Open Source Tomb Raider Engine
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Camera.cpp 12KB

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  1. /*!
  2. * \file src/Camera.cpp
  3. * \brief Camera, View Frustum
  4. *
  5. * \author Mongoose
  6. * \author xythobuz
  7. */
  8. #include <limits>
  9. #include "imgui/imgui.h"
  10. #include "global.h"
  11. #include "RunTime.h"
  12. #include "system/Shader.h"
  13. #include "system/Sound.h"
  14. #include "system/Window.h"
  15. #include "Camera.h"
  16. #include <glbinding/gl/gl33.h>
  17. #include <glm/gtc/epsilon.hpp>
  18. #include <glm/gtc/matrix_transform.hpp>
  19. #include <glm/gtc/quaternion.hpp>
  20. #include <glm/gtx/quaternion.hpp>
  21. static bool equal(float a, float b) {
  22. return glm::epsilonEqual(a, b, std::numeric_limits<float>::epsilon());
  23. }
  24. static bool equal(glm::vec2 a, float b) {
  25. return equal(a.x, b) && equal(a.y, b);
  26. }
  27. static bool equal(glm::vec3 a, float b) {
  28. return equal(a.x, b) && equal(a.y, b) && equal(a.z, b);
  29. }
  30. // ----------------------------------------------------------------------------
  31. const static float fov = 45.0f;
  32. const static float nearDist = 0.1f;
  33. const static float farDist = 75000.0f;
  34. const static float maxSpeed = 3072.0f;
  35. const static float controllerDeadZone = 0.33f;
  36. const static float controllerViewFactor = glm::pi<float>();
  37. const static float rotationAngleClamp = glm::pi<float>() * 2.0f;
  38. const static float rotationAngleVertMax = glm::pi<float>() / 2.0f;
  39. const static float runFactor = 2.5f;
  40. const static glm::vec3 rightUnit(1.0f, 0.0f, 0.0f);
  41. const static glm::vec3 upUnit(0.0f, 1.0f, 0.0f);
  42. const static glm::vec3 dirUnit(0.0f, 0.0f, -1.0f);
  43. glm::vec3 Camera::pos(0.0f, 0.0f, 0.0f);
  44. glm::vec2 Camera::rot(glm::pi<float>(), 0.0f);
  45. glm::vec3 Camera::posSpeed(0.0f, 0.0f, 0.0f);
  46. glm::vec2 Camera::rotSpeed(0.0f, 0.0f);
  47. glm::mat4 Camera::projection(1.0f);
  48. glm::mat4 Camera::view(1.0f);
  49. float Camera::rotationDeltaX = 0.75f;
  50. float Camera::rotationDeltaY = 0.75f;
  51. bool Camera::updateViewFrustum = true;
  52. bool Camera::dirty = true;
  53. bool Camera::showOverlay = false;
  54. bool Camera::movingFaster = false;
  55. int Camera::room = -1;
  56. void Camera::reset() {
  57. pos = glm::vec3(0.0f, 0.0f, 0.0f);
  58. rot = glm::vec2(glm::pi<float>(), 0.0f);
  59. posSpeed = glm::vec3(0.0f, 0.0f, 0.0f);
  60. rotSpeed = glm::vec2(0.0f, 0.0f);
  61. dirty = true;
  62. projection = glm::mat4(1.0f);
  63. view = glm::mat4(1.0f);
  64. room = -1;
  65. setSize(Window::getSize());
  66. }
  67. void Camera::setSize(glm::i32vec2 s) {
  68. //! \fixme TODO instead of mirroring the Y axis in the shader, scale with -1 here
  69. projection = glm::perspective(fov, float(s.x) / float(s.y), nearDist, farDist);
  70. }
  71. void Camera::handleAction(ActionEvents action, bool isFinished) {
  72. float factor = 1.0f;
  73. if (isFinished)
  74. factor = -1.0f;
  75. if (action == forwardAction) {
  76. posSpeed += dirUnit * maxSpeed * factor;
  77. } else if (action == backwardAction) {
