sfw/sfw/render_objects/camera_3d.cpp

378 lines
8.4 KiB
C++

//--STRIP
#include "render_objects/camera_3d.h"
#include "core/math_funcs.h"
#include "render_core/render_state.h"
//--STRIP
Transform Camera3D::get_camera_transform() {
return _camera_transform;
}
void Camera3D::set_camera_transform(const Transform &p_value) {
_camera_transform = p_value;
if (current_camera == this) {
RenderState::camera_transform_3d = _camera_transform;
}
}
Transform Camera3D::get_model_view_matrix() {
return _model_view_matrix;
}
void Camera3D::set_model_view_matrix(const Transform &p_value) {
_model_view_matrix = p_value;
if (current_camera == this) {
RenderState::model_view_matrix_3d = _model_view_matrix;
}
}
Projection Camera3D::get_projection_matrix() {
return _projection_matrix;
}
void Camera3D::set_projection_matrix(const Projection &p_value) {
_projection_matrix = p_value;
if (current_camera == this) {
RenderState::projection_matrix_3d = _projection_matrix;
}
}
void Camera3D::bind() {
make_current();
_model_view_matrix = Transform();
RenderState::camera_transform_3d = _camera_transform;
RenderState::model_view_matrix_3d = _model_view_matrix;
RenderState::projection_matrix_3d = _projection_matrix;
}
void Camera3D::make_current() {
current_camera = this;
}
Vector3 Camera3D::project_ray_normal(const Point2 &p_pos) const {
Vector3 ray = project_local_ray_normal(p_pos);
return transform.basis.xform(ray).normalized();
};
Vector3 Camera3D::project_local_ray_normal(const Point2 &p_pos) const {
Size2 viewport_size = RenderState::render_rect.size;
Vector2 cpos = p_pos;
Vector3 ray;
Projection cm;
cm.set_perspective(70, viewport_size.aspect(), znear, zfar, true);
Vector2 screen_he = cm.get_viewport_half_extents();
ray = Vector3(((cpos.x / viewport_size.width) * 2.0 - 1.0) * screen_he.x, ((1.0 - (cpos.y / viewport_size.height)) * 2.0 - 1.0) * screen_he.y, -znear).normalized();
return ray;
};
Vector3 Camera3D::project_ray_origin(const Point2 &p_pos) const {
Size2 viewport_size = RenderState::render_rect.size;
Vector2 cpos = p_pos;
ERR_FAIL_COND_V(viewport_size.y == 0, Vector3());
Vector2 pos = cpos / viewport_size;
float vsize, hsize;
vsize = size / viewport_size.aspect();
hsize = size;
Vector3 ray;
ray.x = pos.x * (hsize)-hsize / 2;
ray.y = (1.0 - pos.y) * (vsize)-vsize / 2;
ray.z = -znear;
ray = transform.xform(ray);
return ray;
};
bool Camera3D::is_position_behind(const Vector3 &p_pos) const {
Transform t = transform;
Vector3 eyedir = -t.basis.get_axis(2).normalized();
return eyedir.dot(p_pos - t.origin) < znear;
}
Vector<Vector3> Camera3D::get_near_plane_points() const {
Size2 viewport_size = RenderState::render_rect.size;
Projection cm;
cm.set_perspective(70, viewport_size.aspect(), znear, zfar, true);
Vector3 endpoints[8];
cm.get_endpoints(Transform(), endpoints);
Vector<Vector3> points;
points.push_back(Vector3());
for (int i = 0; i < 4; i++) {
points.push_back(endpoints[i + 4]);
}
return points;
}
Point2 Camera3D::unproject_position(const Vector3 &p_pos) const {
Size2 viewport_size = RenderState::render_rect.size;
Projection cm;
cm.set_perspective(70, viewport_size.aspect(), znear, zfar, true);
Plane p(transform.xform_inv(p_pos), 1.0);
p = cm.xform(p);
p.normal /= p.d;
Point2 res;
res.x = (p.normal.x * 0.5 + 0.5) * viewport_size.x;
res.y = (-p.normal.y * 0.5 + 0.5) * viewport_size.y;
return res;
}
Vector3 Camera3D::project_position(const Point2 &p_point, float p_z_depth) const {
if (p_z_depth == 0) {
return transform.origin;
}
Size2 viewport_size = RenderState::render_rect.size;
Projection cm;
cm.set_perspective(70, viewport_size.aspect(), p_z_depth, zfar, true);
Vector2 vp_he = cm.get_viewport_half_extents();
Vector2 point;
point.x = (p_point.x / viewport_size.x) * 2.0 - 1.0;
point.y = (1.0 - (p_point.y / viewport_size.y)) * 2.0 - 1.0;
point *= vp_he;
Vector3 p(point.x, point.y, -p_z_depth);
return transform.xform(p);
}
Camera3D::Camera3D() {
screen_aspect_ratio = 1; //p_viewport_size.width / (float)p_viewport_size.height,
znear = 0.05;
zfar = 100;
size = 1.0;
vaspect = false;
}
Camera3D::~Camera3D() {
}
Camera3D *Camera3D::current_camera = NULL;
void OrthographicCamera::bind() {
