Add FRUSTUM camera mode, allowing tilted frustums
This new camera mode makes it easy to create tilted frustums for mirror or portal effects. This work was kindly sponsored by IMVU.
This commit is contained in:
parent
c7ba1e210e
commit
54b95b6c5a
11 changed files with 133 additions and 27 deletions
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@ -210,6 +210,14 @@ void CameraMatrix::set_frustum(real_t p_left, real_t p_right, real_t p_bottom, r
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te[15] = 0;
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}
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void CameraMatrix::set_frustum(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov) {
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if (!p_flip_fov) {
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p_size *= p_aspect;
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}
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set_frustum(-p_size / 2 + p_offset.x, +p_size / 2 + p_offset.x, -p_size / p_aspect / 2 + p_offset.y, +p_size / p_aspect / 2 + p_offset.y, p_near, p_far);
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}
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real_t CameraMatrix::get_z_far() const {
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const real_t *matrix = (const real_t *)this->matrix;
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@ -61,6 +61,7 @@ struct CameraMatrix {
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void set_orthogonal(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_znear, real_t p_zfar);
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void set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov = false);
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void set_frustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far);
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void set_frustum(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov = false);
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static real_t get_fovy(real_t p_fovx, real_t p_aspect) {
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@ -1294,6 +1294,28 @@ void CameraSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
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Ref<Material> material = get_material("camera_material", p_gizmo);
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Ref<Material> icon = get_material("camera_icon", p_gizmo);
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#define ADD_TRIANGLE(m_a, m_b, m_c) \
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{ \
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lines.push_back(m_a); \
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lines.push_back(m_b); \
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lines.push_back(m_b); \
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lines.push_back(m_c); \
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lines.push_back(m_c); \
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lines.push_back(m_a); \
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}
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#define ADD_QUAD(m_a, m_b, m_c, m_d) \
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{ \
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lines.push_back(m_a); \
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lines.push_back(m_b); \
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lines.push_back(m_b); \
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lines.push_back(m_c); \
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lines.push_back(m_c); \
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lines.push_back(m_d); \
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lines.push_back(m_d); \
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lines.push_back(m_a); \
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}
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switch (camera->get_projection()) {
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case Camera::PROJECTION_PERSPECTIVE: {
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@ -1306,16 +1328,6 @@ void CameraSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
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nside.x = -nside.x;
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Vector3 up = Vector3(0, side.x, 0);
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#define ADD_TRIANGLE(m_a, m_b, m_c) \
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{ \
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lines.push_back(m_a); \
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lines.push_back(m_b); \
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lines.push_back(m_b); \
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lines.push_back(m_c); \
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lines.push_back(m_c); \
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lines.push_back(m_a); \
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}
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ADD_TRIANGLE(Vector3(), side + up, side - up);
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ADD_TRIANGLE(Vector3(), nside + up, nside - up);
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ADD_TRIANGLE(Vector3(), side + up, nside + up);
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@ -1330,17 +1342,6 @@ void CameraSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
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} break;
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case Camera::PROJECTION_ORTHOGONAL: {
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#define ADD_QUAD(m_a, m_b, m_c, m_d) \
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{ \
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lines.push_back(m_a); \
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lines.push_back(m_b); \
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lines.push_back(m_b); \
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lines.push_back(m_c); \
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lines.push_back(m_c); \
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lines.push_back(m_d); \
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lines.push_back(m_d); \
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lines.push_back(m_a); \
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}
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float size = camera->get_size();
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float hsize = size * 0.5;
