-/* $Id$
-
-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 {
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;
-}
+{ }
void Camera::set_field_of_view(float f)
{
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;
+ up_dir = normalize(u);
compute_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;
+ look_dir = normalize(l);
compute_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_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 eye = matrix*p;
+
+ 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));
+}
- 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
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() = Matrix::perspective(fov, aspect, clip_near, clip_far);
+ MatrixStack::modelview() = matrix;
}
void Camera::compute_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;
-
- 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];
+ Vector3 right_dir = normalize(cross(look_dir, up_dir));
+ double mdata[16];
+
+ mdata[0] = right_dir.x;
+ mdata[4] = right_dir.y;
+ mdata[8] = right_dir.z;
+
+ 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;
+
+ mdata[2] = -look_dir.x;
+ mdata[6] = -look_dir.y;
+ mdata[10] = -look_dir.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];
+
+ mdata[3] = 0;
+ mdata[7] = 0;
+ mdata[11] = 0;
+ mdata[15] = 1;
+
+ matrix = mdata;
}
} // namespace GL