Open Source Tomb Raider Engine
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Camera.cpp 10KB

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  1. /*!
  2. * \file src/Camera.cpp
  3. * \brief Camera class
  4. *
  5. * \author Mongoose
  6. * \author xythobuz
  7. */
  8. #include <limits>
  9. #include <glm/gtc/epsilon.hpp>
  10. #include <glm/gtc/matrix_transform.hpp>
  11. #include <glm/gtx/quaternion.hpp>
  12. #include "global.h"
  13. #include "RunTime.h"
  14. #include "system/Window.h"
  15. #include "Camera.h"
  16. static bool equal(float a, float b) {
  17. return glm::epsilonEqual(a, b, std::numeric_limits<float>::epsilon());
  18. }
  19. static bool equal(glm::vec2 a, float b) {
  20. return equal(a.x, b) && equal(a.y, b);
  21. }
  22. static bool equal(glm::vec3 a, float b) {
  23. return equal(a.x, b) && equal(a.y, b) && equal(a.z, b);
  24. }
  25. // ----------------------------------------------------------------------------
  26. const static float fov = 45.0f;
  27. const static float nearDist = 0.1f;
  28. const static float farDist = 75000.0f;
  29. const static float maxSpeed = 2048.0f;
  30. const static float controllerViewFactor = 384.0f;
  31. const static float controllerDeadZone = 0.1f;
  32. const static glm::vec3 rightUnit(1.0f, 0.0f, 0.0f);
  33. const static glm::vec3 upUnit(0.0f, 1.0f, 0.0f);
  34. const static glm::vec3 dirUnit(0.0f, 0.0f, -1.0f);
  35. glm::vec3 Camera::pos(0.0f, 0.0f, 0.0f);
  36. glm::vec3 Camera::drawPos(0.0f, 0.0f, 0.0f);
  37. glm::quat Camera::quaternion(glm::vec3(0.0f, 0.0f, 0.0f));
  38. glm::vec3 Camera::posSpeed(0.0f, 0.0f, 0.0f);
  39. glm::vec2 Camera::rotSpeed(0.0f, 0.0f);
  40. glm::mat4 Camera::projection(1.0f);
  41. glm::mat4 Camera::view(1.0f);
  42. float Camera::rotationDeltaX = 0.75f;
  43. float Camera::rotationDeltaY = 0.75f;
  44. bool Camera::updateViewFrustum = true;
  45. bool Camera::dirty = true;
  46. void Camera::reset() {
  47. pos = glm::vec3(0.0f, 0.0f, 0.0f);
  48. drawPos = glm::vec3(0.0f, 0.0f, 0.0f);
  49. quaternion = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f));
  50. posSpeed = glm::vec3(0.0f, 0.0f, 0.0f);
  51. rotSpeed = glm::vec2(0.0f, 0.0f);
  52. dirty = true;
  53. projection = glm::mat4(1.0f);
  54. view = glm::mat4(1.0f);
  55. setSize(Window::getSize());
  56. }
  57. void Camera::setSize(glm::i32vec2 s) {
  58. //! \fixme TODO instead of mirroring the Y axis in the shader, scale with -1 here
  59. projection = glm::perspective(fov, float(s.x) / float(s.y), nearDist, farDist);
  60. }
  61. void Camera::handleAction(ActionEvents action, bool isFinished) {
  62. float factor = 1.0f;
  63. if (isFinished)
  64. factor = -1.0f;
  65. if (action == forwardAction) {
  66. posSpeed += dirUnit * maxSpeed * factor;
  67. } else if (action == backwardAction) {
  68. posSpeed -= dirUnit * maxSpeed * factor;
  69. } else if (action == leftAction) {
  70. posSpeed += rightUnit * maxSpeed * factor;
  71. } else if (action == rightAction) {
  72. posSpeed -= rightUnit * maxSpeed * factor;
  73. } else if (action == jumpAction) {
  74. posSpeed += upUnit * maxSpeed * factor;
  75. } else if (action == crouchAction) {
  76. posSpeed -= upUnit * maxSpeed * factor;
  77. } else {
  78. return;
  79. }
  80. dirty = true;
  81. }
  82. void Camera::handleMouseMotion(int x, int y) {
  83. if (x != 0) {
  84. quaternion = glm::quat(upUnit * (rotationDeltaX * x)) * quaternion;
  85. dirty = true;
  86. }
  87. if (y != 0) {
  88. static int lastDir = 0;
  89. float a = glm::dot(upUnit, quaternion * upUnit);
  90. if (((lastDir >= 0) && (y < 0)) || ((lastDir <= 0) && (y > 0)) || (a > 0.5f)) {
  91. quaternion = glm::quat(quaternion * -rightUnit * (rotationDeltaY * y)) * quaternion;
  92. dirty = true;
  93. // TODO find better way to clamp Y rotation axis!
