Angle<float> &r)
{
- up_dir = normalize(u);
+ rotate = r;
+ update_projection_matrix();
+}
- compute_matrix();
+void Camera::set_position(const Vector3 &p)
+{
+ position = p;
+ update_object_matrix();
}
void Camera::set_look_direction(const Vector3 &l)
{
look_dir = normalize(l);
-
- compute_matrix();
+ update_object_matrix();
}
void Camera::look_at(const Vector3 &p)
set_look_direction(p-position);
}
-Vector3 Camera::project(const Vector4 &p) const
+void Camera::set_up_direction(const Vector3 &u)
{
- float frustum_h = tan(fov/2.0f);
- float frustum_w = frustum_h*aspect;
- float z_range = clip_far-clip_near;
+ up_dir = normalize(u);
+ update_object_matrix();
+}
- Vector4 eye = matrix*p;
+void Camera::set_object_matrix(const Matrix &m)
+{
+ position = m.column(3).slice<3>(0);
+ look_dir = normalize(-m.column(2).slice<3>(0));
+ up_dir = normalize(m.column(1).slice<3>(0));
+ update_object_matrix();
+}
- 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 Vector4 &p) const
+{
+ Vector4 r = proj_matrix*(view_matrix*p);
+ return r.slice<3>(0)/r.w;
}
Vector3 Camera::project(const Vector3 &p) const
Vector4 Camera::unproject(const Vector4 &p) const
{
- float frustum_h = tan(fov/2.0f);
+ Vector4 r = invert(proj_matrix)*Vector4(p.x, p.y, p.z, 1.0f);
+ r = matrix*Vector4(r.x/r.w, r.y/r.w, r.z/r.w, p.w);
+ return r;
+}
+
+Vector3 Camera::unproject(const Vector3 &p) const
+{
+ return unproject(Vector4(p.x, p.y, p.z, 1.0f)).slice<3>(0);
+}
+
+void Camera::update_projection_matrix()
+{
+ float frustum_h = (fov!=Geometry::Angle<float>::zero() ? tan(fov/2.0f)*clip_near : height/2);
float frustum_w = frustum_h*aspect;
- float z_range = clip_far-clip_near;
+ 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;
+}
- 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;
+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);
+ matrix = Matrix::from_columns(columns);
+ view_matrix = invert(matrix);
+}
- 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);
+
+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::apply() const
+void Camera::Loader::aspect_ratio(float a)
{
- MatrixStack::projection() = Matrix::perspective(fov, aspect, clip_near, clip_far);
- MatrixStack::modelview() = matrix;
+ obj.set_aspect_ratio(a);
}
-void Camera::compute_matrix()
+void Camera::Loader::depth_clip(float n, float f)
{
- Vector3 right_dir = normalize(cross(look_dir, up_dir));
- double mdata[16];
+ obj.set_depth_clip(n, f);
+}
- mdata[0] = right_dir.x;
- mdata[4] = right_dir.y;
- mdata[8] = right_dir.z;
+void Camera::Loader::field_of_view(float a)
+{
+ obj.set_field_of_view(Geometry::Angle<float>::from_degrees(a));
+}
- mdata[1] = right_dir.y*look_dir.z-right_dir.z*look_dir.y;
- mdata[5] = right_dir.z*look_dir.x-right_dir.x*look_dir.z;
- mdata[9] = right_dir.x*look_dir.y-right_dir.y*look_dir.x;
+void Camera::Loader::look_at(float x, float y, float z)
+{
+ obj.look_at(Vector3(x, y, z));
+}
- mdata[2] = -look_dir.x;
- mdata[6] = -look_dir.y;
- mdata[10] = -look_dir.z;
+void Camera::Loader::look_direction(float x, float y, float z)
+{
+ obj.set_look_direction(Vector3(x, y, z));
+}
- mdata[12] = -position.x*mdata[0]-position.y*mdata[4]-position.z*mdata[8];
- mdata[13] = -position.x*mdata[1]-position.y*mdata[5]-position.z*mdata[9];
- mdata[14] = -position.x*mdata[2]-position.y*mdata[6]-position.z*mdata[10];
+void Camera::Loader::orthographic(float w, float h)
+{
+ obj.set_orthographic(w, h);
+}
- mdata[3] = 0;
- mdata[7] = 0;
- mdata[11] = 0;
- mdata[15] = 1;
+void Camera::Loader::position(float x, float y, float z)
+{
+ obj.set_position(Vector3(x, y, z));
+}
- matrix = mdata;
+void Camera::Loader::up_direction(float x, float y, float z)
+{
+ obj.set_up_direction(Vector3(x, y, z));
}
} // namespace GL