X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fcamera.cpp;h=b3cedbc62ad628813b5eee552302a2151ea586c1;hp=c63fc9307f646e0ae559396d8eac79d9f6d32a7c;hb=HEAD;hpb=75adf0a90054f4f418663b7d347260cf31b6c046 diff --git a/source/camera.cpp b/source/camera.cpp deleted file mode 100644 index c63fc930..00000000 --- a/source/camera.cpp +++ /dev/null @@ -1,146 +0,0 @@ -/* $Id$ - -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), - 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) -{ - for(unsigned i=0; i<16; ++i) - matrix[i] = (i%5 ? 0 : 1); - matrix[10] = -1; -} - -void Camera::set_field_of_view(float 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) -{ - 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; - - compute_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.x = l.x/len; - look_dir.y = l.y/len; - look_dir.z = l.z/len; - - compute_matrix(); -} - -void Camera::look_at(const Vector3 &p) -{ - set_look_direction(Vector3(p.x-position.x, p.y-position.y, p.z-position.z)); -} - -Vector3 Camera::project(const Vector4 &p) const -{ - float near_h = tan(fov/2)*clip_near; - float near_w = near_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, - (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 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; - - 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 -{ - 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); -} - -void Camera::compute_matrix() -{ - 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); - - matrix[0] = x/len; - matrix[4] = y/len; - matrix[8] = z/len; - - 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; - - matrix[2] = -look_dir.x; - matrix[6] = -look_dir.y; - matrix[10] = -look_dir.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]; -} - -} // namespace GL -} // namespace Msp