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@ -1353,6 +1354,7 @@ void CameraSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
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ADD_QUAD(-up - right + back, -up + right + back, up + right + back, up - right + back);
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ADD_QUAD(up + right, up + right + back, up - right + back, up - right);
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ADD_QUAD(-up + right, -up + right + back, -up - right + back, -up - right);
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handles.push_back(right + back);
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right.x *= 0.25;
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@ -1360,8 +1362,30 @@ void CameraSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
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ADD_TRIANGLE(tup, right + up + back, -right + up + back);
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} break;
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case Camera::PROJECTION_FRUSTUM: {
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float hsize = camera->get_size() / 2.0;
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Vector3 side = Vector3(hsize, 0, -camera->get_znear()).normalized();
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Vector3 nside = side;
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nside.x = -nside.x;
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Vector3 up = Vector3(0, side.x, 0);
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Vector3 offset = Vector3(camera->get_frustum_offset().x, camera->get_frustum_offset().y, 0.0);
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ADD_TRIANGLE(Vector3(), side + up + offset, side - up + offset);
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ADD_TRIANGLE(Vector3(), nside + up + offset, nside - up + offset);
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ADD_TRIANGLE(Vector3(), side + up + offset, nside + up + offset);
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ADD_TRIANGLE(Vector3(), side - up + offset, nside - up + offset);
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side.x *= 0.25;
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nside.x *= 0.25;
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Vector3 tup(0, up.y * 3 / 2, side.z);
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ADD_TRIANGLE(tup + offset, side + up + offset, nside + up + offset);
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}
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}
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#undef ADD_TRIANGLE
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#undef ADD_QUAD
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p_gizmo->add_lines(lines, material);
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p_gizmo->add_unscaled_billboard(icon, 0.05);
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p_gizmo->add_handles(handles, get_material("handles"));
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@ -55,16 +55,23 @@ void Camera::_update_camera_mode() {
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case PROJECTION_ORTHOGONAL: {
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set_orthogonal(size, near, far);
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} break;
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case PROJECTION_FRUSTUM: {
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set_frustum(size, frustum_offset, near, far);
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} break;
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}
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}
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void Camera::_validate_property(PropertyInfo &p_property) const {
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if (p_property.name == "fov") {
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if (mode == PROJECTION_ORTHOGONAL) {
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if (mode != PROJECTION_PERSPECTIVE) {
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p_property.usage = PROPERTY_USAGE_NOEDITOR;
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}
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} else if (p_property.name == "size") {
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if (mode == PROJECTION_PERSPECTIVE) {
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if (mode != PROJECTION_ORTHOGONAL && mode != PROJECTION_FRUSTUM) {
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p_property.usage = PROPERTY_USAGE_NOEDITOR;
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}
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} else if (p_property.name == "frustum_offset") {
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if (mode != PROJECTION_FRUSTUM) {
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p_property.usage = PROPERTY_USAGE_NOEDITOR;
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}
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}
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@ -177,8 +184,24 @@ void Camera::set_orthogonal(float p_size, float p_z_near, float p_z_far) {
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update_gizmo();
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}
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void Camera::set_frustum(float p_size, Vector2 p_offset, float p_z_near, float p_z_far) {
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if (!force_change && size == p_size && frustum_offset == p_offset && p_z_near == near && p_z_far == far && mode == PROJECTION_FRUSTUM)
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return;
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size = p_size;
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frustum_offset = p_offset;
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near = p_z_near;
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far = p_z_far;
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mode = PROJECTION_FRUSTUM;
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force_change = false;
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VisualServer::get_singleton()->camera_set_frustum(camera, size, frustum_offset, near, far);
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update_gizmo();
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}
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void Camera::set_projection(Camera::Projection p_mode) {
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if (p_mode == PROJECTION_PERSPECTIVE || p_mode == PROJECTION_ORTHOGONAL) {
