X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frender%2Fcamera.cpp;fp=source%2Frender%2Fcamera.cpp;h=3bba0eaf38e00385e68a077474095a980a10f340;hb=7aaec9a70b8d7733429bec043f8e33e02956f266;hp=0000000000000000000000000000000000000000;hpb=bec07999d95b76f4b47cffcc564d0cd0afc0435e;p=libs%2Fgl.git diff --git a/source/render/camera.cpp b/source/render/camera.cpp new file mode 100644 index 00000000..3bba0eaf --- /dev/null +++ b/source/render/camera.cpp @@ -0,0 +1,201 @@ +#include +#include "camera.h" +#include "matrix.h" + +namespace Msp { +namespace GL { + +Camera::Camera(): + 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) +{ + update_projection_matrix(); + update_object_matrix(); +} + +void Camera::set_field_of_view(const Geometry::Angle &f) +{ + fov = f; + update_projection_matrix(); +} + +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_frustum_axis(float x, float y) +{ + frustum_x = x; + frustum_y = y; + update_projection_matrix(); +} + +void Camera::set_frustum_rotation(const Geometry::Angle &r) +{ + rotate = r; + update_projection_matrix(); +} + +void Camera::set_position(const Vector3 &p) +{ + position = p; + update_object_matrix(); +} + +void Camera::set_look_direction(const Vector3 &l) +{ + look_dir = normalize(l); + update_object_matrix(); +} + +void Camera::look_at(const Vector3 &p) +{ + set_look_direction(p-position); +} + +void Camera::set_up_direction(const Vector3 &u) +{ + up_dir = normalize(u); + update_object_matrix(); +} + +void Camera::set_object_matrix(const Matrix &m) +{ + 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 +{ + Vector4 r = proj_matrix*(view_matrix*p); + return r.slice<3>(0)/r.w; +} + +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 +{ + 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::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 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); +} + + +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::Loader::aspect_ratio(float a) +{ + obj.set_aspect_ratio(a); +} + +void Camera::Loader::depth_clip(float n, float f) +{ + obj.set_depth_clip(n, f); +} + +void Camera::Loader::field_of_view(float a) +{ + obj.set_field_of_view(Geometry::Angle::from_degrees(a)); +} + +void Camera::Loader::look_at(float x, float y, float z) +{ + obj.look_at(Vector3(x, y, z)); +} + +void Camera::Loader::look_direction(float x, float y, float z) +{ + obj.set_look_direction(Vector3(x, y, z)); +} + +void Camera::Loader::orthographic(float w, float h) +{ + obj.set_orthographic(w, h); +} + +void Camera::Loader::position(float x, float y, float z) +{ + obj.set_position(Vector3(x, y, z)); +} + +void Camera::Loader::up_direction(float x, float y, float z) +{ + obj.set_up_direction(Vector3(x, y, z)); +} + +} // namespace GL +} // namespace Msp