💿🐜 Antkeeper source code https://antkeeper.com
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

156 lines
5.1 KiB

/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include <engine/scene/camera.hpp>
#include <engine/math/quaternion.hpp>
#include <engine/math/projection.hpp>
#include <engine/debug/log.hpp>
namespace scene {
geom::ray<float, 3> camera::pick(const float2& ndc) const
{
const float4 near = m_inverse_view_projection * float4{ndc[0], ndc[1], 1.0f, 1.0f};
const float4 far = m_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 = m_view_projection * 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<float, 3>(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 = m_inverse_view_projection * result;
return math::vector<float, 3>(result) * (1.0f / result[3]);
}
void camera::set_perspective(float fov, float aspect_ratio, float clip_near, float clip_far)
{
m_orthographic = false;
// Update perspective projection parameters
m_fov = fov;
m_aspect_ratio = aspect_ratio;
m_clip_near = clip_near;
m_clip_far = clip_far;
// Recalculate projection matrix
m_projection = math::perspective_half_z(m_fov, m_aspect_ratio, m_clip_far, m_clip_near);
// Recalculate view-projection matrix
m_view_projection = m_projection * m_view;
m_inverse_view_projection = math::inverse(m_view_projection);
// Recalculate view frustum
update_frustum();
}
void camera::set_orthographic(float clip_left, float clip_right, float clip_bottom, float clip_top, float clip_near, float clip_far)
{
m_orthographic = true;
// Update signed distances to clipping planes
m_clip_left = clip_left;
m_clip_right = clip_right;
m_clip_bottom = clip_bottom;
m_clip_top = clip_top;
m_clip_near = clip_near;
m_clip_far = clip_far;
// Update projection matrix
m_projection = math::ortho_half_z(m_clip_left, m_clip_right, m_clip_bottom, m_clip_top, m_clip_far, m_clip_near);
// Recalculate view-projection matrix
m_view_projection = m_projection * m_view;
m_inverse_view_projection = math::inverse(m_view_projection);
// Recalculate view frustum
update_frustum();
}
void camera::set_exposure_value(float ev100)
{
m_exposure_value = ev100;
m_exposure_normalization = 1.0f / (std::exp2(m_exposure_value) * 1.2f);
}
void camera::transformed()
{
// Recalculate view and view-projection matrices
m_forward = get_rotation() * math::vector<float, 3>{0.0f, 0.0f, -1.0f};
m_up = get_rotation() * math::vector<float, 3>{0.0f, 1.0f, 0.0f};
m_view = math::look_at(get_translation(), get_translation() + m_forward, m_up);
m_view_projection = m_projection * m_view;
m_inverse_view_projection = math::inverse(m_view_projection);
update_frustum();
}
void camera::update_frustum()
{
// Recalculate view frustum
m_view_frustum.extract(m_view_projection);
// Reverse half z clip-space coordinates of a cube
constexpr math::vector<float, 4> clip_space_cube[8] =
{
{-1, -1, 1, 1}, // NBL
{ 1, -1, 1, 1}, // NBR
{-1, 1, 1, 1}, // NTL
{ 1, 1, 1, 1}, // NTR
{-1, -1, 0, 1}, // FBL
{ 1, -1, 0, 1}, // FBR
{-1, 1, 0, 1}, // FTL
{ 1, 1, 0, 1} // FTR
};
// Update bounds
m_bounds.min = {std::numeric_limits<float>::infinity(), std::numeric_limits<float>::infinity(), std::numeric_limits<float>::infinity()};
m_bounds.max = {-std::numeric_limits<float>::infinity(), -std::numeric_limits<float>::infinity(), -std::numeric_limits<float>::infinity()};
for (std::size_t i = 0; i < 8; ++i)
{
const math::vector<float, 4> frustum_corner = m_inverse_view_projection * clip_space_cube[i];
m_bounds.extend(math::vector<float, 3>(frustum_corner) / frustum_corner[3]);
}
}
} // namespace scene