💿🐜 Antkeeper source code https://antkeeper.com
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  1. /*
  2. * Copyright (C) 2023 Christopher J. Howard
  3. *
  4. * This file is part of Antkeeper source code.
  5. *
  6. * Antkeeper source code is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * Antkeeper source code is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  14. * GNU General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. #include "scene/camera.hpp"
  20. #include "config.hpp"
  21. #include "math/numbers.hpp"
  22. #include "math/interpolation.hpp"
  23. #include "math/quaternion.hpp"
  24. #include "math/projection.hpp"
  25. namespace scene {
  26. static float4x4 interpolate_view(const camera* camera, const float4x4& x, const float4x4& y, float a)
  27. {
  28. math::transform<float> transform = camera->get_transform_tween().interpolate(a);
  29. float3 forward = transform.rotation * config::global_forward;
  30. float3 up = transform.rotation * config::global_up;
  31. return math::look_at(transform.translation, transform.translation + forward, up);
  32. }
  33. static float4x4 interpolate_projection(const camera* camera, const float4x4& x, const float4x4& y, float a)
  34. {
  35. if (camera->is_orthographic())
  36. {
  37. return math::ortho(
  38. camera->get_clip_left_tween().interpolate(a),
  39. camera->get_clip_right_tween().interpolate(a),
  40. camera->get_clip_bottom_tween().interpolate(a),
  41. camera->get_clip_top_tween().interpolate(a),
  42. camera->get_clip_far_tween().interpolate(a),
  43. camera->get_clip_near_tween().interpolate(a));
  44. }
  45. else
  46. {
  47. return math::perspective(
  48. camera->get_fov_tween().interpolate(a),
  49. camera->get_aspect_ratio_tween().interpolate(a),
  50. camera->get_clip_far_tween().interpolate(a),
  51. camera->get_clip_near_tween().interpolate(a));
  52. }
  53. }
  54. static float4x4 interpolate_view_projection(const camera* camera, const float4x4& x, const float4x4& y, float a)
  55. {
  56. return camera->get_projection_tween().interpolate(a) * camera->get_view_tween().interpolate(a);
  57. }
  58. camera::camera():
  59. compositor(nullptr),
  60. composite_index(0),
  61. orthographic(true),
  62. clip_left(-1.0f, math::lerp<float, float>),
  63. clip_right(1.0f, math::lerp<float, float>),
  64. clip_bottom(-1.0f, math::lerp<float, float>),
  65. clip_top(1.0f, math::lerp<float, float>),
  66. clip_near(-1.0f, math::lerp<float, float>),
  67. clip_far(1.0f, math::lerp<float, float>),
  68. fov(math::half_pi<float>, math::lerp<float, float>),
  69. aspect_ratio(1.0f, math::lerp<float, float>),
  70. view(math::matrix4<float>::identity(), std::bind(&interpolate_view, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3)),
  71. projection(math::matrix4<float>::identity(), std::bind(&interpolate_projection, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3)),
  72. view_projection(math::matrix4<float>::identity(), std::bind(&interpolate_view_projection, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3)),
  73. exposure(0.0f, math::lerp<float, float>)
  74. {}
  75. geom::primitive::ray<float, 3> camera::pick(const float2& ndc) const
  76. {
  77. const float4x4 inverse_view_projection = math::inverse(view_projection[1]);
  78. const float4 near = inverse_view_projection * float4{ndc[0], ndc[1], 1.0f, 1.0f};
  79. const float4 far = inverse_view_projection * float4{ndc[0], ndc[1], 0.0f, 1.0f};
  80. const float3 origin = float3{near[0], near[1], near[2]} / near[3];
  81. const float3 direction = math::normalize(float3{far[0], far[1], far[2]} / far[3] - origin);
  82. return {origin, direction};
  83. }
  84. float3 camera::project(const float3& object, const float4& viewport) const
  85. {
  86. float4 result = view_projection[1] * float4{object[0], object[1], object[2], 1.0f};
