X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fcamera.cpp;fp=source%2Fcamera.cpp;h=0afa033c1348bf43a4fae8f57072c798a625e79d;hb=c6149a1e9f488f790378969ff655e6bc94369d16;hp=274604f27f32e74833925d29828ec1628d22f36a;hpb=28e0d3968ae72b0df0e7193a417eb30d1097f734;p=libs%2Fgl.git diff --git a/source/camera.cpp b/source/camera.cpp index 274604f2..0afa033c 100644 --- a/source/camera.cpp +++ b/source/camera.cpp @@ -42,21 +42,19 @@ void Camera::set_frustum_axis(float x, float y) void Camera::set_position(const Vector3 &p) { position = p; - compute_matrix(); + update_object_matrix(); } void Camera::set_up_direction(const Vector3 &u) { up_dir = normalize(u); - - compute_matrix(); + update_object_matrix(); } void Camera::set_look_direction(const Vector3 &l) { look_dir = normalize(l); - - compute_matrix(); + update_object_matrix(); } void Camera::look_at(const Vector3 &p) @@ -66,14 +64,8 @@ void Camera::look_at(const Vector3 &p) 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)); + Vector4 r = proj_matrix*(view_matrix*p); + return Vector3(r)/r.w; } Vector3 Camera::project(const Vector3 &p) const @@ -83,18 +75,9 @@ Vector3 Camera::project(const Vector3 &p) const 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); + Vector4 r = invert(proj_matrix)*LinAl::Vector(p.x, p.y, p.z, 1.0f); + r = object_matrix*Vector4(r.x, r.y, r.z, p.w); + return r; } void Camera::apply() const @@ -106,36 +89,19 @@ void Camera::apply() const float bottom = frustum_h*(frustum_y-1.0f); float top = frustum_h*(frustum_y+1.0f); MatrixStack::projection() = Matrix::frustum(left, right, bottom, top, clip_near, clip_far); - MatrixStack::modelview() = matrix; + MatrixStack::modelview() = view_matrix; } -void Camera::compute_matrix() +void Camera::update_object_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; + LinAl::Vector columns[4]; + columns[0] = LinAl::Vector(right_dir, 0.0f); + columns[1] = LinAl::Vector(cross(right_dir, look_dir), 0.0f); + columns[2] = LinAl::Vector(-look_dir, 0.0f); + columns[3] = LinAl::Vector(position, 1.0f); + object_matrix = Matrix::from_columns(columns); + view_matrix = invert(object_matrix); } } // namespace GL