Michaël Lemaire
a02f82c13a
We inverse the perspective transformation to interpolate the scanlines. The perspective is corrected but there are still precision problems (straight lines are deformed).
67 lines
2.5 KiB
C
67 lines
2.5 KiB
C
#ifndef _PAYSAGES_CAMERA_H_
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#define _PAYSAGES_CAMERA_H_
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#include "tools/pack.h"
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#include "tools/euclid.h"
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#ifdef __cplusplus
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extern "C"
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{
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#endif
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typedef struct CameraDefinition CameraDefinition;
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typedef struct
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{
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double yfov;
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double xratio;
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double znear;
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double zfar;
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} CameraPerspective;
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void cameraSave(PackStream* stream, CameraDefinition* camera);
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void cameraLoad(PackStream* stream, CameraDefinition* camera);
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CameraDefinition* cameraCreateDefinition();
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void cameraDeleteDefinition(CameraDefinition* definition);
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void cameraCopyDefinition(CameraDefinition* source, CameraDefinition* destination);
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void cameraValidateDefinition(CameraDefinition* definition, int check_above);
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Vector3 cameraGetLocation(CameraDefinition* camera);
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Vector3 cameraGetTarget(CameraDefinition* camera);
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Vector3 cameraGetUpVector(CameraDefinition* camera);
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double cameraGetRoll(CameraDefinition* camera);
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Vector3 cameraGetDirection(CameraDefinition* camera);
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Vector3 cameraGetDirectionNormalized(CameraDefinition* camera);
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VectorSpherical cameraGetDirectionSpherical(CameraDefinition* camera);
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CameraPerspective cameraGetPerspective(CameraDefinition* camera);
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double cameraGetRealDepth(CameraDefinition* camera, Vector3 projected);
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void cameraSetLocation(CameraDefinition* camera, Vector3 location);
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void cameraSetLocationCoords(CameraDefinition* camera, double x, double y, double z);
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void cameraSetTarget(CameraDefinition* camera, Vector3 target);
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void cameraSetTargetCoords(CameraDefinition* camera, double x, double y, double z);
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void cameraSetRoll(CameraDefinition* camera, double angle);
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void cameraSetZoomToTarget(CameraDefinition* camera, double zoom);
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void cameraStrafeForward(CameraDefinition* camera, double value);
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void cameraStrafeRight(CameraDefinition* camera, double value);
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void cameraStrafeUp(CameraDefinition* camera, double value);
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void cameraRotateYaw(CameraDefinition* camera, double value);
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void cameraRotatePitch(CameraDefinition* camera, double value);
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void cameraRotateRoll(CameraDefinition* camera, double value);
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void cameraSetRenderSize(CameraDefinition* camera, int width, int height);
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Vector3 cameraProject(CameraDefinition* camera, Vector3 point);
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Vector3 cameraUnproject(CameraDefinition* camera, Vector3 point);
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/*void cameraPushOverlay(CameraDefinition* camera, Color col, f_RenderFragmentCallback callback);*/
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int cameraIsBoxInView(CameraDefinition* camera, Vector3 center, double xsize, double ysize, double zsize);
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int cameraTransitionToAnother(CameraDefinition* current, CameraDefinition* wanted, double factor);
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#ifdef __cplusplus
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}
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#endif
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#endif
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