]> git.tdb.fi Git - libs/gl.git/blobdiff - source/camera.cpp
Fix the keyword of the uniform scaling statement in Transform loader
[libs/gl.git] / source / camera.cpp
index 274604f27f32e74833925d29828ec1628d22f36a..b3cedbc62ad628813b5eee552302a2151ea586c1 100644 (file)
@@ -7,6 +7,7 @@ namespace GL {
 
 Camera::Camera():
        fov(Geometry::Angle<float>::from_turns(0.125)),
+       height(0),
        aspect(4.0/3.0),
        clip_near(0.1),
        clip_far(10),
@@ -15,48 +16,62 @@ Camera::Camera():
        position(0, 0, 0),
        look_dir(0, 0, -1),
        up_dir(0, 1, 0)
-{ }
+{
+       update_projection_matrix();
+       update_object_matrix();
+}
 
 void Camera::set_field_of_view(const Geometry::Angle<float> &f)
 {
        fov = f;
+       update_projection_matrix();
 }
 
-void Camera::set_aspect(float a)
+void Camera::set_orthographic(float w, float h)
+{
+       fov = Geometry::Angle<float>::zero();
+       height = h;
+       if(w)
+               aspect = w/h;
+       update_projection_matrix();
+}
+
+void Camera::set_aspect_ratio(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)
+void Camera::set_frustum_rotation(const Geometry::Angle<float> &r)
 {
-       position = p;
-       compute_matrix();
+       rotate = r;
+       update_projection_matrix();
 }
 
-void Camera::set_up_direction(const Vector3 &u)
+void Camera::set_position(const Vector3 &p)
 {
-       up_dir = normalize(u);
-
-       compute_matrix();
+       position = p;
+       update_object_matrix();
 }
 
 void Camera::set_look_direction(const Vector3 &l)
 {
        look_dir = normalize(l);
-
-       compute_matrix();
+       update_object_matrix();
 }
 
 void Camera::look_at(const Vector3 &p)
@@ -64,16 +79,24 @@ void Camera::look_at(const Vector3 &p)
        set_look_direction(p-position);
 }
 
-Vector3 Camera::project(const Vector4 &p) const
+void Camera::set_up_direction(const Vector3 &u)
 {
-       float frustum_h = tan(fov/2.0f);
-       float frustum_w = frustum_h*aspect;
-       float z_range = clip_far-clip_near;
+       up_dir = normalize(u);
+       update_object_matrix();
+}
 
-       Vector4 eye = matrix*p;
+void Camera::set_object_matrix(const Matrix &m)
+{
+       position = m.column(3).slice<3>(0);
+       look_dir = normalize(-m.column(2).slice<3>(0));
+       up_dir = normalize(m.column(1).slice<3>(0));
+       update_object_matrix();
+}
 
-       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));
+Vector3 Camera::project(const Vector4 &p) const
+{
+       Vector4 r = proj_matrix*(view_matrix*p);
+       return r.slice<3>(0)/r.w;
 }
 
 Vector3 Camera::project(const Vector3 &p) const
@@ -83,59 +106,101 @@ Vector3 Camera::project(const Vector3 &p) const
 
 Vector4 Camera::unproject(const Vector4 &p) const
 {
-       float frustum_h = tan(fov/2.0f);
-       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*frustum_w-matrix[12]*p.w;
-       float y = p.y*-z*frustum_h-matrix[13]*p.w;
+       Vector4 r = invert(proj_matrix)*Vector4(p.x, p.y, p.z, 1.0f);
+       r = matrix*Vector4(r.x/r.w, r.y/r.w, r.z/r.w, p.w);
+       return r;
+}
 
-       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);
+Vector3 Camera::unproject(const Vector3 &p) const
+{
+       return unproject(Vector4(p.x, p.y, p.z, 1.0f)).slice<3>(0);
 }
 
 void Camera::apply() const
 {
-       float frustum_h = tan(fov/2.0f)*clip_near;
+       MatrixStack::projection() = proj_matrix;
+       MatrixStack::modelview() = view_matrix;
+}
+
+void Camera::update_projection_matrix()
+{
+       float frustum_h = (fov!=Geometry::Angle<float>::zero() ? tan(fov/2.0f)*clip_near : height/2);
        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);
-       MatrixStack::projection() = Matrix::frustum(left, right, bottom, top, clip_near, clip_far);
-       MatrixStack::modelview() = matrix;
+       if(fov>Geometry::Angle<float>::zero())
+               proj_matrix = Matrix::frustum(left, right, bottom, top, clip_near, clip_far);
+       else
+               proj_matrix = Matrix::ortho(left, right, bottom, top, clip_near, clip_far);
+       proj_matrix = Matrix::rotation(rotate, Vector3(0, 0, 1))*proj_matrix;
 }
 
-void Camera::compute_matrix()
+void Camera::update_object_matrix()
 {
        Vector3 right_dir = normalize(cross(look_dir, up_dir));
-       double mdata[16];
+       Vector4 columns[4];
+       columns[0] = compose(right_dir, 0.0f);
+       columns[1] = compose(cross(right_dir, look_dir), 0.0f);
+       columns[2] = compose(-look_dir, 0.0f);
+       columns[3] = compose(position, 1.0f);
+       matrix = Matrix::from_columns(columns);
+       view_matrix = invert(matrix);
+}
 
-       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;
+Camera::Loader::Loader(Camera &c):
+       DataFile::ObjectLoader<Camera>(c)
+{
+       add("aspect_ratio", &Loader::aspect_ratio);
+       add("depth_clip", &Loader::depth_clip);
+       add("field_of_view", &Loader::field_of_view);
+       add("look_at", &Loader::look_at);
+       add("look_direction", &Loader::look_direction);
+       add("orthographic", &Loader::orthographic);
+       add("position", &Loader::position);
+       add("up_direction", &Loader::up_direction);
+}
 
-       mdata[2] = -look_dir.x;
-       mdata[6] = -look_dir.y;
-       mdata[10] = -look_dir.z;
+void Camera::Loader::aspect_ratio(float a)
+{
+       obj.set_aspect_ratio(a);
+}
 
-       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];
+void Camera::Loader::depth_clip(float n, float f)
+{
+       obj.set_depth_clip(n, f);
+}
 
-       mdata[3] = 0;
-       mdata[7] = 0;
-       mdata[11] = 0;
-       mdata[15] = 1;
+void Camera::Loader::field_of_view(float a)
+{
+       obj.set_field_of_view(Geometry::Angle<float>::from_degrees(a));
+}
 
-       matrix = mdata;
+void Camera::Loader::look_at(float x, float y, float z)
+{
+       obj.look_at(Vector3(x, y, z));
+}
+
+void Camera::Loader::look_direction(float x, float y, float z)
+{
+       obj.set_look_direction(Vector3(x, y, z));
+}
+
+void Camera::Loader::orthographic(float w, float h)
+{
+       obj.set_orthographic(w, h);
+}
+
+void Camera::Loader::position(float x, float y, float z)
+{
+       obj.set_position(Vector3(x, y, z));
+}
+
+void Camera::Loader::up_direction(float x, float y, float z)
+{
+       obj.set_up_direction(Vector3(x, y, z));
 }
 
 } // namespace GL