0ad/source/graphics/Camera.h
2013-06-11 00:05:57 +00:00

127 lines
4.4 KiB
C++

/* Copyright (C) 2013 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 <http://www.gnu.org/licenses/>.
*/
/*
* 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 "Frustum.h"
#include "maths/BoundingBoxAligned.h"
#include "maths/Matrix3D.h"
// view port
struct SViewPort
{
int m_X;
int m_Y;
int m_Width;
int m_Height;
};
class CCamera
{
public:
CCamera();
~CCamera();
// Methods for projection
void SetProjection(float nearp, float farp, float fov);
void SetProjection(const CMatrix3D& matrix) { m_ProjMat = matrix; }
void SetProjectionTile(int tiles, int tile_x, int tile_y);
CMatrix3D& GetProjection() { return m_ProjMat; }
const CMatrix3D& GetProjection() const { return m_ProjMat; }
CMatrix3D& GetOrientation() { return m_Orientation; }
const CMatrix3D& GetOrientation() const { return m_Orientation; }
CMatrix3D GetViewProjection() const { return m_ProjMat * m_Orientation.GetInverse(); }
// 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; }
// getters
float GetNearPlane() const { return m_NearPlane; }
float GetFarPlane() const { return m_FarPlane; }
float GetFOV() const { return m_FOV; }
// 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) 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& 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(int 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