  78. posSpeed -= dirUnit * maxSpeed * factor;
  79. } else if (action == leftAction) {
  80. posSpeed += rightUnit * maxSpeed * factor;
  81. } else if (action == rightAction) {
  82. posSpeed -= rightUnit * maxSpeed * factor;
  83. } else if (action == jumpAction) {
  84. posSpeed += upUnit * maxSpeed * factor;
  85. } else if (action == crouchAction) {
  86. posSpeed -= upUnit * maxSpeed * factor;
  87. } else if (action == walkAction) {
  88. movingFaster = !isFinished;
  89. } else {
  90. return;
  91. }
  92. dirty = true;
  93. }
  94. void Camera::handleMouseMotion(int x, int y) {
  95. if ((x != 0) || (y != 0))
  96. dirty = true;
  97. while (x > 0) {
  98. rot.x += rotationDeltaX;
  99. x--;
  100. }
  101. while (x < 0) {
  102. rot.x -= rotationDeltaX;
  103. x++;
  104. }
  105. while (y > 0) {
  106. if (rot.y > -rotationAngleVertMax) {
  107. rot.y -= rotationDeltaY;
  108. }
  109. y--;
  110. }
  111. while (y < 0) {
  112. if (rot.y < rotationAngleVertMax) {
  113. rot.y += rotationDeltaY;
  114. }
  115. y++;
  116. }
  117. }
  118. void Camera::handleControllerAxis(float value, KeyboardButton axis) {
  119. if (glm::epsilonEqual(value, 0.0f, controllerDeadZone))
  120. value = 0.0f;
  121. if (axis == leftXAxis) {
  122. posSpeed.x = -maxSpeed * value;
  123. } else if (axis == leftYAxis) {
  124. posSpeed.z = maxSpeed * value;
  125. } else if (axis == rightXAxis) {
  126. rotSpeed.x = controllerViewFactor * value;
  127. } else if (axis == rightYAxis) {
  128. rotSpeed.y = -controllerViewFactor * value;
  129. } else {
  130. return;
  131. }
  132. dirty = true;
  133. }
  134. bool Camera::update() {
  135. if ((!dirty) && equal(posSpeed, 0.0f) && equal(rotSpeed, 0.0f))
  136. return false;
  137. while (rot.x > rotationAngleClamp)
  138. rot.x -= rotationAngleClamp;
  139. while (rot.x < -rotationAngleClamp)
  140. rot.x += rotationAngleClamp;
  141. while (rot.y > rotationAngleClamp)
  142. rot.y -= rotationAngleClamp;
  143. while (rot.y < -rotationAngleClamp)
  144. rot.y += rotationAngleClamp;
  145. float dT = RunTime::getLastFrameTime();
  146. glm::vec2 newRot = rot + rotSpeed * dT;
  147. if ((newRot.y > -rotationAngleVertMax) && (newRot.y < rotationAngleVertMax))
  148. rot = newRot;
  149. else
  150. rotSpeed = glm::vec2(0.0f, 0.0f);
  151. glm::quat quatY = glm::angleAxis(rot.x, glm::vec3(0.0f, 1.0f, 0.0f));
  152. glm::quat quatX = glm::angleAxis(rot.y, glm::vec3(1.0f, 0.0f, 0.0f));
  153. glm::quat quaternion = quatY * quatX;
  154. glm::vec3 clampedSpeed;
  155. if (movingFaster) {
  156. clampedSpeed = posSpeed * runFactor;
  157. if (glm::length(clampedSpeed) > (maxSpeed * runFactor)) {
  158. clampedSpeed = glm::normalize(clampedSpeed) * maxSpeed * runFactor;
  159. }
  160. } else {
  161. clampedSpeed = posSpeed;
  162. if (glm::length(clampedSpeed) > maxSpeed) {
  163. clampedSpeed = glm::normalize(clampedSpeed) * maxSpeed;
  164. }
  165. }
  166. pos += quaternion * clampedSpeed * dT;
  167. glm::mat4 translate = glm::translate(glm::mat4(1.0f), pos);
  168. glm::mat4 rotate = glm::toMat4(quaternion);
  169. view = glm::inverse(translate * rotate);
  170. if (updateViewFrustum)
  171. calculateFrustumPlanes();
