X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fcamera.h;h=9a525e6b1d51077af5f06874ba0a4a56a3b6505d;hb=c90cc1f31a285ed2ef21a21b5610837425d1ef51;hp=a2d2993afeedd83500e0f1a490f3f100b91a3f2f;hpb=75adf0a90054f4f418663b7d347260cf31b6c046;p=libs%2Fgl.git diff --git a/source/camera.h b/source/camera.h index a2d2993a..9a525e6b 100644 --- a/source/camera.h +++ b/source/camera.h @@ -1,13 +1,7 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2010 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #ifndef MSP_GL_CAMERA_H_ #define MSP_GL_CAMERA_H_ +#include "matrix.h" #include "vector.h" namespace Msp { @@ -16,23 +10,30 @@ namespace GL { class Camera { private: - float fov; + Geometry::Angle fov; + float height; float aspect; // Some compilers have "near" and "far" keywords float clip_near; float clip_far; + float frustum_x; + float frustum_y; Vector3 position; Vector3 look_dir; Vector3 up_dir; - float matrix[16]; + Matrix view_matrix; + Matrix object_matrix; + Matrix proj_matrix; public: Camera(); - void set_field_of_view(float); + void set_field_of_view(const Geometry::Angle &); + void set_orthographic(float, float); void set_aspect(float); void set_depth_clip(float, float); - float get_field_of_view() const { return fov; } + void set_frustum_axis(float, float); + const Geometry::Angle &get_field_of_view() const { return fov; } float get_aspect() const { return aspect; } float get_near_clip() const { return clip_near; } float get_far_clip() const { return clip_far; } @@ -45,13 +46,29 @@ public: const Vector3 &get_look_direction() const { return look_dir; } const Vector3 &get_up_direction() const { return up_dir; } + /** Deprecated alias for get_view_matrix. */ + const Matrix &get_matrix() const { return get_view_matrix(); } + + /** Returns the view matrix, used to transform coordinates from world space + to eye space. */ + const Matrix &get_view_matrix() const { return view_matrix; } + + /** Returns the object matrix, used to transform coordinates from eye space + to world space. */ + const Matrix &get_object_matrix() const { return object_matrix; } + + /** Returns the projection matrix. */ + const Matrix &get_projection_matrix() const { return proj_matrix; } + Vector3 project(const Vector4 &) const; + Vector3 project(const Vector3 &) const; Vector4 unproject(const Vector4 &) const; void apply() const; private: - void compute_matrix(); + void update_projection_matrix(); + void update_object_matrix(); }; } // namespace GL