X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fcamera.cpp;h=0202bedf68ff9e2bdd166f9fc57102da6450e8e5;hb=fa5b232a16e11d7950e80764497f0167ec9e3b41;hp=c63fc9307f646e0ae559396d8eac79d9f6d32a7c;hpb=75adf0a90054f4f418663b7d347260cf31b6c046;p=libs%2Fgl.git diff --git a/source/camera.cpp b/source/camera.cpp index c63fc930..0202bedf 100644 --- a/source/camera.cpp +++ b/source/camera.cpp @@ -1,145 +1,116 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2010 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #include #include "camera.h" #include "matrix.h" -#include "projection.h" namespace Msp { namespace GL { Camera::Camera(): - fov(M_PI/4), + fov(Geometry::Angle::from_turns(0.125)), 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; -} +{ } -void Camera::set_field_of_view(float f) +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) { 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 near_h = tan(fov/2)*clip_near; - float near_w = near_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 Vector3(r)/r.w; +} - return Vector3(eye_x/near_w/-eye_z, eye_y/near_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 near_h = tan(fov/2)*clip_near; - float near_w = near_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; - - 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); + MatrixStack::projection() = proj_matrix; + MatrixStack::modelview() = view_matrix; +} - matrix_mode(MODELVIEW); - load_matrix(matrix); +void Camera::update_projection_matrix() +{ + float frustum_h = tan(fov/2.0f)*clip_near; + 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); + proj_matrix = Matrix::frustum(left, right, bottom, top, clip_near, clip_far); } -void Camera::compute_matrix() +void Camera::update_object_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)); + 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); } } // namespace GL