/* * Copyright (C) 2023 Christopher J. Howard * * This file is part of Antkeeper source code. * * Antkeeper source code is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Antkeeper source code is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Antkeeper source code. If not, see . */ #include "scene/camera.hpp" #include "config.hpp" #include "math/constants.hpp" #include "math/interpolation.hpp" #include "math/quaternion.hpp" #include "math/projection.hpp" namespace scene { static float4x4 interpolate_view(const camera* camera, const float4x4& x, const float4x4& y, float a) { math::transform transform = camera->get_transform_tween().interpolate(a); float3 forward = transform.rotation * config::global_forward; float3 up = transform.rotation * config::global_up; return math::look_at(transform.translation, transform.translation + forward, up); } static float4x4 interpolate_projection(const camera* camera, const float4x4& x, const float4x4& y, float a) { if (camera->is_orthographic()) { return math::ortho( camera->get_clip_left_tween().interpolate(a), camera->get_clip_right_tween().interpolate(a), camera->get_clip_bottom_tween().interpolate(a), camera->get_clip_top_tween().interpolate(a), camera->get_clip_far_tween().interpolate(a), camera->get_clip_near_tween().interpolate(a)); } else { return math::perspective( camera->get_fov_tween().interpolate(a), camera->get_aspect_ratio_tween().interpolate(a), camera->get_clip_far_tween().interpolate(a), camera->get_clip_near_tween().interpolate(a)); } } static float4x4 interpolate_view_projection(const camera* camera, const float4x4& x, const float4x4& y, float a) { return camera->get_projection_tween().interpolate(a) * camera->get_view_tween().interpolate(a); } camera::camera(): compositor(nullptr), composite_index(0), orthographic(true), clip_left(-1.0f, math::lerp), clip_right(1.0f, math::lerp), clip_bottom(-1.0f, math::lerp), clip_top(1.0f, math::lerp), clip_near(-1.0f, math::lerp), clip_far(1.0f, math::lerp), fov(math::half_pi, math::lerp), aspect_ratio(1.0f, math::lerp), view(math::matrix4::identity(), std::bind(&interpolate_view, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3)), projection(math::matrix4::identity(), std::bind(&interpolate_projection, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3)), view_projection(math::matrix4::identity(), std::bind(&interpolate_view_projection, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3)), exposure(0.0f, math::lerp) {} geom::primitive::ray camera::pick(const float2& ndc) const { const float4x4 inverse_view_projection = math::inverse(view_projection[1]); const float4 near = inverse_view_projection * float4{ndc[0], ndc[1], 1.0f, 1.0f}; const float4 far = inverse_view_projection * float4{ndc[0], ndc[1], 0.0f, 1.0f}; const float3 origin = float3{near[0], near[1], near[2]} / near[3]; const float3 direction = math::normalize(float3{far[0], far[1], far[2]} / far[3] - origin); return {origin, direction}; } float3 camera::project(const float3& object, const float4& viewport) const { float4 result = view_projection[1] * float4{object[0], object[1], object[2], 1.0f}; result[0] = (result[0] / result[3]) * 0.5f + 0.5f; result[1] = (result[1] / result[3]) * 0.5f + 0.5f; result[2] = (result[2] / result[3]) * 0.5f + 0.5f; result[0] = result[0] * viewport[2] + viewport[0]; result[1] = result[1] * viewport[3] + viewport[1]; return math::vector(result); } float3 camera::unproject(const float3& window, const float4& viewport) const { float4 result; result[0] = ((window[0] - viewport[0]) / viewport[2]) * 2.0f - 1.0f; result[1] = ((window[1] - viewport[1]) / viewport[3]) * 2.0f - 1.0f; //result[2] = window[2] * 2.0f - 1.0f; z: [-1, 1] //result[2] = window[2]; // z: [0, 1] result[2] = 1.0f - window[2]; // z: [1, 0] result[3] = 1.0f; result = math::inverse(view_projection[1]) * result; return math::vector(result) * (1.0f / result[3]); } void camera::set_perspective(float fov, float aspect_ratio, float clip_near, float clip_far) { orthographic = false; this->fov[1] = fov; this->aspect_ratio[1] = aspect_ratio; this->clip_near[1] = clip_near; this->clip_far[1] = clip_far; projection[1] = math::perspective_half_z(fov, aspect_ratio, clip_far, clip_near); // Recalculate view-projection matrix view_projection[1] = projection[1] * view[1]; // Recalculate view frustum /// @TODO: this is a hack to fix the half z projection matrix view frustum view_frustum.set_matrix(math::perspective(this->fov[1], this->aspect_ratio[1], this->clip_near[1], this->clip_far[1]) * view[1]); } void camera::set_orthographic(float clip_left, float clip_right, float clip_bottom, float clip_top, float clip_near, float clip_far) { orthographic = true; this->clip_left[1] = clip_left; this->clip_right[1] = clip_right; this->clip_bottom[1] = clip_bottom; this->clip_top[1] = clip_top; this->clip_near[1] = clip_near; this->clip_far[1] = clip_far; projection[1] = math::ortho_half_z(clip_left, clip_right, clip_bottom, clip_top, clip_far, clip_near); // Recalculate view-projection matrix view_projection[1] = projection[1] * view[1]; // Recalculate view frustum view_frustum.set_matrix(view_projection[1]); } void camera::set_exposure(float ev100) { exposure[1] = ev100; } void camera::set_compositor(render::compositor* compositor) { this->compositor = compositor; } void camera::set_composite_index(int index) { composite_index = index; } void camera::update_tweens() { object_base::update_tweens(); clip_left.update(); clip_right.update(); clip_bottom.update(); clip_top.update(); clip_near.update(); clip_far.update(); fov.update(); aspect_ratio.update(); view.update(); projection.update(); view_projection.update(); exposure.update(); } void camera::transformed() { // Recalculate view and view-projection matrices float3 forward = get_rotation() * config::global_forward; float3 up = get_rotation() * config::global_up; view[1] = math::look_at(get_translation(), get_translation() + forward, up); view_projection[1] = projection[1] * view[1]; // Recalculate view frustum /// @TODO: this is a hack to fix the half z projection matrix view frustum if (orthographic) view_frustum.set_matrix(view_projection[1]); else view_frustum.set_matrix(math::perspective(fov[1], aspect_ratio[1], clip_near[1], clip_far[1]) * view[1]); } } // namespace scene