  172. glm::vec3 at(0.0f, 0.0f, -1.0f);
  173. glm::vec3 up(0.0f, -1.0f, 0.0f);
  174. Sound::listenAt(pos, quaternion * at, quaternion * up);
  175. dirty = false;
  176. return updateViewFrustum;
  177. }
  178. void Camera::displayUI() {
  179. if (!showOverlay)
  180. return;
  181. if (ImGui::Begin("Camera Look-At Overlay", &showOverlay, ImVec2(0, 0), -1.0f,
  182. ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize
  183. | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings
  184. | ImGuiWindowFlags_AlwaysAutoResize)) {
  185. // TODO
  186. }
  187. ImGui::End();
  188. }
  189. // ----------------------------------------------------------------------------
  190. class FrustumPlane {
  191. public:
  192. FrustumPlane() : normal(glm::vec3(0.0f, 0.0f, 0.0f)), d(0.0f) { }
  193. void set(glm::vec3 v1, glm::vec3 v2, glm::vec3 v3) {
  194. normal = glm::normalize(glm::cross(v3 - v2, v1 - v2));
  195. d = -glm::dot(normal, v2);
  196. }
  197. float distance(glm::vec3 p) {
  198. return d + glm::dot(normal, p);
  199. }
  200. private:
  201. glm::vec3 normal;
  202. float d;
  203. };
  204. // ----------------------------------------------------------------------------
  205. #define NEAR 0
  206. #define FAR 1
  207. #define TOP 2
  208. #define BOTTOM 3
  209. #define LEFT 4
  210. #define RIGHT 5
  211. #define NTL 0
  212. #define NBL 1
  213. #define NBR 2
  214. #define NTR 3
  215. #define FTL 4
  216. #define FBL 5
  217. #define FBR 6
  218. #define FTR 7
  219. static FrustumPlane planes[6];
  220. static glm::vec3 frustumColors[6] = {
  221. glm::vec3(1.0f, 0.0f, 0.0f), // NEAR, red
  222. glm::vec3(0.0f, 1.0f, 0.0f), // FAR, green
  223. glm::vec3(0.0f, 0.0f, 1.0f), // TOP, blue
  224. glm::vec3(1.0f, 1.0f, 0.0f), // BOTTOM, yellow
  225. glm::vec3(0.0f, 1.0f, 1.0f), // LEFT, light-blue
  226. glm::vec3(1.0f, 0.0f, 1.0f) // RIGHT, pink
  227. };
  228. static glm::vec3 frustumVertices[8];
  229. static ShaderBuffer vertexBuffer;
  230. static ShaderBuffer colorBuffer;
  231. static ShaderBuffer indexBuffer;
  232. static ShaderBuffer vertexPointBuffer;
  233. static ShaderBuffer colorPointBuffer;
  234. void Camera::calculateFrustumPlanes() {
  235. glm::mat4 combo = projection * view;
  236. // Calculate frustum corners to display them
  237. glm::mat4 inverse = glm::inverse(combo);
  238. frustumVertices[NTL] = glm::vec3(1.0f, 1.0f, 0.0f);
  239. frustumVertices[NTR] = glm::vec3(-1.0f, 1.0f, 0.0f);
  240. frustumVertices[NBL] = glm::vec3(1.0f, -1.0f, 0.0f);
  241. frustumVertices[NBR] = glm::vec3(-1.0f, -1.0f, 0.0f);
  242. frustumVertices[FTL] = glm::vec3(1.0f, 1.0f, 1.0f);
  243. frustumVertices[FTR] = glm::vec3(-1.0f, 1.0f, 1.0f);
  244. frustumVertices[FBL] = glm::vec3(1.0f, -1.0f, 1.0f);
  245. frustumVertices[FBR] = glm::vec3(-1.0f, -1.0f, 1.0f);
  246. for (int i = 0; i < 8; i++) {
  247. glm::vec4 t = inverse * glm::vec4(frustumVertices[i], 1.0f);
  248. frustumVertices[i] = glm::vec3(t) / t.w;
  249. frustumVertices[i].y *= -1.0f;
  250. }
  251. // Set planes used for frustum culling
  252. planes[TOP].set(frustumVertices[NTR], frustumVertices[NTL], frustumVertices[FTL]);
