X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fcamera.cpp;h=b3cedbc62ad628813b5eee552302a2151ea586c1;hp=ad1a3e946a1055c5367fc4a9c4592e171c90dfc1;hb=6eb1cf196dbe5a2c39b29b49b6901ae7d2b4e803;hpb=02dad9779326e5b8acc1fddbaec3a2f36da15c16 diff --git a/source/camera.cpp b/source/camera.cpp index ad1a3e94..b3cedbc6 100644 --- a/source/camera.cpp +++ b/source/camera.cpp @@ -1,145 +1,206 @@ -/* $Id$ - -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 { Camera::Camera(): - fov(M_PI/4), + fov(Geometry::Angle::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 &f) { fov = f; + update_projection_matrix(); } -void Camera::set_aspect(float a) +void Camera::set_orthographic(float w, float h) +{ + fov = Geometry::Angle::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 &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::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::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(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::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