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/*
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* Copyright (C) 2023 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <engine/scene/camera.hpp>
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#include <engine/math/quaternion.hpp>
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#include <engine/math/projection.hpp>
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#include <engine/debug/log.hpp>
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namespace scene {
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geom::ray<float, 3> camera::pick(const float2& ndc) const
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{
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const float4 near = m_inverse_view_projection * float4{ndc[0], ndc[1], 1.0f, 1.0f};
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const float4 far = m_inverse_view_projection * float4{ndc[0], ndc[1], 0.0f, 1.0f};
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const float3 origin = float3{near[0], near[1], near[2]} / near[3];
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const float3 direction = math::normalize(float3{far[0], far[1], far[2]} / far[3] - origin);
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return {origin, direction};
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}
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float3 camera::project(const float3& object, const float4& viewport) const
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{
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float4 result = m_view_projection * float4{object[0], object[1], object[2], 1.0f};
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result[0] = (result[0] / result[3]) * 0.5f + 0.5f;
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result[1] = (result[1] / result[3]) * 0.5f + 0.5f;
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result[2] = (result[2] / result[3]) * 0.5f + 0.5f;
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result[0] = result[0] * viewport[2] + viewport[0];
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result[1] = result[1] * viewport[3] + viewport[1];
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return math::vector<float, 3>(result);
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}
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float3 camera::unproject(const float3& window, const float4& viewport) const
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{
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float4 result;
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result[0] = ((window[0] - viewport[0]) / viewport[2]) * 2.0f - 1.0f;
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result[1] = ((window[1] - viewport[1]) / viewport[3]) * 2.0f - 1.0f;
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//result[2] = window[2] * 2.0f - 1.0f; z: [-1, 1]
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//result[2] = window[2]; // z: [0, 1]
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result[2] = 1.0f - window[2]; // z: [1, 0]
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result[3] = 1.0f;
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result = m_inverse_view_projection * result;
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return math::vector<float, 3>(result) * (1.0f / result[3]);
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}
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void camera::set_perspective(float fov, float aspect_ratio, float clip_near, float clip_far)
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{
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m_orthographic = false;
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// Update perspective projection parameters
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m_fov = fov;
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m_aspect_ratio = aspect_ratio;
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m_clip_near = clip_near;
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m_clip_far = clip_far;
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// Recalculate projection matrix
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m_projection = math::perspective_half_z(m_fov, m_aspect_ratio, m_clip_far, m_clip_near);
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// Recalculate view-projection matrix
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m_view_projection = m_projection * m_view;
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m_inverse_view_projection = math::inverse(m_view_projection);
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// Recalculate view frustum
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update_frustum();
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}
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void camera::set_orthographic(float clip_left, float clip_right, float clip_bottom, float clip_top, float clip_near, float clip_far)
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{
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m_orthographic = true;
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// Update signed distances to clipping planes
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m_clip_left = clip_left;
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m_clip_right = clip_right;
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m_clip_bottom = clip_bottom;
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m_clip_top = clip_top;
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m_clip_near = clip_near;
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m_clip_far = clip_far;
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// Update projection matrix
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m_projection = math::ortho_half_z(m_clip_left, m_clip_right, m_clip_bottom, m_clip_top, m_clip_far, m_clip_near);
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// Recalculate view-projection matrix
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m_view_projection = m_projection * m_view;
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m_inverse_view_projection = math::inverse(m_view_projection);
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// Recalculate view frustum
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update_frustum();
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}
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void camera::set_exposure_value(float ev100)
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{
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m_exposure_value = ev100;
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m_exposure_normalization = 1.0f / (std::exp2(m_exposure_value) * 1.2f);
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}
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void camera::transformed()
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{
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// Recalculate view and view-projection matrices
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m_forward = get_rotation() * math::vector<float, 3>{0.0f, 0.0f, -1.0f};
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m_up = get_rotation() * math::vector<float, 3>{0.0f, 1.0f, 0.0f};
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m_view = math::look_at(get_translation(), get_translation() + m_forward, m_up);
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m_view_projection = m_projection * m_view;
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m_inverse_view_projection = math::inverse(m_view_projection);
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update_frustum();
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}
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void camera::update_frustum()
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{
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// Recalculate view frustum
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m_view_frustum.extract(m_view_projection);
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// Reverse half z clip-space coordinates of a cube
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constexpr math::vector<float, 4> clip_space_cube[8] =
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{
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{-1, -1, 1, 1}, // NBL
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{ 1, -1, 1, 1}, // NBR
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{-1, 1, 1, 1}, // NTL
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{ 1, 1, 1, 1}, // NTR
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{-1, -1, 0, 1}, // FBL
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{ 1, -1, 0, 1}, // FBR
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{-1, 1, 0, 1}, // FTL
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{ 1, 1, 0, 1} // FTR
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};
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// Update bounds
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m_bounds.min = {std::numeric_limits<float>::infinity(), std::numeric_limits<float>::infinity(), std::numeric_limits<float>::infinity()};
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m_bounds.max = {-std::numeric_limits<float>::infinity(), -std::numeric_limits<float>::infinity(), -std::numeric_limits<float>::infinity()};
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for (std::size_t i = 0; i < 8; ++i)
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{
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const math::vector<float, 4> frustum_corner = m_inverse_view_projection * clip_space_cube[i];
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m_bounds.extend(math::vector<float, 3>(frustum_corner) / frustum_corner[3]);
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}
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}
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} // namespace scene
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