worked on camera

This commit is contained in:
aap
2016-07-06 11:44:59 +02:00
parent dcbbdfe6b2
commit bd06c54c57
8 changed files with 185 additions and 60 deletions

View File

@@ -17,28 +17,86 @@ defaultBeginUpdateCB(Camera *cam)
{
engine->currentCamera = cam;
Frame::syncDirty();
DRIVER->beginUpdate(cam);
engine->beginUpdate(cam);
}
void
defaultEndUpdateCB(Camera *cam)
{
DRIVER->endUpdate(cam);
engine->endUpdate(cam);
}
static void
cameraSync(ObjectWithFrame*)
cameraSync(ObjectWithFrame *obj)
{
// TODO: calculate view matrix here (i.e. projection * inverseLTM)
// RW projection matrix looks like this:
// (cf. Camera View Matrix white paper)
// w = viewWindow width
// h = viewWindow height
// o = view offset
//
// 1/2w 0 ox/2w + 1/2 -ox/2w
// 0 -1/2h -oy/2h + 1/2 oy/2h
// 0 0 1 0
/*
* RW projection matrix looks like this:
* (cf. Camera View Matrix white paper)
* w = viewWindow width
* h = viewWindow height
* o = view offset
*
* perspective:
* 1/2w 0 ox/2w + 1/2 -ox/2w
* 0 -1/2h -oy/2h + 1/2 oy/2h
* 0 0 1 0
* 0 0 1 0
*
* parallel:
* 1/2w 0 ox/2w -ox/2w + 1/2
* 0 -1/2h -oy/2h oy/2h + 1/2
* 0 0 1 0
* 0 0 0 1
*
* The view matrix transforms from world to clip space, it is however
* not used for OpenGL or D3D since transformation to camera space
* and to clip space are handled by separate matrices there.
* On these platforms the two matrices are built in the platform's
* beginUpdate function.
* On the PS2 the 1/2 translation/shear is removed again on the VU1.
*
* RW builds this matrix directly without using explicit
* inversion and matrix multiplication.
*/
Camera *cam = (Camera*)obj;
Matrix inv, proj;
Matrix::invertOrthonormal(&inv, cam->getFrame()->getLTM());
float32 xscl = 2.0f/cam->viewWindow.x;
float32 yscl = 2.0f/cam->viewWindow.y;
proj.right.x = xscl;
proj.right.y = 0.0f;
proj.right.z = 0.0f;
proj.rightw = 0.0f;
proj.up.x = 0.0f;
proj.up.y = -yscl;
proj.up.z = 0.0f;
proj.upw = 0.0f;
if(cam->projection == Camera::PERSPECTIVE){
proj.pos.x = -cam->viewOffset.x*xscl;
proj.pos.y = cam->viewOffset.y*yscl;
proj.pos.z = 0.0f;
proj.posw = 0.0f;
proj.at.x = -proj.pos.x + 0.5f;
proj.at.y = -proj.pos.y + 0.5f;
proj.at.z = 1.0f;
proj.atw = 1.0f;
}else{
proj.at.x = cam->viewOffset.x*xscl;
proj.at.y = -cam->viewOffset.y*yscl;
proj.at.z = 1.0f;
proj.atw = 0.0f;
proj.pos.x = -proj.at.x + 0.5f;
proj.pos.y = -proj.at.y + 0.5f;
proj.pos.z = 0.0f;
proj.posw = 1.0f;
}
Matrix::mult(&cam->viewMatrix, &proj, &inv);
}
void
@@ -127,7 +185,37 @@ Camera::destroy(void)
void
Camera::clear(RGBA *col, uint32 mode)
{
DRIVER->clearCamera(this, col, mode);
engine->clearCamera(this, col, mode);
}
void
calczShiftScale(Camera *cam)
{
float32 n = cam->nearPlane;
float32 f = cam->farPlane;
float32 N = engine->zNear;
float32 F = engine->zFar;
if(cam->projection == Camera::PERSPECTIVE){
cam->zScale = (N - F)*n*f/(f - n);
cam->zShift = (F*f - N*n)/(f - n);
}else{
cam->zScale = (F - N)/(f -n);
cam->zShift = (N*f - F*n)/(f - n);
}
}
void
Camera::setNearPlane(float32 near)
{
this->nearPlane = near;
calczShiftScale(this);
}
void
Camera::setFarPlane(float32 far)
{
this->farPlane = far;
calczShiftScale(this);
}
struct CameraChunkData