X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fcamera.cpp;h=ae35f632438df2d9a7a8a416f838deabde6b8320;hp=a0c89e0efb6c2129354efa273545bb20605008b6;hb=5c5d094255ae5b0a07f99392a5a099ad9c8e8e38;hpb=c90cc1f31a285ed2ef21a21b5610837425d1ef51 diff --git a/source/camera.cpp b/source/camera.cpp index a0c89e0e..ae35f632 100644 --- a/source/camera.cpp +++ b/source/camera.cpp @@ -56,6 +56,12 @@ void Camera::set_frustum_axis(float x, float y) update_projection_matrix(); } +void Camera::set_frustum_rotation(const Geometry::Angle &r) +{ + rotate = r; + update_projection_matrix(); +} + void Camera::set_position(const Vector3 &p) { position = p; @@ -82,7 +88,7 @@ void Camera::look_at(const Vector3 &p) Vector3 Camera::project(const Vector4 &p) const { Vector4 r = proj_matrix*(view_matrix*p); - return Vector3(r)/r.w; + return r.slice<3>(0)/r.w; } Vector3 Camera::project(const Vector3 &p) const @@ -93,10 +99,15 @@ Vector3 Camera::project(const Vector3 &p) const Vector4 Camera::unproject(const Vector4 &p) const { Vector4 r = invert(proj_matrix)*Vector4(p.x, p.y, p.z, 1.0f); - r = object_matrix*Vector4(r.x, r.y, r.z, p.w); + r = object_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; @@ -105,7 +116,7 @@ void Camera::apply() const void Camera::update_projection_matrix() { - float frustum_h = tan(fov/2.0f)*clip_near; + float frustum_h = (fov!=Geometry::Angle::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); @@ -115,16 +126,17 @@ void Camera::update_projection_matrix() 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] = Vector4(right_dir, 0.0f); - columns[1] = Vector4(cross(right_dir, look_dir), 0.0f); - columns[2] = Vector4(-look_dir, 0.0f); - columns[3] = Vector4(position, 1.0f); + 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); object_matrix = Matrix::from_columns(columns); view_matrix = invert(object_matrix); }