paysages3d/lib_paysages/camera.c

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C
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#include <stdlib.h>
#include <math.h>
#include "shared/types.h"
#include "shared/globals.h"
#include "shared/constants.h"
#include "shared/functions.h"
Vector3 camera_location;
static Vector3 camera_target;
static Vector3 camera_up;
static Matrix4 matrix_project;
static Matrix4 matrix_project_inverse;
static void __updateMatrix()
{
/* TODO Recompute up vector */
camera_up.x = 0.0;
camera_up.y = 1.0;
camera_up.z = 0.0;
matrix_project = m4Mult(m4NewPerspective(1.57, 1.333333, 1.0, 1000.0), m4NewLookAt(VECTOR_ZERO, v3Sub(camera_target, camera_location), camera_up));
matrix_project_inverse = m4Inverse(matrix_project);
}
void cameraSave(FILE* f)
{
}
void cameraLoad(FILE* f)
{
}
void cameraSetLocation(double x, double y, double z)
{
camera_location.x = x;
camera_location.y = y;
camera_location.z = z;
__updateMatrix();
}
void cameraSetTarget(double x, double y, double z)
{
camera_target.x = x;
camera_target.y = y;
camera_target.z = z;
__updateMatrix();
}
void cameraSetAngle(double angle)
{
/* TODO */
}
Vector3 cameraProject(Vector3 point)
{
point = m4Transform(matrix_project, v3Sub(point, camera_location));
point.x = (-point.x + 1.0) * 0.5 * (double)render_width;
point.y = (-point.y + 1.0) * 0.5 * (double)render_height;
return point;
}
Vector3 cameraUnproject(Vector3 point)
{
point.x = -(point.x / (0.5 * (double)render_width) - 1.0);
point.y = -(point.y / (0.5 * (double)render_height) - 1.0);
return v3Add(m4Transform(matrix_project_inverse, point), camera_location);
}
void cameraProjectToFragment(double x, double y, double z, RenderFragment* result)
{
Vector3 point = {x, y, z};
point = m4Transform(matrix_project, v3Sub(point, camera_location));
result->x = lround((-point.x + 1.0) * 0.5 * (double)render_width);
result->y = lround((-point.y + 1.0) * 0.5 * (double)render_height);
result->z = point.z;
}
/**
* Render a quad that will fill the view in front of the camera.
* This quad can be used for post-processing.
*
* @param col Color of the polygon.
* @param callback Post-processing callback.
*/
void cameraPushOverlay(Color col, f_RenderFragmentCallback callback)
{
Vertex v1, v2, v3, v4;
Vector3 v;
v.x = 0.0;
v.y = 0.0;
v.z = 10.0;
v1.location = cameraUnproject(v);
v1.color = col;
v1.callback = callback;
v.x = 0.0;
v.y = (double)render_height;
v.z = 10.0;
v2.location = cameraUnproject(v);
v2.color = col;
v2.callback = callback;
v.x = (double)render_width;
v.y = (double)render_height;
v.z = 10.0;
v3.location = cameraUnproject(v);
v3.color = col;
v3.callback = callback;
v.x = (double)render_width;
v.y = 0.0;
v.z = 10.0;
v4.location = cameraUnproject(v);
v4.color = col;
v4.callback = callback;
renderPushQuad(&v1, &v2, &v3, &v4);
}