  253. planes[BOTTOM].set(frustumVertices[NBL], frustumVertices[NBR], frustumVertices[FBR]);
  254. planes[LEFT].set(frustumVertices[NTL], frustumVertices[NBL], frustumVertices[FBL]);
  255. planes[RIGHT].set(frustumVertices[NBR], frustumVertices[NTR], frustumVertices[FBR]);
  256. planes[NEAR].set(frustumVertices[NTL], frustumVertices[NTR], frustumVertices[NBR]);
  257. planes[FAR].set(frustumVertices[FTR], frustumVertices[FTL], frustumVertices[FBL]);
  258. std::vector<glm::vec3> verts;
  259. // Near
  260. verts.push_back(frustumVertices[NTL]);
  261. verts.push_back(frustumVertices[NTR]);
  262. verts.push_back(frustumVertices[NBR]);
  263. verts.push_back(frustumVertices[NBL]);
  264. // Far
  265. verts.push_back(frustumVertices[FTR]);
  266. verts.push_back(frustumVertices[FTL]);
  267. verts.push_back(frustumVertices[FBL]);
  268. verts.push_back(frustumVertices[FBR]);
  269. // Top
  270. verts.push_back(frustumVertices[NTR]);
  271. verts.push_back(frustumVertices[NTL]);
  272. verts.push_back(frustumVertices[FTL]);
  273. verts.push_back(frustumVertices[FTR]);
  274. // Bottom
  275. verts.push_back(frustumVertices[NBL]);
  276. verts.push_back(frustumVertices[NBR]);
  277. verts.push_back(frustumVertices[FBR]);
  278. verts.push_back(frustumVertices[FBL]);
  279. // Left
  280. verts.push_back(frustumVertices[NTL]);
  281. verts.push_back(frustumVertices[NBL]);
  282. verts.push_back(frustumVertices[FBL]);
  283. verts.push_back(frustumVertices[FTL]);
  284. // Right
  285. verts.push_back(frustumVertices[NBR]);
  286. verts.push_back(frustumVertices[NTR]);
  287. verts.push_back(frustumVertices[FTR]);
  288. verts.push_back(frustumVertices[FBR]);
  289. vertexBuffer.bufferData(verts);
  290. verts.clear();
  291. std::vector<glm::vec3> cols;
  292. verts.push_back(getPosition());
  293. cols.push_back(glm::vec3(1.0f, 1.0f, 1.0f));
  294. vertexPointBuffer.bufferData(verts);
  295. colorPointBuffer.bufferData(cols);
  296. if (colorBuffer.getSize() == 0) {
  297. cols.clear();
  298. for (int i = 0; i < 6; i++) {
  299. for (int j = 0; j < 4; j++) {
  300. cols.push_back(frustumColors[i]);
  301. }
  302. }
  303. colorBuffer.bufferData(cols);
  304. }
  305. if (indexBuffer.getSize() == 0) {
  306. std::vector<unsigned short> inds;
  307. for (int i = 0; i < 6; i++) {
  308. inds.push_back(4 * i);
  309. inds.push_back((4 * i) + 1);
  310. inds.push_back((4 * i) + 2);
  311. inds.push_back((4 * i) + 3);
  312. inds.push_back((4 * i) + 2);
  313. inds.push_back(4 * i);
  314. }
  315. indexBuffer.bufferData(inds);
  316. }
  317. }
  318. bool Camera::boxInFrustum(BoundingBox b) {
  319. for (int i = 0; i < 6; i++) {
  320. int out = 0, in = 0;
  321. for (int c = 0; (c < 8) && ((in == 0) || (out == 0)); c++) {
  322. if (planes[i].distance(b.getCorner(c)) < 0)
  323. out++;
  324. else
  325. in++;
  326. }
  327. if (in == 0)
  328. return false;
  329. }
  330. return true;
  331. }
  332. void Camera::displayFrustum(glm::mat4 MVP) {
  333. Shader::set2DState(true, false);
  334. Shader::drawGL(vertexBuffer, colorBuffer, indexBuffer, MVP);
  335. Shader::drawGL(vertexPointBuffer, colorPointBuffer, MVP, gl::GL_POINTS);
  336. Shader::set2DState(false, false);
  337. }