A 3d fps game made in OpenGL
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
Symmetry/src/game/camera.c

246 lines
7.8 KiB

#include "camera.h"
#include "entity.h"
#include "transform.h"
#include "entity.h"
#include "../common/array.h"
#include "framebuffer.h"
#include "texture.h"
#include "game.h"
#include "bounding_volumes.h"
#include "../common/utils.h"
#include "../common/log.h"
#include "gl_load.h"
#include "../system/platform.h"
#include <assert.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
static void update_frustum(struct Camera* camera);
void camera_reset(struct Camera* camera)
{
if(camera->fbo != -1) framebuffer_remove(camera->fbo);
if(camera->render_tex != -1) texture_remove(camera->render_tex);
if(camera->depth_tex != -1) texture_remove(camera->depth_tex);
camera->fbo = camera->render_tex = camera->depth_tex = -1;
camera->ortho = camera->resizeable = false;
camera->fov = camera->aspect_ratio = camera->nearz = camera->farz = 0.f;
mat4_identity(&camera->view_mat);
mat4_identity(&camera->proj_mat);
mat4_identity(&camera->view_proj_mat);
for(int i = 0; i < FP_NUM_PLANES; i++)
vec4_fill(&camera->frustum[i], 0.f, 0.f, 0.f, 0.f);
vec4_fill(&camera->clear_color, 0.f, 1.f, 0.f, 1.0);
}
void camera_init(struct Camera* camera, int width, int height)
{
camera->base.type = ET_CAMERA;
camera->fbo = -1;
camera->render_tex = -1;
camera->depth_tex = -1;
camera->farz = 1000.f;
camera->nearz = 0.1f;
camera->fov = 60.f;
camera->ortho = false;
camera->resizeable = true;
camera->zoom = 1.f;
float aspect_ratio = (float)width / (float)height;
camera->aspect_ratio = aspect_ratio <= 0.f ? (4.f / 3.f) : aspect_ratio;
mat4_identity(&camera->view_mat);
mat4_identity(&camera->proj_mat);
mat4_identity(&camera->view_proj_mat);
for(int i = 0; i < FP_NUM_PLANES; i++)
vec4_fill(&camera->frustum[i], 0.f, 0.f, 0.f, 0.f);
camera_update_view(camera);
camera_update_proj(camera);
vec4_fill(&camera->clear_color, 1.f, 1.f, 1.f, 1.f);
}
void camera_update_view_proj(struct Camera* camera)
{
mat4_identity(&camera->view_proj_mat);
mat4_mul(&camera->view_proj_mat, &camera->proj_mat, &camera->view_mat);
update_frustum(camera);
}
void camera_update_view(struct Camera* camera)
{
vec3 lookat = { 0.f, 0.f, 0.f };
vec3 up = { 0.f, 0.f, 0.f };
vec3 position = { 0.f, 0.f, 0.f };
transform_get_absolute_lookat(&camera->base, &lookat);
transform_get_absolute_up(&camera->base, &up);
transform_get_absolute_position(&camera->base, &position);
mat4_lookat(&camera->view_mat, &position, &lookat, &up);
camera_update_view_proj(camera);
}
void camera_update_proj(struct Camera* camera)
{
if(!camera->ortho)
{
mat4_perspective(&camera->proj_mat,
camera->fov / camera->zoom,
camera->aspect_ratio,
camera->nearz,
camera->farz);
}
else
{
int width, height;
struct Game_State* game_state = game_state_get();
window_get_size(game_state->window, &width, &height);
mat4_ortho(&camera->proj_mat,
-width / camera->zoom,
width / camera->zoom,
height / camera->zoom,
-height / camera->zoom,
camera->nearz,
camera->farz);
}
camera_update_view_proj(camera);
}
void camera_attach_fbo(struct Camera* camera,
int width,
int height,
bool has_depth,
bool has_color,
bool resizeable)
{
assert(width > 0 && height > 0);
if(camera->fbo != -1)
{
log_error("camera:attach_fbo", "Camera already has fbo attached!");
return;
}
camera->fbo = framebuffer_create(width, height, 0, 1, resizeable);
if(camera->fbo > -1)
{
if(has_color)
{
camera->render_tex = texture_create(NULL,
TU_DIFFUSE,
width, height,
GL_RGBA,
GL_RGBA8,
GL_UNSIGNED_BYTE,
NULL);
texture_set_param(camera->render_tex, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
texture_set_param(camera->render_tex, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
texture_set_param(camera->render_tex, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