  87. result[0] = (result[0] / result[3]) * 0.5f + 0.5f;
  88. result[1] = (result[1] / result[3]) * 0.5f + 0.5f;
  89. result[2] = (result[2] / result[3]) * 0.5f + 0.5f;
  90. result[0] = result[0] * viewport[2] + viewport[0];
  91. result[1] = result[1] * viewport[3] + viewport[1];
  92. return math::vector<float, 3>(result);
  93. }
  94. float3 camera::unproject(const float3& window, const float4& viewport) const
  95. {
  96. float4 result;
  97. result[0] = ((window[0] - viewport[0]) / viewport[2]) * 2.0f - 1.0f;
  98. result[1] = ((window[1] - viewport[1]) / viewport[3]) * 2.0f - 1.0f;
  99. //result[2] = window[2] * 2.0f - 1.0f; z: [-1, 1]
  100. //result[2] = window[2]; // z: [0, 1]
  101. result[2] = 1.0f - window[2]; // z: [1, 0]
  102. result[3] = 1.0f;
  103. result = math::inverse(view_projection[1]) * result;
  104. return math::vector<float, 3>(result) * (1.0f / result[3]);
  105. }
  106. void camera::set_perspective(float fov, float aspect_ratio, float clip_near, float clip_far)
  107. {
  108. orthographic = false;
  109. this->fov[1] = fov;
  110. this->aspect_ratio[1] = aspect_ratio;
  111. this->clip_near[1] = clip_near;
  112. this->clip_far[1] = clip_far;
  113. projection[1] = math::perspective_half_z(fov, aspect_ratio, clip_far, clip_near);
  114. // Recalculate view-projection matrix
  115. view_projection[1] = projection[1] * view[1];
  116. // Recalculate view frustum
  117. /// @TODO: this is a hack to fix the half z projection matrix view frustum
  118. view_frustum.set_matrix(math::perspective(this->fov[1], this->aspect_ratio[1], this->clip_near[1], this->clip_far[1]) * view[1]);
  119. }
  120. void camera::set_orthographic(float clip_left, float clip_right, float clip_bottom, float clip_top, float clip_near, float clip_far)
  121. {
  122. orthographic = true;
  123. this->clip_left[1] = clip_left;
  124. this->clip_right[1] = clip_right;
  125. this->clip_bottom[1] = clip_bottom;
  126. this->clip_top[1] = clip_top;
  127. this->clip_near[1] = clip_near;
  128. this->clip_far[1] = clip_far;
  129. projection[1] = math::ortho_half_z(clip_left, clip_right, clip_bottom, clip_top, clip_far, clip_near);
  130. // Recalculate view-projection matrix
  131. view_projection[1] = projection[1] * view[1];
  132. // Recalculate view frustum
  133. view_frustum.set_matrix(view_projection[1]);
  134. }
  135. void camera::set_exposure(float ev100)
  136. {
  137. exposure[1] = ev100;
  138. }
  139. void camera::set_compositor(render::compositor* compositor)
  140. {
  141. this->compositor = compositor;
  142. }
  143. void camera::set_composite_index(int index)
  144. {
  145. composite_index = index;
  146. }
  147. void camera::update_tweens()
  148. {
  149. object_base::update_tweens();
  150. clip_left.update();
  151. clip_right.update();
  152. clip_bottom.update();
  153. clip_top.update();
  154. clip_near.update();
  155. clip_far.update();
  156. fov.update();
  157. aspect_ratio.update();
  158. view.update();
  159. projection.update();
  160. view_projection.update();
  161. exposure.update();
  162. }
  163. void camera::transformed()
  164. {
  165. // Recalculate view and view-projection matrices
  166. float3 forward = get_rotation() * config::global_forward;
  167. float3 up = get_rotation() * config::global_up;
  168. view[1] = math::look_at(get_translation(), get_translation() + forward, up);
  169. view_projection[1] = projection[1] * view[1];
  170. // Recalculate view frustum
  171. /// @TODO: this is a hack to fix the half z projection matrix view frustum
  172. if (orthographic)
  173. view_frustum.set_matrix(view_projection[1]);
  174. else
  175. view_frustum.set_matrix(math::perspective(fov[1], aspect_ratio[1], clip_near[1], clip_far[1]) * view[1]);
  176. }
  177. } // namespace scene