Line data Source code
1 : /* Copyright (C) 2021 Wildfire Games.
2 : * This file is part of 0 A.D.
3 : *
4 : * 0 A.D. is free software: you can redistribute it and/or modify
5 : * it under the terms of the GNU General Public License as published by
6 : * the Free Software Foundation, either version 2 of the License, or
7 : * (at your option) any later version.
8 : *
9 : * 0 A.D. is distributed in the hope that it will be useful,
10 : * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 : * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 : * GNU General Public License for more details.
13 : *
14 : * You should have received a copy of the GNU General Public License
15 : * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16 : */
17 :
18 : /*
19 : * CCamera holds a view and a projection matrix. It also has a frustum
20 : * which can be used to cull objects for rendering.
21 : */
22 :
23 : #ifndef INCLUDED_CAMERA
24 : #define INCLUDED_CAMERA
25 :
26 : #include "maths/BoundingBoxAligned.h"
27 : #include "maths/Frustum.h"
28 : #include "maths/Matrix3D.h"
29 :
30 : #include <array>
31 :
32 : // view port
33 : struct SViewPort
34 : {
35 : int m_X;
36 : int m_Y;
37 : int m_Width;
38 : int m_Height;
39 : };
40 :
41 38 : class CCamera
42 : {
43 : public:
44 : // Represents camera viewport or frustum side in 3D space.
45 : using Quad = std::array<CVector3D, 4>;
46 :
47 : enum class ProjectionType
48 : {
49 : CUSTOM,
50 : ORTHO,
51 : PERSPECTIVE,
52 : };
53 :
54 : CCamera();
55 : ~CCamera();
56 :
57 0 : CMatrix3D& GetProjection() { return m_ProjMat; }
58 0 : const CMatrix3D& GetProjection() const { return m_ProjMat; }
59 10 : CMatrix3D GetViewProjection() const { return m_ProjMat * m_Orientation.GetInverse(); }
60 : void SetProjection(const CMatrix3D& matrix);
61 : void SetProjectionFromCamera(const CCamera& camera);
62 : void SetOrthoProjection(float nearp, float farp, float scale);
63 : void SetPerspectiveProjection(float nearp, float farp, float fov);
64 2 : ProjectionType GetProjectionType() const { return m_ProjType; }
65 :
66 0 : CMatrix3D& GetOrientation() { return m_Orientation; }
67 37 : const CMatrix3D& GetOrientation() const { return m_Orientation; }
68 :
69 : // Updates the frustum planes. Should be called
70 : // everytime the view or projection matrices are
71 : // altered.
72 : void UpdateFrustum(const CBoundingBoxAligned& scissor = CBoundingBoxAligned(CVector3D(-1.0f, -1.0f, -1.0f), CVector3D(1.0f, 1.0f, 1.0f)));
73 : void ClipFrustum(const CPlane& clipPlane);
74 2 : const CFrustum& GetFrustum() const { return m_ViewFrustum; }
75 :
76 : void SetViewPort(const SViewPort& viewport);
77 0 : const SViewPort& GetViewPort() const { return m_ViewPort; }
78 : float GetAspectRatio() const;
79 :
80 85 : float GetNearPlane() const { return m_NearPlane; }
81 5 : float GetFarPlane() const { return m_FarPlane; }
82 1 : float GetFOV() const { return m_FOV; }
83 : float GetOrthoScale() const { return m_OrthoScale; }
84 :
85 : // Returns a quad of view in camera space at given distance from camera.
86 : void GetViewQuad(float dist, Quad& quad) const;
87 :
88 : // Builds a ray passing through the screen coordinate (px, py), calculates
89 : // origin and direction of the ray.
90 : void BuildCameraRay(int px, int py, CVector3D& origin, CVector3D& dir) const;
91 :
92 : // General helpers that seem to fit here
93 :
94 : // Get the screen-space coordinates corresponding to a given world-space position
95 : void GetScreenCoordinates(const CVector3D& world, float& x, float& y) const;
96 :
97 : // Get the point on the terrain corresponding to pixel (px,py) (or the mouse coordinates)
98 : // The aboveWater parameter determines whether we want to stop at the water plane or also get underwater points
99 : CVector3D GetWorldCoordinates(int px, int py, bool aboveWater=false) const;
100 : // Get the point on the plane at height h corresponding to pixel (px,py)
101 : CVector3D GetWorldCoordinates(int px, int py, float h) const;
102 : // Get the point on the terrain (or water plane) the camera is pointing towards
103 : CVector3D GetFocus() const;
104 :
105 : CBoundingBoxAligned GetBoundsInViewPort(const CBoundingBoxAligned& boundigBox) const;
106 :
107 : // Build an orientation matrix from camera position, camera focus point, and up-vector
108 : void LookAt(const CVector3D& camera, const CVector3D& focus, const CVector3D& up);
109 :
110 : // Build an orientation matrix from camera position, camera orientation, and up-vector
111 : void LookAlong(const CVector3D& camera, CVector3D orientation, CVector3D up);
112 :
113 : public:
114 : // This is the orientation matrix. The inverse of this
115 : // is the view matrix
116 : CMatrix3D m_Orientation;
117 :
118 : private:
119 : CMatrix3D m_ProjMat;
120 : ProjectionType m_ProjType = ProjectionType::CUSTOM;
121 :
122 : float m_NearPlane = 0.0f;
123 : float m_FarPlane = 0.0f;
124 : union
125 : {
126 : float m_FOV;
127 : float m_OrthoScale;
128 : };
129 : SViewPort m_ViewPort;
130 :
131 : CFrustum m_ViewFrustum;
132 : };
133 :
134 : #endif // INCLUDED_CAMERA
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