  94. if (a > 0.5f)
  95. lastDir = y;
  96. }
  97. }
  98. }
  99. void Camera::handleControllerAxis(float value, KeyboardButton axis) {
  100. if (glm::epsilonEqual(value, 0.0f, controllerDeadZone))
  101. value = 0.0f;
  102. // TODO clamp Y rotation axis somehow...?
  103. if (axis == leftXAxis) {
  104. posSpeed.x = -maxSpeed * value;
  105. } else if (axis == leftYAxis) {
  106. posSpeed.z = maxSpeed * value;
  107. } else if (axis == rightXAxis) {
  108. rotSpeed.x = controllerViewFactor * value;
  109. } else if (axis == rightYAxis) {
  110. rotSpeed.y = controllerViewFactor * value;
  111. } else {
  112. return;
  113. }
  114. dirty = true;
  115. }
  116. void Camera::handleControllerButton(KeyboardButton button, bool released) {
  117. if (button == aButton) {
  118. handleAction(jumpAction, released);
  119. } else if (button == bButton) {
  120. handleAction(crouchAction, released);
  121. } else if (button == padUp) {
  122. handleAction(forwardAction, released);
  123. } else if (button == padDown) {
  124. handleAction(backwardAction, released);
  125. } else if (button == padLeft) {
  126. handleAction(leftAction, released);
  127. } else if (button == padRight) {
  128. handleAction(rightAction, released);
  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. float dT = RunTime::getLastFrameTime();
  138. pos += quaternion * posSpeed * dT;
  139. if (glm::epsilonNotEqual(rotSpeed.x, 0.0f, controllerDeadZone))
  140. quaternion = glm::quat(upUnit * rotationDeltaX * rotSpeed.x * dT) * quaternion;
  141. if (glm::epsilonNotEqual(rotSpeed.y, 0.0f, controllerDeadZone))
  142. quaternion = glm::quat(quaternion * -rightUnit * rotationDeltaY * rotSpeed.y * dT) * quaternion;
  143. glm::mat4 translate = glm::translate(glm::mat4(1.0f), pos);
  144. glm::mat4 rotate = glm::toMat4(quaternion);
  145. view = glm::inverse(translate * rotate);
  146. if (updateViewFrustum)
  147. calculateFrustumPlanes();
  148. dirty = false;
  149. return updateViewFrustum;
  150. }
  151. glm::vec2 Camera::getRotation() {
  152. float x = glm::dot(dirUnit, quaternion * dirUnit);
  153. float y = glm::dot(upUnit, quaternion * upUnit);
  154. return glm::vec2(x, y);
  155. }
  156. // ----------------------------------------------------------------------------
  157. class FrustumPlane {
  158. public:
  159. FrustumPlane() : normal(glm::vec3(0.0f, 0.0f, 0.0f)), d(0.0f) { }
  160. void set(glm::vec3 v1, glm::vec3 v2, glm::vec3 v3) {
  161. normal = glm::normalize(glm::cross(v3 - v2, v1 - v2));
  162. d = -glm::dot(normal, v2);
  163. }
  164. float distance(glm::vec3 p) {
  165. return d + glm::dot(normal, p);
  166. }
  167. private:
  168. glm::vec3 normal;
  169. float d;
  170. };
  171. // ----------------------------------------------------------------------------
  172. #define NEAR 0
  173. #define FAR 1
  174. #define TOP 2
  175. #define BOTTOM 3
  176. #define LEFT 4
  177. #define RIGHT 5
  178. #define NTL 0
  179. #define NBL 1
  180. #define NBR 2
  181. #define NTR 3
  182. #define FTL 4
  183. #define FBL 5
  184. #define FBR 6
  185. #define FTR 7
  186. static FrustumPlane planes[6];
  187. static glm::vec3 frustumColors[6] = {
  188. glm::vec3(1.0f, 0.0f, 0.0f), // NEAR, red
  189. glm::vec3(0.0f, 1.0f, 0.0f), // FAR, green
  190. glm::vec3(0.0f, 0.0f, 1.0f), // TOP, blue
  191. glm::vec3(1.0f, 1.0f, 0.0f), // BOTTOM, yellow
  192. glm::vec3(0.0f, 1.0f, 1.0f), // LEFT, light-blue
  193. glm::vec3(1.0f, 0.0f, 1.0f) // RIGHT, pink
  194. };
  195. static glm::vec3 frustumVertices[8];
  196. void Camera::calculateFrustumPlanes() {
  197. glm::mat4 combo = projection * view;
  198. // Calculate frustum corners to display them
  199. glm::mat4 inverse = glm::inverse(combo);
