source: ps/trunk/source/graphics/Camera.h@ 25159

Last change on this file since 25159 was 25159, checked in by Vladislav Belov, 3 years ago

Moves Frustum from graphics to maths to more related geometric primitives like bounding ones.

  • Property svn:eol-style set to native
File size: 4.7 KB
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1/* Copyright (C) 2021 Wildfire Games.
2 * This file is part of 0 A.D.
3 *
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
8 *
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
13 *
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16 */
17
18/*
19 * CCamera holds a view and a projection matrix. It also has a frustum
20 * which can be used to cull objects for rendering.
21 */
22
23#ifndef INCLUDED_CAMERA
24#define INCLUDED_CAMERA
25
26#include "maths/BoundingBoxAligned.h"
27#include "maths/Frustum.h"
28#include "maths/Matrix3D.h"
29
30#include <array>
31
32// view port
33struct SViewPort
34{
35 int m_X;
36 int m_Y;
37 int m_Width;
38 int m_Height;
39};
40
41class CCamera
42{
43 public:
44 // Represents camera viewport or frustum side in 3D space.
45 using Quad = std::array<CVector3D, 4>;
46
47 enum class ProjectionType
48 {
49 CUSTOM,
50 ORTHO,
51 PERSPECTIVE,
52 };
53
54 CCamera();
55 ~CCamera();
56
57 CMatrix3D& GetProjection() { return m_ProjMat; }
58 const CMatrix3D& GetProjection() const { return m_ProjMat; }
59 CMatrix3D GetViewProjection() const { return m_ProjMat * m_Orientation.GetInverse(); }
60 void SetProjection(const CMatrix3D& matrix);
61 void SetProjectionFromCamera(const CCamera& camera);
62 void SetOrthoProjection(float nearp, float farp, float scale);
63 void SetPerspectiveProjection(float nearp, float farp, float fov);
64 ProjectionType GetProjectionType() const { return m_ProjType; }
65
66 CMatrix3D& GetOrientation() { return m_Orientation; }
67 const CMatrix3D& GetOrientation() const { return m_Orientation; }
68
69 // Updates the frustum planes. Should be called
70 // everytime the view or projection matrices are
71 // altered.
72 void UpdateFrustum(const CBoundingBoxAligned& scissor = CBoundingBoxAligned(CVector3D(-1.0f, -1.0f, -1.0f), CVector3D(1.0f, 1.0f, 1.0f)));
73 void ClipFrustum(const CPlane& clipPlane);
74 const CFrustum& GetFrustum() const { return m_ViewFrustum; }
75
76 void SetViewPort(const SViewPort& viewport);
77 const SViewPort& GetViewPort() const { return m_ViewPort; }
78 float GetAspectRatio() const;
79
80 float GetNearPlane() const { return m_NearPlane; }
81 float GetFarPlane() const { return m_FarPlane; }
82 float GetFOV() const { return m_FOV; }
83 float GetOrthoScale() const { return m_OrthoScale; }
84
85 // Returns a quad of view in camera space at given distance from camera.
86 void GetViewQuad(float dist, Quad& quad) const;
87
88 // Builds a ray passing through the screen coordinate (px, py), calculates
89 // origin and direction of the ray.
90 void BuildCameraRay(int px, int py, CVector3D& origin, CVector3D& dir) const;
91
92 // General helpers that seem to fit here
93
94 // Get the screen-space coordinates corresponding to a given world-space position
95 void GetScreenCoordinates(const CVector3D& world, float& x, float& y) const;
96
97 // Get the point on the terrain corresponding to pixel (px,py) (or the mouse coordinates)
98 // The aboveWater parameter determines whether we want to stop at the water plane or also get underwater points
99 CVector3D GetWorldCoordinates(int px, int py, bool aboveWater=false) const;
100 // Get the point on the plane at height h corresponding to pixel (px,py)
101 CVector3D GetWorldCoordinates(int px, int py, float h) const;
102 // Get the point on the terrain (or water plane) the camera is pointing towards
103 CVector3D GetFocus() const;
104
105 // Build an orientation matrix from camera position, camera focus point, and up-vector
106 void LookAt(const CVector3D& camera, const CVector3D& focus, const CVector3D& up);
107
108 // Build an orientation matrix from camera position, camera orientation, and up-vector
109 void LookAlong(const CVector3D& camera, CVector3D orientation, CVector3D up);
110
111 /**
112 * Render: Renders the camera's frustum in world space.
113 * The caller should set the color using glColorXy before calling Render.
114 *
115 * @param intermediates determines how many intermediate distance planes should
116 * be hinted at between the near and far planes
117 */
118 void Render(int intermediates = 0) const;
119
120 public:
121 // This is the orientation matrix. The inverse of this
122 // is the view matrix
123 CMatrix3D m_Orientation;
124
125 private:
126 CMatrix3D m_ProjMat;
127 ProjectionType m_ProjType = ProjectionType::CUSTOM;
128
129 float m_NearPlane = 0.0f;
130 float m_FarPlane = 0.0f;
131 union
132 {
133 float m_FOV;
134 float m_OrthoScale;
135 };
136 SViewPort m_ViewPort;
137
138 CFrustum m_ViewFrustum;
139};
140
141#endif // INCLUDED_CAMERA
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