X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fcamera.cpp;h=406135796f3e10c1cc0135cb23a097ee51e32259;hb=0119ca4f792dc761e5248b76de71f2844c0e3997;hp=b392f672380ed4a98c77a986d09e7f80e0dac81b;hpb=8f2430208cfa7bb9dc5bd655dde88acc21db54d2;p=libs%2Fgl.git diff --git a/source/camera.cpp b/source/camera.cpp index b392f672..40613579 100644 --- a/source/camera.cpp +++ b/source/camera.cpp @@ -1,14 +1,6 @@ -/* $Id$ - -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 { @@ -21,11 +13,7 @@ Camera::Camera(): 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) { @@ -51,54 +39,49 @@ void Camera::set_position(const Vector3 &p) 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 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; + 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/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 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, @@ -108,38 +91,37 @@ 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[13] = -position.y; - matrix[14] = -position.z; + 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