0ad/source/graphics/Camera.h
prefect 09b87e84ec #Bugfix: Shadows appeared to be rendered one frame too late
close #141

The problem was that the shadow matrices were setup in BeginFrame, but
GraphicsView calls SetCamera after BeginFrame. The solution was to move
the shadow matrix setup into CRenderer::SetCamera.

This caused a second problem because RenderReflections/RenderRefractions
used SetCamera to change the OpenGL matrices. Solved this problem by
distinguishing explicitly between the camera used for the scene as a
whole and the camera used to configure OpenGL. The latter can be a
virtual camera for shadow or reflection rendering and similar
render-to-texture effects.

This was SVN commit r4330.
2006-09-14 20:06:21 +00:00

123 lines
4.0 KiB
C++

//***********************************************************
//
// Name: Camera.H
// Last Update: 24/2/02
// Author: Poya Manouchehri
//
// Description: CCamera holds a view and a projection matrix.
// It also has a frustum which can be used to
// cull objects for rendering.
//
//***********************************************************
#ifndef CAMERA_H
#define CAMERA_H
#include "Frustum.h"
#include "maths/Matrix3D.h"
extern int g_mouse_x, g_mouse_y;
// view port
struct SViewPort
{
unsigned int m_X;
unsigned int m_Y;
unsigned int m_Width;
unsigned int m_Height;
};
class CCamera
{
public:
CCamera ();
~CCamera ();
// Methods for projection
void SetProjection (CMatrix3D *proj) { m_ProjMat = *proj; }
void SetProjection (float nearp, float farp, float fov);
void SetProjectionTile (int tiles, int tile_x, int tile_y);
CMatrix3D& GetProjection () { return m_ProjMat; }
const CMatrix3D& GetProjection () const { return m_ProjMat; }
// Updates the frustum planes. Should be called
// everytime the view or projection matrices are
// altered.
void UpdateFrustum ();
CFrustum GetFrustum () { return m_ViewFrustum; }
void SetViewPort (SViewPort *viewport);
const SViewPort& GetViewPort () const { return m_ViewPort; }
// getters
float GetNearPlane() const { return m_NearPlane; }
float GetFarPlane() const { return m_FarPlane; }
float GetFOV() const { return m_FOV; }
// calculate and return the position of the 8 points of the frustum in world space
void GetFrustumPoints(CVector3D pts[8]) const;
// return four points in camera space at given distance from camera
void GetCameraPlanePoints(float dist,CVector3D pts[4]) 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);
// BuildCameraRay: as previous, using global mouse position
void BuildCameraRay(CVector3D& origin, CVector3D& dir)
{
BuildCameraRay(g_mouse_x, g_mouse_y, origin, dir);
}
// 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);
CVector3D GetWorldCoordinates(bool aboveWater=false)
{ return GetWorldCoordinates(g_mouse_x, g_mouse_y, aboveWater); }
// Get the point on the plane at height h corresponding to pixel (px,py)
CVector3D GetWorldCoordinates(int px, int py, float h);
// Get the point on the terrain the camera is pointing towards
CVector3D GetFocus();
// Build an orientation matrix from camera position, camera focus point, and up-vector
void LookAt(const CVector3D& camera, const CVector3D& orientation, const CVector3D& up);
// Build an orientation matrix from camera position, camera orientation, and up-vector
void LookAlong(CVector3D camera, CVector3D focus, 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(uint intermediates = 0) const;
public:
// This is the orientation matrix. The inverse of this
// is the view matrix
CMatrix3D m_Orientation;
// Should not be tweaked externally if possible
CMatrix3D m_ProjMat;
private:
float m_NearPlane;
float m_FarPlane;
float m_FOV;
SViewPort m_ViewPort;
CFrustum m_ViewFrustum;
};
#endif