X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fcamera.cpp;h=98b7598ca16ffa011d1849881ac0d67117bff45f;hp=b392f672380ed4a98c77a986d09e7f80e0dac81b;hb=f14435e58bfa0fa697a06ba9a454bb30cd37d9d8;hpb=8f2430208cfa7bb9dc5bd655dde88acc21db54d2 diff --git a/source/camera.cpp b/source/camera.cpp index b392f672..98b7598c 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) { @@ -78,27 +66,27 @@ void Camera::look_at(const Vector3 &p) 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; - return Vector3(eye_x/near_w/-eye_z, eye_y/near_h/-eye_z, + 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)); } 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, @@ -108,14 +96,8 @@ 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() @@ -124,22 +106,30 @@ void Camera::compute_matrix() 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); + double mdata[16]; + + mdata[0] = x/len; + mdata[4] = y/len; + mdata[8] = z/len; + + mdata[1] = mdata[4]*look_dir.z-mdata[8]*look_dir.y; + mdata[5] = mdata[8]*look_dir.x-mdata[0]*look_dir.z; + mdata[9] = mdata[0]*look_dir.y-mdata[4]*look_dir.x; - matrix[0] = x/len; - matrix[4] = y/len; - matrix[8] = z/len; + mdata[2] = -look_dir.x; + mdata[6] = -look_dir.y; + mdata[10] = -look_dir.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; + 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]; - matrix[2] = -look_dir.x; - matrix[6] = -look_dir.y; - matrix[10] = -look_dir.z; + mdata[3] = 0; + mdata[7] = 0; + mdata[11] = 0; + mdata[15] = 1; - matrix[12] = -position.x; - matrix[13] = -position.y; - matrix[14] = -position.z; + matrix = mdata; } } // namespace GL