_projection_matrix.set_orthogonal(
size,
screen_aspect_ratio,
znear,
zfar,
vaspect);
Camera3D::bind();
}
Vector3 OrthographicCamera::project_local_ray_normal(const Point2 &p_pos) const {
return Vector3(0, 0, -1);
};
Point2 OrthographicCamera::unproject_position(const Vector3 &p_pos) const {
Size2 viewport_size = RenderState::render_rect.size;
Projection cm;
cm.set_orthogonal(size, viewport_size.aspect(), znear, zfar, true);
Plane p(transform.xform_inv(p_pos), 1.0);
p = cm.xform(p);
p.normal /= p.d;
Point2 res;
res.x = (p.normal.x * 0.5 + 0.5) * viewport_size.x;
res.y = (-p.normal.y * 0.5 + 0.5) * viewport_size.y;
return res;
}
Vector3 OrthographicCamera::project_position(const Point2 &p_point, float p_z_depth) const {
Size2 viewport_size = RenderState::render_rect.size;
Projection cm;
cm.set_orthogonal(size, viewport_size.aspect(), p_z_depth, zfar, true);
Vector2 vp_he = cm.get_viewport_half_extents();
Vector2 point;
point.x = (p_point.x / viewport_size.x) * 2.0 - 1.0;
point.y = (1.0 - (p_point.y / viewport_size.y)) * 2.0 - 1.0;
point *= vp_he;
Vector3 p(point.x, point.y, -p_z_depth);
return transform.xform(p);
}
Vector<Vector3> OrthographicCamera::get_near_plane_points() const {
Size2 viewport_size = RenderState::render_rect.size;
Projection cm;
cm.set_orthogonal(size, viewport_size.aspect(), znear, zfar, true);
Vector3 endpoints[8];
cm.get_endpoints(Transform(), endpoints);
Vector<Vector3> points;
points.push_back(Vector3());
for (int i = 0; i < 4; i++) {
points.push_back(endpoints[i + 4]);
}
return points;
}
OrthographicCamera::OrthographicCamera() :
Camera3D() {
}
OrthographicCamera::~OrthographicCamera() {
}
void PerspectiveCamera::bind() {
_projection_matrix.set_perspective(
fov,
screen_aspect_ratio,
znear,
zfar,
vaspect);
Camera3D::bind();
}
Vector3 PerspectiveCamera::project_local_ray_normal(const Point2 &p_pos) const {
Size2 viewport_size = RenderState::render_rect.size;
Vector2 cpos = p_pos;
Vector3 ray;
Projection cm;
cm.set_perspective(fov, viewport_size.aspect(), znear, zfar, false);
Vector2 screen_he = cm.get_viewport_half_extents();
ray = Vector3(((cpos.x / viewport_size.width) * 2.0 - 1.0) * screen_he.x, ((1.0 - (cpos.y / viewport_size.height)) * 2.0 - 1.0) * screen_he.y, -znear).normalized();
return ray;
};
Vector3 PerspectiveCamera::project_ray_origin(const Point2 &p_pos) const {
return transform.origin;
};
Point2 PerspectiveCamera::unproject_position(const Vector3 &p_pos) const {
Size2 viewport_size = RenderState::render_rect.size;
Projection cm;
cm.set_perspective(fov, viewport_size.aspect(), znear, zfar, true);
Plane p(transform.xform_inv(p_pos), 1.0);
p = cm.xform(p);
p.normal /= p.d;
Point2 res;
res.x = (p.normal.x * 0.5 + 0.5) * viewport_size.x;
res.y = (-p.normal.y * 0.5 + 0.5) * viewport_size.y;
return res;
}
Vector3 PerspectiveCamera::project_position(const Point2 &p_point, float p_z_depth) const {
if (p_z_depth == 0) {
return transform.origin;
}
Size2 viewport_size = RenderState::render_rect.size;
Projection cm;
cm.set_perspective(fov, viewport_size.aspect(), p_z_depth, zfar, true);
Vector2 vp_he = cm.get_viewport_half_extents();
Vector2 point;
point.x = (p_point.x / viewport_size.x) * 2.0 - 1.0;
point.y = (1.0 - (p_point.y / viewport_size.y)) * 2.0 - 1.0;
point *= vp_he;
Vector3 p(point.x, point.y, -p_z_depth);
return transform.xform(p);
}
Vector<Vector3> PerspectiveCamera::get_near_plane_points() const {
Size2 viewport_size = RenderState::render_rect.size;
Projection cm;
cm.set_perspective(fov, viewport_size.aspect(), znear, zfar, true);
Vector3 endpoints[8];
cm.get_endpoints(Transform(), endpoints);
Vector<Vector3> points;
points.push_back(Vector3());
for (int i = 0; i < 4; i++) {
points.push_back(endpoints[i + 4]);
}
return points;
}
PerspectiveCamera::PerspectiveCamera() :
Camera3D() {
fov = 70;
}
PerspectiveCamera::~PerspectiveCamera() {
}
void FrustumCamera::bind() {
_projection_matrix.set_frustum(
size,
screen_aspect_ratio,
offset,
znear,
zfar,
vaspect);
Camera3D::bind();
}
FrustumCamera::FrustumCamera() :
Camera3D() {
offset = 0;
_projection_matrix.set_frustum(
size,
screen_aspect_ratio,
offset,
znear,
zfar,
vaspect);
}
FrustumCamera::~FrustumCamera() {
}