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211 lines
6.7 KiB
211 lines
6.7 KiB
#include "camera.h"
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#include "entity.h"
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#include "transform.h"
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#include "entity.h"
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#include "array.h"
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#include "framebuffer.h"
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#include "texture.h"
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#include "bounding_volumes.h"
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#include "utils.h"
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#include "log.h"
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#include "gl_load.h"
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#include <assert.h>
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#include <stdio.h>
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#include <string.h>
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#include <math.h>
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static void update_frustum(struct Camera* camera);
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void camera_destroy(struct Entity* entity)
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{
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struct Camera* camera = &entity->camera;
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if(camera->fbo != -1) framebuffer_remove(camera->fbo);
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if(camera->render_tex != -1) texture_remove(camera->render_tex);
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if(camera->depth_tex != -1) texture_remove(camera->depth_tex);
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camera->fbo = camera->render_tex = camera->depth_tex = -1;
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camera->ortho = camera->resizeable = false;
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camera->fov = camera->aspect_ratio = camera->nearz = camera->farz = 0.f;
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mat4_identity(&camera->view_mat);
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mat4_identity(&camera->proj_mat);
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mat4_identity(&camera->view_proj_mat);
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for(int i = 0; i < FP_NUM_PLANES; i++)
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vec4_fill(&camera->frustum[i], 0.f, 0.f, 0.f, 0.f);
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vec4_fill(&camera->clear_color, 0.f, 1.f, 0.f, 1.0);
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}
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void camera_create(struct Entity* entity, int width, int height)
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{
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struct Camera* camera = &entity->camera;
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camera->fbo = -1;
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camera->render_tex = -1;
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camera->depth_tex = -1;
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camera->farz = 1000.f;
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camera->nearz = 0.1f;
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camera->fov = 60.f;
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camera->ortho = 0;
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camera->resizeable = 1;
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float aspect_ratio = (float)width / (float)height;
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camera->aspect_ratio = aspect_ratio <= 0.f ? (4.f / 3.f) : aspect_ratio;
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mat4_identity(&camera->view_mat);
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mat4_identity(&camera->proj_mat);
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mat4_identity(&camera->view_proj_mat);
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for(int i = 0; i < FP_NUM_PLANES; i++)
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vec4_fill(&camera->frustum[i], 0.f, 0.f, 0.f, 0.f);
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camera_update_view(entity);
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camera_update_proj(entity);
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vec4_fill(&camera->clear_color, 1.f, 1.f, 1.f, 1.f);
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}
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void camera_update_view_proj(struct Entity* entity)
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{
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struct Camera* camera = &entity->camera;
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mat4_identity(&camera->view_proj_mat);
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mat4_mul(&camera->view_proj_mat, &camera->proj_mat, &camera->view_mat);
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update_frustum(camera);
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}
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void camera_update_view(struct Entity* entity)
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{
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struct Camera* camera = &entity->camera;
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vec3 lookat = {0.f, 0.f, 0.f};
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vec3 up = {0.f, 0.f, 0.f};
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vec3 position = {0.f, 0.f, 0.f};
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transform_get_absolute_lookat(entity, &lookat);
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transform_get_absolute_up(entity, &up);
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transform_get_absolute_pos(entity, &position);
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mat4_lookat(&camera->view_mat, &position, &lookat, &up);
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camera_update_view_proj(entity);
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}
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void camera_update_proj(struct Entity* entity)
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{
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struct Camera* camera = &entity->camera;
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if(!camera->ortho)
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{
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mat4_perspective(&camera->proj_mat,
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camera->fov,
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camera->aspect_ratio,
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camera->nearz,
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camera->farz);
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}
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else
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{
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mat4_ortho(&camera->proj_mat, -1, 1, -1, 1, camera->nearz, camera->farz);
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}
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camera_update_view_proj(entity);
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}
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void camera_attach_fbo(struct Entity* entity,
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int width,
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int height,
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int has_depth,
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int has_color,
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int resizeable)
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{
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assert(width > 0 && height > 0);
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struct Camera* camera = &entity->camera;
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if(camera->fbo != -1)
