Michaël Lemaire
fe3c08a522
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@326 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
352 lines
9.3 KiB
C
352 lines
9.3 KiB
C
#include "camera.h"
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#include <stdlib.h>
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#include <math.h>
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#include <glib-2.0/glib/gmacros.h>
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#include "euclid.h"
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#include "render.h"
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#include "shared/types.h"
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#include "shared/constants.h"
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#include "scenery.h"
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#include "tools.h"
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void cameraInit()
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{
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}
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void cameraQuit()
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{
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}
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void cameraSave(PackStream* stream, CameraDefinition* camera)
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{
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v3Save(stream, &camera->location);
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packWriteDouble(stream, &camera->yaw);
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packWriteDouble(stream, &camera->pitch);
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packWriteDouble(stream, &camera->roll);
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}
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void cameraLoad(PackStream* stream, CameraDefinition* camera)
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{
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v3Load(stream, &camera->location);
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packReadDouble(stream, &camera->yaw);
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packReadDouble(stream, &camera->pitch);
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packReadDouble(stream, &camera->roll);
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cameraValidateDefinition(camera, 0);
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}
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CameraDefinition cameraCreateDefinition()
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{
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CameraDefinition definition;
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definition.location.x = 0.0;
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definition.location.y = 0.0;
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definition.location.z = 0.0;
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definition.yaw = 0.0;
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definition.pitch = 0.0;
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definition.roll = 0.0;
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definition.width = 1.0;
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definition.height = 1.0;
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definition.yfov = 1.57;
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definition.xratio = 1.0;
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definition.znear = 1.0;
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definition.zfar = 1000.0;
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cameraValidateDefinition(&definition, 0);
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return definition;
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}
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void cameraDeleteDefinition(CameraDefinition* definition)
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{
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}
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void cameraCopyDefinition(CameraDefinition* source, CameraDefinition* destination)
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{
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*destination = *source;
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cameraValidateDefinition(destination, 0);
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}
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void cameraValidateDefinition(CameraDefinition* definition, int check_above)
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{
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WaterDefinition water;
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TerrainDefinition terrain;
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double water_height, terrain_height, diff;
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Vector3 move;
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Matrix4 rotation;
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if (check_above)
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{
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water = waterCreateDefinition();
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sceneryGetWater(&water);
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water_height = water.height + 0.5;
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waterDeleteDefinition(&water);
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terrain = terrainCreateDefinition();
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sceneryGetTerrain(&terrain);
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terrain_height = terrainGetHeight(&terrain, definition->location.x, definition->location.z) + 0.5;
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terrainDeleteDefinition(&terrain);
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if (definition->location.y < water_height || definition->location.y < terrain_height)
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{
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if (water_height > terrain_height)
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{
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diff = water_height - definition->location.y;
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}
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else
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{
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diff = terrain_height - definition->location.y;
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}
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move.x = move.z = 0.0;
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move.y = diff;
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definition->location = v3Add(definition->location, move);
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}
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}
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definition->forward.x = 1.0;
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definition->forward.y = 0.0;
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definition->forward.z = 0.0;
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definition->right.x = 0.0;
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definition->right.y = 0.0;
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definition->right.z = 1.0;
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definition->up.x = 0.0;
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definition->up.y = 1.0;
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definition->up.z = 0.0;
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rotation = m4NewRotateEuler(definition->yaw, definition->pitch, definition->roll);
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definition->forward = m4MultPoint(rotation, definition->forward);
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definition->right = m4MultPoint(rotation, definition->right);
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definition->up = m4MultPoint(rotation, definition->up);
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definition->target = v3Add(definition->location, definition->forward);
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definition->project = m4Mult(m4NewPerspective(definition->yfov, definition->xratio, definition->znear, definition->zfar), m4NewLookAt(definition->location, definition->target, definition->up));
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definition->unproject = m4Inverse(definition->project);
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}
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void cameraSetLocation(CameraDefinition* camera, double x, double y, double z)
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{
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camera->location.x = x;
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camera->location.y = y;
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camera->location.z = z;
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cameraValidateDefinition(camera, 0);
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}
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void cameraSetTarget(CameraDefinition* camera, double x, double y, double z)
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{
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Vector3 forward, target;
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target.x = x;
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target.y = y;
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target.z = z;
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forward = v3Sub(target, camera->location);
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if (v3Norm(forward) < 0.0000001)
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{
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return;
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}
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forward = v3Normalize(forward);
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if (fabs(forward.x) < 0.0000001 && fabs(forward.z) < 0.0000001)
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{
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/* Forward vector is vertical */
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if (forward.y > 0.0)
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{
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camera->pitch = M_PI_2;
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}
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else if (forward.y > 0.0)
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{
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camera->pitch = -M_PI_2;
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}
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}
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else
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{
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/* TODO Guess angles */
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}
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cameraValidateDefinition(camera, 0);
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}
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void cameraSetRoll(CameraDefinition* camera, double angle)
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{
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camera->roll = angle;
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cameraValidateDefinition(camera, 0);
