X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fcamera.cpp;h=0202bedf68ff9e2bdd166f9fc57102da6450e8e5;hb=fa5b232a16e11d7950e80764497f0167ec9e3b41;hp=0afa033c1348bf43a4fae8f57072c798a625e79d;hpb=c6149a1e9f488f790378969ff655e6bc94369d16;p=libs%2Fgl.git diff --git a/source/camera.cpp b/source/camera.cpp index 0afa033c..0202bedf 100644 --- a/source/camera.cpp +++ b/source/camera.cpp @@ -20,23 +20,27 @@ Camera::Camera(): void Camera::set_field_of_view(const Geometry::Angle &f) { fov = f; + 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_position(const Vector3 &p) @@ -75,12 +79,18 @@ Vector3 Camera::project(const Vector3 &p) const Vector4 Camera::unproject(const Vector4 &p) const { - Vector4 r = invert(proj_matrix)*LinAl::Vector(p.x, p.y, p.z, 1.0f); + 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 +{ + MatrixStack::projection() = proj_matrix; + MatrixStack::modelview() = view_matrix; +} + +void Camera::update_projection_matrix() { float frustum_h = tan(fov/2.0f)*clip_near; float frustum_w = frustum_h*aspect; @@ -88,18 +98,17 @@ void Camera::apply() const float right = frustum_w*(frustum_x+1.0f); float bottom = frustum_h*(frustum_y-1.0f); float top = frustum_h*(frustum_y+1.0f); - MatrixStack::projection() = Matrix::frustum(left, right, bottom, top, clip_near, clip_far); - MatrixStack::modelview() = view_matrix; + proj_matrix = Matrix::frustum(left, right, bottom, top, clip_near, clip_far); } void Camera::update_object_matrix() { Vector3 right_dir = normalize(cross(look_dir, up_dir)); - LinAl::Vector columns[4]; - columns[0] = LinAl::Vector(right_dir, 0.0f); - columns[1] = LinAl::Vector(cross(right_dir, look_dir), 0.0f); - columns[2] = LinAl::Vector(-look_dir, 0.0f); - columns[3] = LinAl::Vector(position, 1.0f); + Vector4 columns[4]; + columns[0] = Vector4(right_dir, 0.0f); + columns[1] = Vector4(cross(right_dir, look_dir), 0.0f); + columns[2] = Vector4(-look_dir, 0.0f); + columns[3] = Vector4(position, 1.0f); object_matrix = Matrix::from_columns(columns); view_matrix = invert(object_matrix); }