-/* $Id$
-
-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)
{
Vector3 Camera::project(const Vector4 &p) const
{
- float near_h = tan(fov/2)*clip_near;
- float near_w = near_h*aspect;
+ 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;
- return Vector3(eye_x/near_w/-eye_z, eye_y/near_h/-eye_z,
+ 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));
}
Vector4 Camera::unproject(const Vector4 &p) const
{
- float near_h = tan(fov/2)*clip_near;
- float near_w = near_h*aspect;
+ 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*near_w-matrix[12]*p.w;
- float y = p.y*-z*near_h-matrix[13]*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,
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 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);
+ double mdata[16];
+
+ mdata[0] = x/len;
+ mdata[4] = y/len;
+ mdata[8] = z/len;
+
+ mdata[1] = mdata[4]*look_dir.z-mdata[8]*look_dir.y;
+ mdata[5] = mdata[8]*look_dir.x-mdata[0]*look_dir.z;
+ mdata[9] = mdata[0]*look_dir.y-mdata[4]*look_dir.x;
- matrix[0] = x/len;
- matrix[4] = y/len;
- matrix[8] = z/len;
+ mdata[2] = -look_dir.x;
+ mdata[6] = -look_dir.y;
+ mdata[10] = -look_dir.z;
- 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;
+ 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];
- matrix[2] = -look_dir.x;
- matrix[6] = -look_dir.y;
- matrix[10] = -look_dir.z;
+ mdata[3] = 0;
+ mdata[7] = 0;
+ mdata[11] = 0;
+ mdata[15] = 1;
- matrix[12] = -position.x;
- matrix[13] = -position.y;
- matrix[14] = -position.z;
+ matrix = mdata;
}
} // namespace GL