X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fcamera.cpp;h=b3cedbc62ad628813b5eee552302a2151ea586c1;hp=a3ab730d98ddd06ed167a8a0bd739b0e56554890;hb=HEAD;hpb=60ca0094db80ea88ad546c98866f73a8d152e02b diff --git a/source/camera.cpp b/source/camera.cpp deleted file mode 100644 index a3ab730d..00000000 --- a/source/camera.cpp +++ /dev/null @@ -1,128 +0,0 @@ -#include -#include "camera.h" -#include "matrix.h" - -namespace Msp { -namespace GL { - -Camera::Camera(): - fov(Geometry::Angle::from_turns(0.125)), - aspect(4.0/3.0), - clip_near(0.1), - clip_far(10), - position(0, 0, 0), - look_dir(0, 0, -1), - up_dir(0, 1, 0) -{ } - -void Camera::set_field_of_view(const Geometry::Angle &f) -{ - fov = f; -} - -void Camera::set_aspect(float a) -{ - aspect = a; -} - -void Camera::set_depth_clip(float n, float f) -{ - clip_near = n; - clip_far = f; -} - -void Camera::set_position(const Vector3 &p) -{ - position = p; - compute_matrix(); -} - -void Camera::set_up_direction(const Vector3 &u) -{ - up_dir = normalize(u); - - compute_matrix(); -} - -void Camera::set_look_direction(const Vector3 &l) -{ - look_dir = normalize(l); - - compute_matrix(); -} - -void Camera::look_at(const Vector3 &p) -{ - set_look_direction(p-position); -} - -Vector3 Camera::project(const Vector4 &p) const -{ - float frustum_h = tan(fov/2.0f); - float frustum_w = frustum_h*aspect; - float z_range = clip_far-clip_near; - - Vector4 eye = matrix*p; - - 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/2.0f); - 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; - - 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); -} - -void Camera::apply() const -{ - MatrixStack::projection() = Matrix::perspective(fov, aspect, clip_near, clip_far); - MatrixStack::modelview() = matrix; -} - -void Camera::compute_matrix() -{ - Vector3 right_dir = normalize(cross(look_dir, up_dir)); - double mdata[16]; - - 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; - - mdata[2] = -look_dir.x; - mdata[6] = -look_dir.y; - mdata[10] = -look_dir.z; - - 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]; - - mdata[3] = 0; - mdata[7] = 0; - mdata[11] = 0; - mdata[15] = 1; - - matrix = mdata; -} - -} // namespace GL -} // namespace Msp