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}
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void cameraStrafeForward(CameraDefinition* camera, double value)
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{
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camera->location = v3Add(camera->location, v3Scale(camera->forward, value));
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cameraValidateDefinition(camera, 0);
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}
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void cameraStrafeRight(CameraDefinition* camera, double value)
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{
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camera->location = v3Add(camera->location, v3Scale(camera->right, value));
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cameraValidateDefinition(camera, 0);
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}
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void cameraStrafeUp(CameraDefinition* camera, double value)
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{
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camera->location = v3Add(camera->location, v3Scale(camera->up, value));
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cameraValidateDefinition(camera, 0);
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}
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void cameraRotateYaw(CameraDefinition* camera, double value)
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{
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camera->yaw += value;
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cameraValidateDefinition(camera, 0);
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}
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void cameraRotatePitch(CameraDefinition* camera, double value)
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{
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camera->pitch += value;
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cameraValidateDefinition(camera, 0);
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}
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void cameraRotateRoll(CameraDefinition* camera, double value)
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{
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camera->roll += value;
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cameraValidateDefinition(camera, 0);
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}
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void cameraSetRenderSize(CameraDefinition* camera, int width, int height)
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{
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camera->width = (double)width;
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camera->height = (double)height;
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camera->xratio = camera->width / camera->height;
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cameraValidateDefinition(camera, 0);
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}
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Vector3 cameraProject(CameraDefinition* camera, Renderer* renderer, Vector3 point)
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{
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point = m4Transform(camera->project, point);
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point.x = (point.x + 1.0) * 0.5 * camera->width;
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point.y = (-point.y + 1.0) * 0.5 * camera->height;
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return point;
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}
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Vector3 cameraUnproject(CameraDefinition* camera, Renderer* renderer, Vector3 point)
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{
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point.x = (point.x / (0.5 * camera->width) - 1.0);
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point.y = -(point.y / (0.5 * camera->height) - 1.0);
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return m4Transform(camera->unproject, point);
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}
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void cameraProjectToFragment(CameraDefinition* camera, Renderer* renderer, double x, double y, double z, RenderFragment* result)
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{
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Vector3 point = {x, y, z};
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point = cameraProject(camera, renderer, point);
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result->x = lround(point.x);
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result->y = lround(point.y);
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result->z = point.z;
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}
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/**
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* Render a quad that will fill the view in front of the camera.
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* This quad can be used for post-processing.
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*
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* @param col Color of the polygon.
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* @param callback Post-processing callback.
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*/
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/*void cameraPushOverlay(CameraDefinition* camera, Color col, f_RenderFragmentCallback callback)
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{
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Vertex v1, v2, v3, v4;
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Vector3 v;
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v.x = 0.0;
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v.y = 0.0;
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v.z = 10.0;
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v1.location = cameraUnproject(camera, v);
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v1.color = col;
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v1.callback = callback;
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v.x = 0.0;
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v.y = (double)render_height;
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v.z = 10.0;
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v2.location = cameraUnproject(camera, v);
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v2.color = col;
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v2.callback = callback;
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v.x = (double)render_width;
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v.y = (double)render_height;
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v.z = 10.0;
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v3.location = cameraUnproject(camera, v);
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v3.color = col;
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v3.callback = callback;
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v.x = (double)render_width;
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v.y = 0.0;
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v.z = 10.0;
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v4.location = cameraUnproject(camera, v);
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v4.color = col;
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v4.callback = callback;
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renderPushQuad(&v1, &v2, &v3, &v4);
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}*/
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static inline void _updateBox(Vector3* point, double* xmin, double* xmax, double* ymin, double* ymax, double* zmax)
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{
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*xmin = MIN(*xmin, point->x);
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*xmax = MAX(*xmax, point->x);
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*ymin = MIN(*ymin, point->y);
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*ymax = MAX(*ymax, point->y);
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*zmax = MAX(*zmax, point->z);
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}
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int cameraIsBoxInView(CameraDefinition* camera, Vector3 center, double xsize, double ysize, double zsize)
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{
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Vector3 projected;
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double xmin, xmax, ymin, ymax, zmax;
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center.x -= xsize / 2.0;
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center.y -= ysize / 2.0;
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center.z -= zsize / 2.0;
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projected = cameraProject(camera, NULL, center);
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xmin = xmax = projected.x;
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ymin = ymax = projected.y;
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zmax = projected.z;
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center.x += xsize;
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projected = cameraProject(camera, NULL, center);
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_updateBox(&projected, &xmin, &xmax, &ymin, &ymax, &zmax);
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center.y += ysize;
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projected = cameraProject(camera, NULL, center);
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_updateBox(&projected, &xmin, &xmax, &ymin, &ymax, &zmax);
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center.z += zsize;
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projected = cameraProject(camera, NULL, center);
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_updateBox(&projected, &xmin, &xmax, &ymin, &ymax, &zmax);
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center.x -= xsize;
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projected = cameraProject(camera, NULL, center);
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_updateBox(&projected, &xmin, &xmax, &ymin, &ymax, &zmax);
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center.y -= ysize;
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projected = cameraProject(camera, NULL, center);
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_updateBox(&projected, &xmin, &xmax, &ymin, &ymax, &zmax);
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center.x += xsize;
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projected = cameraProject(camera, NULL, center);
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_updateBox(&projected, &xmin, &xmax, &ymin, &ymax, &zmax);
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center.z -= zsize;
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projected = cameraProject(camera, NULL, center);
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_updateBox(&projected, &xmin, &xmax, &ymin, &ymax, &zmax);
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return xmin <= camera->width && xmax >= 0.0 && ymin <= camera->height && ymax >= 0.0 && zmax >= camera->znear;
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}
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