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{
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log_error("camera:attach_fbo", "Camera already has fbo attached!");
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return;
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}
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camera->fbo = framebuffer_create(width, height, has_depth, 0, resizeable);
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if(camera->fbo > -1)
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{
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if(has_color)
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{
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camera->render_tex = texture_create(NULL,
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TU_DIFFUSE,
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width, height,
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GL_RGBA,
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GL_RGBA8,
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GL_UNSIGNED_BYTE,
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NULL);
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texture_set_param(camera->render_tex, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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texture_set_param(camera->render_tex, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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texture_set_param(camera->render_tex, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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texture_set_param(camera->render_tex, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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framebuffer_set_texture(camera->fbo, camera->render_tex, FA_COLOR_ATTACHMENT0);
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}
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if(has_depth)
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{
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camera->depth_tex = texture_create(NULL,
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TU_SHADOWMAP1,
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width, height,
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GL_DEPTH_COMPONENT,
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GL_DEPTH_COMPONENT,
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GL_UNSIGNED_BYTE,
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NULL);
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texture_set_param(camera->depth_tex, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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texture_set_param(camera->depth_tex, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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texture_set_param(camera->depth_tex, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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texture_set_param(camera->depth_tex, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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texture_set_param(camera->depth_tex, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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texture_set_param(camera->depth_tex, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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framebuffer_set_texture(camera->fbo, camera->depth_tex, FA_DEPTH_ATTACHMENT);
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}
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}
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else
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{
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log_error("camera:attach_fbo", "Framebuffer not attached to camera!");
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}
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}
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static void update_frustum(struct Camera* camera)
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{
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assert(camera);
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float* mvp = &camera->view_proj_mat.mat[0];
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camera->frustum[FP_LEFT].x = mvp[3] + mvp[0];
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camera->frustum[FP_LEFT].y = mvp[7] + mvp[4];
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camera->frustum[FP_LEFT].z = mvp[11] + mvp[2];
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camera->frustum[FP_LEFT].w = mvp[15] + mvp[12];
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camera->frustum[FP_RIGHT].x = mvp[3] - mvp[0];
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camera->frustum[FP_RIGHT].y = mvp[7] - mvp[4];
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camera->frustum[FP_RIGHT].z = mvp[11] - mvp[8];
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camera->frustum[FP_RIGHT].w = mvp[15] - mvp[12];
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camera->frustum[FP_BOTTOM].x = mvp[3] + mvp[1];
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camera->frustum[FP_BOTTOM].y = mvp[11] + mvp[5];
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camera->frustum[FP_BOTTOM].z = mvp[11] + mvp[9];
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camera->frustum[FP_BOTTOM].w = mvp[15] + mvp[13];
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camera->frustum[FP_TOP].x = mvp[3] - mvp[1];
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camera->frustum[FP_TOP].y = mvp[7] - mvp[5];
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camera->frustum[FP_TOP].z = mvp[11] - mvp[9];
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camera->frustum[FP_TOP].w = mvp[15] - mvp[13];
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camera->frustum[FP_NEAR].x = mvp[3] + mvp[2];
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camera->frustum[FP_NEAR].y = mvp[7] + mvp[6];
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camera->frustum[FP_NEAR].z = mvp[11] + mvp[10];
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camera->frustum[FP_NEAR].w = mvp[15] + mvp[14];
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camera->frustum[FP_FAR].x = mvp[3] - mvp[2];
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camera->frustum[FP_FAR].y = mvp[7] - mvp[6];
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camera->frustum[FP_FAR].z = mvp[11] - mvp[10];
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camera->frustum[FP_FAR].w = mvp[15] - mvp[14];
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for(int i = 0; i < FP_NUM_PLANES; i++)
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{
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vec3 plane_xyz = {camera->frustum[i].x, camera->frustum[i].y, camera->frustum[i].z};
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float length = fabsf(vec3_len(&plane_xyz));
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vec4_scale(&camera->frustum[i], &camera->frustum[i], (1.f / length));
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}
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}
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/* void camera_resize_all(int width, int height) */
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/* { */
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/* for(int i = 0; i < array_len(camera_list); i++) */
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/* { */
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/* struct Camera* camera = &camera_list[i]; */
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/* if(!camera->resizeable) continue; */
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/* float aspect = (float)width / (float)height; */
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/* camera->aspect_ratio = aspect > 0.f ? aspect : 4.f / 3.f; */
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/* camera_update_proj(camera); */
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/* } */
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/* } */
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