texture_set_param(camera->render_tex, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
framebuffer_texture_set(camera->fbo, camera->render_tex, FA_COLOR_ATTACHMENT0);
}
if(has_depth)
{
camera->depth_tex = texture_create(NULL,
TU_SHADOWMAP1,
width, height,
GL_DEPTH_COMPONENT,
GL_DEPTH_COMPONENT,
GL_FLOAT,
NULL);
texture_set_param(camera->depth_tex, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
texture_set_param(camera->depth_tex, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
texture_set_param(camera->depth_tex, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
texture_set_param(camera->depth_tex, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
texture_set_param(camera->depth_tex, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
texture_set_param(camera->depth_tex, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
framebuffer_texture_set(camera->fbo, camera->depth_tex, FA_DEPTH_ATTACHMENT);
}
}
else
{
log_error("camera:attach_fbo", "Framebuffer not attached to camera!");
}
}
static void update_frustum(struct Camera* camera)
{
assert(camera);
float* mvp = &camera->view_proj_mat.mat[0];
camera->frustum[FP_LEFT].x = mvp[3] + mvp[0];
camera->frustum[FP_LEFT].y = mvp[7] + mvp[4];
camera->frustum[FP_LEFT].z = mvp[11] + mvp[2];
camera->frustum[FP_LEFT].w = mvp[15] + mvp[12];
camera->frustum[FP_RIGHT].x = mvp[3] - mvp[0];
camera->frustum[FP_RIGHT].y = mvp[7] - mvp[4];
camera->frustum[FP_RIGHT].z = mvp[11] - mvp[8];
camera->frustum[FP_RIGHT].w = mvp[15] - mvp[12];
camera->frustum[FP_BOTTOM].x = mvp[3] + mvp[1];
camera->frustum[FP_BOTTOM].y = mvp[11] + mvp[5];
camera->frustum[FP_BOTTOM].z = mvp[11] + mvp[9];
camera->frustum[FP_BOTTOM].w = mvp[15] + mvp[13];
camera->frustum[FP_TOP].x = mvp[3] - mvp[1];
camera->frustum[FP_TOP].y = mvp[7] - mvp[5];
camera->frustum[FP_TOP].z = mvp[11] - mvp[9];
camera->frustum[FP_TOP].w = mvp[15] - mvp[13];
camera->frustum[FP_NEAR].x = mvp[3] + mvp[2];
camera->frustum[FP_NEAR].y = mvp[7] + mvp[6];
camera->frustum[FP_NEAR].z = mvp[11] + mvp[10];
camera->frustum[FP_NEAR].w = mvp[15] + mvp[14];
camera->frustum[FP_FAR].x = mvp[3] - mvp[2];
camera->frustum[FP_FAR].y = mvp[7] - mvp[6];
camera->frustum[FP_FAR].z = mvp[11] - mvp[10];
camera->frustum[FP_FAR].w = mvp[15] - mvp[14];
for(int i = 0; i < FP_NUM_PLANES; i++)
{
//vec3 plane_xyz = { camera->frustum[i].x, camera->frustum[i].y, camera->frustum[i].z };
//float length = fabsf(vec3_len(&plane_xyz));
//vec4_scale(&camera->frustum[i], &camera->frustum[i], (1.f / length));
vec4_norm(&camera->frustum[i], &camera->frustum[i]);
}
}
struct Ray camera_screen_coord_to_ray(struct Camera* camera, int mouse_x, int mouse_y)
{
struct Ray ray;
int win_width = 0, win_height = 0;
struct Game_State* game_state = game_state_get();
window_get_drawable_size(game_state->window, &win_width, &win_height);
float normalized_x = (2.f * (float)mouse_x) / (float)win_width - 1.f;
float normalized_y = 1.f - (2.f * (float)mouse_y) / (float)win_height;
vec3 near_point = { 0.f };
vec3 far_point = { 0.f };
mat4 inverse_view_proj_mat;
mat4_identity(&inverse_view_proj_mat);
mat4_inverse(&inverse_view_proj_mat, &camera->view_proj_mat);
//Project the near point
quat rot_near = { normalized_x, normalized_y, 0.f, 1.f };
quat_mul_mat4(&rot_near, &rot_near, &inverse_view_proj_mat);
near_point.x = rot_near.x / rot_near.w;
near_point.y = rot_near.y / rot_near.w;
near_point.z = rot_near.z / rot_near.w;
//Project far point
quat rot_far = { normalized_x, normalized_y, 1.f, 1.f };
quat_mul_mat4(&rot_far, &rot_far, &inverse_view_proj_mat);
far_point.x = rot_far.x / rot_far.w;
far_point.y = rot_far.y / rot_far.w;
far_point.z = rot_far.z / rot_far.w;
vec3_sub(&ray.direction, &far_point, &near_point);
vec3_norm(&ray.direction, &ray.direction);
transform_get_absolute_position(&camera->base, &ray.origin);
return ray;
}