]> git.tdb.fi Git - libs/gl.git/blobdiff - source/camera.cpp
Fix a stupid error with PixelStore parameter mask
[libs/gl.git] / source / camera.cpp
index ad1a3e946a1055c5367fc4a9c4592e171c90dfc1..b3cedbc62ad628813b5eee552302a2151ea586c1 100644 (file)
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2010  Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
 #include <cmath>
 #include "camera.h"
 #include "matrix.h"
-#include "projection.h"
 
 namespace Msp {
 namespace GL {
 
 Camera::Camera():
-       fov(M_PI/4),
+       fov(Geometry::Angle<float>::from_turns(0.125)),
+       height(0),
        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;
+       update_projection_matrix();
+       update_object_matrix();
 }
 
-void Camera::set_field_of_view(float f)
+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_position(const Vector3 &p)
+void Camera::set_frustum_axis(float x, float y)
 {
-       position = p;
-       compute_matrix();
+       frustum_x = x;
+       frustum_y = y;
+       update_projection_matrix();
 }
 
-void Camera::set_up_direction(const Vector3 &u)
+void Camera::set_frustum_rotation(const Geometry::Angle<float> &r)
 {
-       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;
+       rotate = r;
+       update_projection_matrix();
+}
 
-       compute_matrix();
+void Camera::set_position(const Vector3 &p)
+{
+       position = p;
+       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 = normalize(l);
+       update_object_matrix();
+}
 
-       look_dir.x = l.x/len;
-       look_dir.y = l.y/len;
-       look_dir.z = l.z/len;
+void Camera::look_at(const Vector3 &p)
+{
+       set_look_direction(p-position);
+}
 
-       compute_matrix();
+void Camera::set_up_direction(const Vector3 &u)
+{
+       up_dir = normalize(u);
+       update_object_matrix();
 }
 
-void Camera::look_at(const Vector3 &p)
+void Camera::set_object_matrix(const Matrix &m)
 {
-       set_look_direction(Vector3(p.x-position.x, p.y-position.y, p.z-position.z));
+       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();
 }
 
 Vector3 Camera::project(const Vector4 &p) const
 {
-       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 r = proj_matrix*(view_matrix*p);
+       return r.slice<3>(0)/r.w;
+}
 
-       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 Vector3 &p) const
+{
+       return project(Vector4(p.x, p.y, p.z, 1.0));
 }
 
 Vector4 Camera::unproject(const Vector4 &p) const
 {
-       float frustum_h = tan(fov/2);
+       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;
+}
+
+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
+{
+       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 z_range = clip_far-clip_near;
+       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);
+       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::update_object_matrix()
+{
+       Vector3 right_dir = normalize(cross(look_dir, up_dir));
+       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);
+}
 
-       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;
 
-       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);
+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);
 }
 
-void Camera::apply() const
+void Camera::Loader::aspect_ratio(float a)
 {
-       float h = tan(fov/2)*2*clip_near;
+       obj.set_aspect_ratio(a);
+}
 
-       matrix_mode(PROJECTION);
-       load_identity();
-       frustum_centered(h*aspect, h, clip_near, clip_far);
+void Camera::Loader::depth_clip(float n, float f)
+{
+       obj.set_depth_clip(n, f);
+}
 
-       matrix_mode(MODELVIEW);
-       load_matrix(matrix);
+void Camera::Loader::field_of_view(float a)
+{
+       obj.set_field_of_view(Geometry::Angle<float>::from_degrees(a));
 }
 
-void Camera::compute_matrix()
+void Camera::Loader::look_at(float x, float y, float z)
 {
-       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);
+       obj.look_at(Vector3(x, y, z));
+}
 
-       matrix[0] = x/len;
-       matrix[4] = y/len;
-       matrix[8] = z/len;
+void Camera::Loader::look_direction(float x, float y, float z)
+{
+       obj.set_look_direction(Vector3(x, y, z));
+}
 
-       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;
+void Camera::Loader::orthographic(float w, float h)
+{
+       obj.set_orthographic(w, h);
+}
 
-       matrix[2] = -look_dir.x;
-       matrix[6] = -look_dir.y;
-       matrix[10] = -look_dir.z;
+void Camera::Loader::position(float x, float y, float z)
+{
+       obj.set_position(Vector3(x, y, 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];
+void Camera::Loader::up_direction(float x, float y, float z)
+{
+       obj.set_up_direction(Vector3(x, y, z));
 }
 
 } // namespace GL