/* Copyright (C) 2021 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. 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 2 of the License, or * (at your option) any later version. * * 0 A.D. 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 0 A.D. If not, see . */ /* * CCamera holds a view and a projection matrix. It also has a frustum * which can be used to cull objects for rendering. */ #ifndef INCLUDED_CAMERA #define INCLUDED_CAMERA #include "graphics/Frustum.h" #include "maths/BoundingBoxAligned.h" #include "maths/Matrix3D.h" #include // view port struct SViewPort { int m_X; int m_Y; int m_Width; int m_Height; }; class CCamera { public: // Represents camera viewport or frustum side in 3D space. using Quad = std::array; enum class ProjectionType { CUSTOM, ORTHO, PERSPECTIVE, }; CCamera(); ~CCamera(); CMatrix3D& GetProjection() { return m_ProjMat; } const CMatrix3D& GetProjection() const { return m_ProjMat; } CMatrix3D GetViewProjection() const { return m_ProjMat * m_Orientation.GetInverse(); } void SetProjection(const CMatrix3D& matrix); void SetProjectionFromCamera(const CCamera& camera); void SetOrthoProjection(float nearp, float farp, float scale); void SetPerspectiveProjection(float nearp, float farp, float fov); ProjectionType GetProjectionType() const { return m_ProjType; } CMatrix3D& GetOrientation() { return m_Orientation; } const CMatrix3D& GetOrientation() const { return m_Orientation; } // Updates the frustum planes. Should be called // everytime the view or projection matrices are // altered. void UpdateFrustum(const CBoundingBoxAligned& scissor = CBoundingBoxAligned(CVector3D(-1.0f, -1.0f, -1.0f), CVector3D(1.0f, 1.0f, 1.0f))); void ClipFrustum(const CPlane& clipPlane); const CFrustum& GetFrustum() const { return m_ViewFrustum; } void SetViewPort(const SViewPort& viewport); const SViewPort& GetViewPort() const { return m_ViewPort; } float GetAspectRatio() const; float GetNearPlane() const { return m_NearPlane; } float GetFarPlane() const { return m_FarPlane; } float GetFOV() const { return m_FOV; } float GetOrthoScale() const { return m_OrthoScale; } // Returns a quad of view in camera space at given distance from camera. void GetViewQuad(float dist, Quad& quad) const; // Build a ray passing through the screen coordinate (px, py) and the camera ///////////////////////////////////////////////////////////////////////////////////////// // BuildCameraRay: calculate origin and ray direction of a ray through // the pixel (px,py) on the screen void BuildCameraRay(int px, int py, CVector3D& origin, CVector3D& dir) const; // General helpers that seem to fit here // Get the screen-space coordinates corresponding to a given world-space position void GetScreenCoordinates(const CVector3D& world, float& x, float& y) const; // Get the point on the terrain corresponding to pixel (px,py) (or the mouse coordinates) // The aboveWater parameter determines whether we want to stop at the water plane or also get underwater points CVector3D GetWorldCoordinates(int px, int py, bool aboveWater=false) const; // Get the point on the plane at height h corresponding to pixel (px,py) CVector3D GetWorldCoordinates(int px, int py, float h) const; // Get the point on the terrain (or water plane) the camera is pointing towards CVector3D GetFocus() const; // Build an orientation matrix from camera position, camera focus point, and up-vector void LookAt(const CVector3D& camera, const CVector3D& focus, const CVector3D& up); // Build an orientation matrix from camera position, camera orientation, and up-vector void LookAlong(const CVector3D& camera, CVector3D orientation, CVector3D up); /** * Render: Renders the camera's frustum in world space. * The caller should set the color using glColorXy before calling Render. * * @param intermediates determines how many intermediate distance planes should * be hinted at between the near and far planes */ void Render(int intermediates = 0) const; public: // This is the orientation matrix. The inverse of this // is the view matrix CMatrix3D m_Orientation; private: CMatrix3D m_ProjMat; ProjectionType m_ProjType = ProjectionType::CUSTOM; float m_NearPlane = 0.0f; float m_FarPlane = 0.0f; union { float m_FOV; float m_OrthoScale; }; SViewPort m_ViewPort; CFrustum m_ViewFrustum; }; #endif // INCLUDED_CAMERA