X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fcamera.cpp;h=e2952a19f0f38b52448e1da719f3e0dd9cbd290a;hp=ad1a3e946a1055c5367fc4a9c4592e171c90dfc1;hb=955e7cada42e099016879332e71863e46075d72b;hpb=1d59ea8601436164f8bfc114da3941cb0871e87b diff --git a/source/camera.cpp b/source/camera.cpp index ad1a3e94..e2952a19 100644 --- a/source/camera.cpp +++ b/source/camera.cpp @@ -8,7 +8,6 @@ Distributed under the LGPL #include #include "camera.h" #include "matrix.h" -#include "projection.h" namespace Msp { namespace GL { @@ -21,11 +20,7 @@ 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) { @@ -108,14 +103,8 @@ 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 +113,30 @@ 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[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]; + matrix = mdata; } } // namespace GL