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Support off-center frustum in Camera
[libs/gl.git] / source / camera.cpp
1 #include <cmath>
2 #include "camera.h"
3 #include "matrix.h"
4
5 namespace Msp {
6 namespace GL {
7
8 Camera::Camera():
9         fov(Geometry::Angle<float>::from_turns(0.125)),
10         aspect(4.0/3.0),
11         clip_near(0.1),
12         clip_far(10),
13         frustum_x(0),
14         frustum_y(0),
15         position(0, 0, 0),
16         look_dir(0, 0, -1),
17         up_dir(0, 1, 0)
18 { }
19
20 void Camera::set_field_of_view(const Geometry::Angle<float> &f)
21 {
22         fov = f;
23 }
24
25 void Camera::set_aspect(float a)
26 {
27         aspect = a;
28 }
29
30 void Camera::set_depth_clip(float n, float f)
31 {
32         clip_near = n;
33         clip_far = f;
34 }
35
36 void Camera::set_frustum_axis(float x, float y)
37 {
38         frustum_x = x;
39         frustum_y = y;
40 }
41
42 void Camera::set_position(const Vector3 &p)
43 {
44         position = p;
45         compute_matrix();
46 }
47
48 void Camera::set_up_direction(const Vector3 &u)
49 {
50         up_dir = normalize(u);
51
52         compute_matrix();
53 }
54
55 void Camera::set_look_direction(const Vector3 &l)
56 {
57         look_dir = normalize(l);
58
59         compute_matrix();
60 }
61
62 void Camera::look_at(const Vector3 &p)
63 {
64         set_look_direction(p-position);
65 }
66
67 Vector3 Camera::project(const Vector4 &p) const
68 {
69         float frustum_h = tan(fov/2.0f);
70         float frustum_w = frustum_h*aspect;
71         float z_range = clip_far-clip_near;
72
73         Vector4 eye = matrix*p;
74
75         return Vector3(eye.x/frustum_w/-eye.z, eye.y/frustum_h/-eye.z,
76                 (clip_far+clip_near)/z_range+2*clip_far*clip_near/(eye.z*z_range));
77 }
78
79 Vector3 Camera::project(const Vector3 &p) const
80 {
81         return project(Vector4(p.x, p.y, p.z, 1.0));
82 }
83
84 Vector4 Camera::unproject(const Vector4 &p) const
85 {
86         float frustum_h = tan(fov/2.0f);
87         float frustum_w = frustum_h*aspect;
88         float z_range = clip_far-clip_near;
89
90         float z = (2*clip_far*clip_near)/(p.z*z_range-(clip_far+clip_near))-matrix[14]*p.w;
91         float x = p.x*-z*frustum_w-matrix[12]*p.w;
92         float y = p.y*-z*frustum_h-matrix[13]*p.w;
93
94         return Vector4(matrix[0]*x+matrix[1]*y+matrix[2]*z,
95                 matrix[4]*x+matrix[5]*y+matrix[6]*z,
96                 matrix[8]*x+matrix[9]*y+matrix[10]*z,
97                 p.w);
98 }
99
100 void Camera::apply() const
101 {
102         float frustum_h = tan(fov/2.0f)*clip_near;
103         float frustum_w = frustum_h*aspect;
104         float left = frustum_w*(frustum_x-1.0f);
105         float right = frustum_w*(frustum_x+1.0f);
106         float bottom = frustum_h*(frustum_y-1.0f);
107         float top = frustum_h*(frustum_y+1.0f);
108         MatrixStack::projection() = Matrix::frustum(left, right, bottom, top, clip_near, clip_far);
109         MatrixStack::modelview() = matrix;
110 }
111
112 void Camera::compute_matrix()
113 {
114         Vector3 right_dir = normalize(cross(look_dir, up_dir));
115         double mdata[16];
116
117         mdata[0] = right_dir.x;
118         mdata[4] = right_dir.y;
119         mdata[8] = right_dir.z;
120
121         mdata[1] = right_dir.y*look_dir.z-right_dir.z*look_dir.y;
122         mdata[5] = right_dir.z*look_dir.x-right_dir.x*look_dir.z;
123         mdata[9] = right_dir.x*look_dir.y-right_dir.y*look_dir.x;
124
125         mdata[2] = -look_dir.x;
126         mdata[6] = -look_dir.y;
127         mdata[10] = -look_dir.z;
128
129         mdata[12] = -position.x*mdata[0]-position.y*mdata[4]-position.z*mdata[8];
130         mdata[13] = -position.x*mdata[1]-position.y*mdata[5]-position.z*mdata[9];
131         mdata[14] = -position.x*mdata[2]-position.y*mdata[6]-position.z*mdata[10];
132
133         mdata[3] = 0;
134         mdata[7] = 0;
135         mdata[11] = 0;
136         mdata[15] = 1;
137
138         matrix = mdata;
139 }
140
141 } // namespace GL
142 } // namespace Msp