  200. frustumVertices[NTL] = glm::vec3(1.0f, 1.0f, 0.0f);
  201. frustumVertices[NTR] = glm::vec3(-1.0f, 1.0f, 0.0f);
  202. frustumVertices[NBL] = glm::vec3(1.0f, -1.0f, 0.0f);
  203. frustumVertices[NBR] = glm::vec3(-1.0f, -1.0f, 0.0f);
  204. frustumVertices[FTL] = glm::vec3(1.0f, 1.0f, 1.0f);
  205. frustumVertices[FTR] = glm::vec3(-1.0f, 1.0f, 1.0f);
  206. frustumVertices[FBL] = glm::vec3(1.0f, -1.0f, 1.0f);
  207. frustumVertices[FBR] = glm::vec3(-1.0f, -1.0f, 1.0f);
  208. for (int i = 0; i < 8; i++) {
  209. glm::vec4 t = inverse * glm::vec4(frustumVertices[i], 1.0f);
  210. frustumVertices[i] = glm::vec3(t) / t.w;
  211. frustumVertices[i].y *= -1.0f;
  212. }
  213. // Set planes used for frustum culling
  214. planes[TOP].set(frustumVertices[NTR], frustumVertices[NTL], frustumVertices[FTL]);
  215. planes[BOTTOM].set(frustumVertices[NBL], frustumVertices[NBR], frustumVertices[FBR]);
  216. planes[LEFT].set(frustumVertices[NTL], frustumVertices[NBL], frustumVertices[FBL]);
  217. planes[RIGHT].set(frustumVertices[NBR], frustumVertices[NTR], frustumVertices[FBR]);
  218. planes[NEAR].set(frustumVertices[NTL], frustumVertices[NTR], frustumVertices[NBR]);
  219. planes[FAR].set(frustumVertices[FTR], frustumVertices[FTL], frustumVertices[FBL]);
  220. drawPos = getPosition();
  221. }
  222. bool Camera::boxInFrustum(BoundingBox b) {
  223. for (int i = 0; i < 6; i++) {
  224. int out = 0, in = 0;
  225. for (int c = 0; (c < 8) && ((in == 0) || (out == 0)); c++) {
  226. if (planes[i].distance(b.getCorner(c)) < 0)
  227. out++;
  228. else
  229. in++;
  230. }
  231. if (in == 0)
  232. return false;
  233. }
  234. return true;
  235. }
  236. void Camera::displayFrustum(glm::mat4 MVP) {
  237. std::vector<glm::vec3> verts;
  238. std::vector<glm::vec3> cols;
  239. std::vector<unsigned short> inds;
  240. // Near
  241. verts.push_back(frustumVertices[NTL]);
  242. verts.push_back(frustumVertices[NTR]);
  243. verts.push_back(frustumVertices[NBR]);
  244. verts.push_back(frustumVertices[NBL]);
  245. // Far
  246. verts.push_back(frustumVertices[FTR]);
  247. verts.push_back(frustumVertices[FTL]);
  248. verts.push_back(frustumVertices[FBL]);
  249. verts.push_back(frustumVertices[FBR]);
  250. // Top
  251. verts.push_back(frustumVertices[NTR]);
  252. verts.push_back(frustumVertices[NTL]);
  253. verts.push_back(frustumVertices[FTL]);
  254. verts.push_back(frustumVertices[FTR]);
  255. // Bottom
  256. verts.push_back(frustumVertices[NBL]);
  257. verts.push_back(frustumVertices[NBR]);
  258. verts.push_back(frustumVertices[FBR]);
  259. verts.push_back(frustumVertices[FBL]);
  260. // Left
  261. verts.push_back(frustumVertices[NTL]);
  262. verts.push_back(frustumVertices[NBL]);
  263. verts.push_back(frustumVertices[FBL]);
  264. verts.push_back(frustumVertices[FTL]);
  265. // Right
  266. verts.push_back(frustumVertices[NBR]);
  267. verts.push_back(frustumVertices[NTR]);
  268. verts.push_back(frustumVertices[FTR]);
  269. verts.push_back(frustumVertices[FBR]);
  270. for (int i = 0; i < 6; i++) {
  271. cols.push_back(frustumColors[i]);
  272. cols.push_back(frustumColors[i]);
  273. cols.push_back(frustumColors[i]);
  274. cols.push_back(frustumColors[i]);
  275. inds.push_back(4 * i);
  276. inds.push_back((4 * i) + 1);
  277. inds.push_back((4 * i) + 2);
  278. inds.push_back((4 * i) + 3);
  279. inds.push_back((4 * i) + 2);
  280. inds.push_back(4 * i);
  281. }
  282. Window::drawGL(verts, cols, inds, MVP);
  283. verts.clear();
  284. cols.clear();
  285. inds.clear();
  286. verts.push_back(drawPos);
  287. cols.push_back(glm::vec3(1.0f, 1.0f, 1.0f));
  288. inds.push_back(0);
  289. Window::drawGL(verts, cols, inds, MVP, GL_POINTS);
  290. }