Open Source Tomb Raider Engine
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Camera.cpp 11KB

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