pmlpp/sfw/core/projection.h

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/*************************************************************************/
/* projection.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef PROJECTION_H
#define PROJECTION_H
#include "vector.h"
#include "math_defs.h"
#include "vector3.h"
#include "vector4.h"
struct AABB;
struct Plane;
struct Rect2;
struct Transform;
struct Vector2;
struct _NO_DISCARD_CLASS_ Projection {
enum Planes {
PLANE_NEAR,
PLANE_FAR,
PLANE_LEFT,
PLANE_TOP,
PLANE_RIGHT,
PLANE_BOTTOM
};
Vector4 matrix[4];
_FORCE_INLINE_ const Vector4 &operator[](const int p_axis) const {
DEV_ASSERT((unsigned int)p_axis < 4);
return matrix[p_axis];
}
_FORCE_INLINE_ Vector4 &operator[](const int p_axis) {
DEV_ASSERT((unsigned int)p_axis < 4);
return matrix[p_axis];
}
float determinant() const;
void set_identity();
void set_zero();
void set_light_bias();
void set_depth_correction(bool p_flip_y = true);
void set_light_atlas_rect(const Rect2 &p_rect);
void set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov = false);
void set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov, int p_eye, real_t p_intraocular_dist, real_t p_convergence_dist);
void set_for_hmd(int p_eye, real_t p_aspect, real_t p_intraocular_dist, real_t p_display_width, real_t p_display_to_lens, real_t p_oversample, real_t p_z_near, real_t p_z_far);
void set_orthogonal(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_znear, real_t p_zfar);
void set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov = false);
void set_frustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far);
void set_frustum(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov = false);
void adjust_perspective_znear(real_t p_new_znear);
static Projection create_depth_correction(bool p_flip_y);
static Projection create_light_atlas_rect(const Rect2 &p_rect);
static Projection create_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov = false);
static Projection create_perspective_hmd(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov, int p_eye, real_t p_intraocular_dist, real_t p_convergence_dist);
static Projection create_for_hmd(int p_eye, real_t p_aspect, real_t p_intraocular_dist, real_t p_display_width, real_t p_display_to_lens, real_t p_oversample, real_t p_z_near, real_t p_z_far);
static Projection create_orthogonal(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_znear, real_t p_zfar);
static Projection create_orthogonal_aspect(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov = false);
static Projection create_frustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far);
static Projection create_frustum_aspect(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov = false);
static Projection create_fit_aabb(const AABB &p_aabb);
Projection perspective_znear_adjusted(real_t p_new_znear) const;
Plane get_projection_plane(Planes p_plane) const;
Projection flipped_y() const;
Projection jitter_offseted(const Vector2 &p_offset) const;
static real_t get_fovy(real_t p_fovx, real_t p_aspect) {
return Math::rad2deg(Math::atan(p_aspect * Math::tan(Math::deg2rad(p_fovx) * 0.5)) * 2.0);
}
real_t calculate_fovy(real_t p_fovx, real_t p_aspect) {
return Math::rad2deg(Math::atan(p_aspect * Math::tan(Math::deg2rad(p_fovx) * 0.5)) * 2.0);
}
real_t get_z_far() const;
real_t get_z_near() const;
real_t get_aspect() const;
real_t get_fov() const;
bool is_orthogonal() const;
Vector<Plane> get_projection_planes(const Transform &p_transform) const;
bool get_endpoints(const Transform &p_transform, Vector3 *p_8points) const;
Vector2 get_viewport_half_extents() const;
Vector2 get_far_plane_half_extents() const;
void invert();
Projection inverse() const;
Projection operator*(const Projection &p_matrix) const;
Vector4 xform(const Vector4 &p_vec4) const;
Vector4 xform_inv(const Vector4 &p_vec4) const;
_FORCE_INLINE_ Vector3 xform(const Vector3 &p_vector) const;
Plane xform(const Plane &p_plane) const;
operator String() const;
void scale_translate_to_fit(const AABB &p_aabb);
void add_jitter_offset(const Vector2 &p_offset);
void make_scale(const Vector3 &p_scale);
int get_pixels_per_meter(int p_for_pixel_width) const;
operator Transform() const;
void flip_y();
bool operator==(const Projection &p_cam) const {
for (uint32_t i = 0; i < 4; i++) {
for (uint32_t j = 0; j < 4; j++) {
if (matrix[i][j] != p_cam.matrix[i][j]) {
return false;
}
}
}
return true;
}
bool operator!=(const Projection &p_cam) const {
return !(*this == p_cam);
}
float get_lod_multiplier() const;
_FORCE_INLINE_ void set_perspective1(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov = false) {
set_perspective(p_fovy_degrees, p_aspect, p_z_near, p_z_far, p_flip_fov);
}
_FORCE_INLINE_ void set_perspective2(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov, int p_eye, real_t p_intraocular_dist, real_t p_convergence_dist) {
set_perspective(p_fovy_degrees, p_aspect, p_z_near, p_z_far, p_flip_fov, p_eye, p_intraocular_dist, p_convergence_dist);
}
_FORCE_INLINE_ void set_orthogonal1(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_znear, real_t p_zfar) {
set_orthogonal(p_left, p_right, p_bottom, p_top, p_znear, p_zfar);
}
_FORCE_INLINE_ void set_orthogonal2(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov = false) {
set_orthogonal(p_size, p_aspect, p_znear, p_zfar, p_flip_fov);
}
_FORCE_INLINE_ void set_frustum1(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far) {
set_frustum(p_left, p_right, p_bottom, p_top, p_near, p_far);
}
//Vector2 is incomplete here
void set_frustum2(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov = false);
Projection();
Projection(const Vector4 &p_x, const Vector4 &p_y, const Vector4 &p_z, const Vector4 &p_w);
Projection(const Transform &p_transform);
~Projection();
};
Vector3 Projection::xform(const Vector3 &p_vec3) const {
Vector3 ret;
ret.x = matrix[0][0] * p_vec3.x + matrix[1][0] * p_vec3.y + matrix[2][0] * p_vec3.z + matrix[3][0];
ret.y = matrix[0][1] * p_vec3.x + matrix[1][1] * p_vec3.y + matrix[2][1] * p_vec3.z + matrix[3][1];
ret.z = matrix[0][2] * p_vec3.x + matrix[1][2] * p_vec3.y + matrix[2][2] * p_vec3.z + matrix[3][2];
real_t w = matrix[0][3] * p_vec3.x + matrix[1][3] * p_vec3.y + matrix[2][3] * p_vec3.z + matrix[3][3];
return ret / w;
}
#endif // PROJECTION_H