💿🐜 Antkeeper source code https://antkeeper.com
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/*
* 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 "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<float> 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<float, float>),
clip_right(1.0f, math::lerp<float, float>),
clip_bottom(-1.0f, math::lerp<float, float>),
clip_top(1.0f, math::lerp<float, float>),
clip_near(-1.0f, math::lerp<float, float>),
clip_far(1.0f, math::lerp<float, float>),
fov(math::half_pi<float>, math::lerp<float, float>),
aspect_ratio(1.0f, math::lerp<float, float>),
view(math::matrix4<float>::identity(), std::bind(&interpolate_view, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3)),
projection(math::matrix4<float>::identity(), std::bind(&interpolate_projection, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3)),
view_projection(math::matrix4<float>::identity(), std::bind(&interpolate_view_projection, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3)),
exposure(0.0f, math::lerp<float, float>)
{}
geom::primitive::ray<float, 3> 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<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 = math::inverse(view_projection[1]) * 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)
{
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