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if (p_mode == PROJECTION_PERSPECTIVE || p_mode == PROJECTION_ORTHOGONAL || p_mode == PROJECTION_FRUSTUM) {
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mode = p_mode;
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_update_camera_mode();
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_change_notify();
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@ -468,16 +491,19 @@ void Camera::_bind_methods() {
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ClassDB::bind_method(D_METHOD("project_position", "screen_point"), &Camera::project_position);
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ClassDB::bind_method(D_METHOD("set_perspective", "fov", "z_near", "z_far"), &Camera::set_perspective);
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ClassDB::bind_method(D_METHOD("set_orthogonal", "size", "z_near", "z_far"), &Camera::set_orthogonal);
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ClassDB::bind_method(D_METHOD("set_frustum", "size", "offset", "z_near", "z_far"), &Camera::set_frustum);
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ClassDB::bind_method(D_METHOD("make_current"), &Camera::make_current);
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ClassDB::bind_method(D_METHOD("clear_current", "enable_next"), &Camera::clear_current, DEFVAL(true));
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ClassDB::bind_method(D_METHOD("set_current"), &Camera::set_current);
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ClassDB::bind_method(D_METHOD("is_current"), &Camera::is_current);
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ClassDB::bind_method(D_METHOD("get_camera_transform"), &Camera::get_camera_transform);
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ClassDB::bind_method(D_METHOD("get_fov"), &Camera::get_fov);
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ClassDB::bind_method(D_METHOD("get_frustum_offset"), &Camera::get_frustum_offset);
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ClassDB::bind_method(D_METHOD("get_size"), &Camera::get_size);
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ClassDB::bind_method(D_METHOD("get_zfar"), &Camera::get_zfar);
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ClassDB::bind_method(D_METHOD("get_znear"), &Camera::get_znear);
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ClassDB::bind_method(D_METHOD("set_fov"), &Camera::set_fov);
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ClassDB::bind_method(D_METHOD("set_frustum_offset"), &Camera::set_frustum_offset);
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ClassDB::bind_method(D_METHOD("set_size"), &Camera::set_size);
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ClassDB::bind_method(D_METHOD("set_zfar"), &Camera::set_zfar);
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ClassDB::bind_method(D_METHOD("set_znear"), &Camera::set_znear);
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@ -508,15 +534,17 @@ void Camera::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "h_offset"), "set_h_offset", "get_h_offset");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "v_offset"), "set_v_offset", "get_v_offset");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "doppler_tracking", PROPERTY_HINT_ENUM, "Disabled,Idle,Physics"), "set_doppler_tracking", "get_doppler_tracking");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "projection", PROPERTY_HINT_ENUM, "Perspective,Orthogonal"), "set_projection", "get_projection");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "projection", PROPERTY_HINT_ENUM, "Perspective,Orthogonal,Frustum"), "set_projection", "get_projection");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "current"), "set_current", "is_current");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "fov", PROPERTY_HINT_RANGE, "1,179,0.1"), "set_fov", "get_fov");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "size", PROPERTY_HINT_RANGE, "0.1,16384,0.01"), "set_size", "get_size");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "frustum_offset"), "set_frustum_offset", "get_frustum_offset");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "near", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01,or_greater"), "set_znear", "get_znear");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "far", PROPERTY_HINT_EXP_RANGE, "0.1,8192,0.1,or_greater"), "set_zfar", "get_zfar");
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BIND_ENUM_CONSTANT(PROJECTION_PERSPECTIVE);
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BIND_ENUM_CONSTANT(PROJECTION_ORTHOGONAL);
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BIND_ENUM_CONSTANT(PROJECTION_FRUSTUM);
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BIND_ENUM_CONSTANT(KEEP_WIDTH);
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BIND_ENUM_CONSTANT(KEEP_HEIGHT);
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@ -541,6 +569,10 @@ float Camera::get_znear() const {
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return near;
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}
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Vector2 Camera::get_frustum_offset() const {
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return frustum_offset;
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}
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float Camera::get_zfar() const {
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return far;
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@ -568,6 +600,11 @@ void Camera::set_znear(float p_znear) {
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_update_camera_mode();
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}
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void Camera::set_frustum_offset(Vector2 p_offset) {
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frustum_offset = p_offset;
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_update_camera_mode();
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}
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void Camera::set_zfar(float p_zfar) {
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far = p_zfar;
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_update_camera_mode();
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@ -646,6 +683,7 @@ Camera::Camera() {
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camera = VisualServer::get_singleton()->camera_create();
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size = 1;
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fov = 0;
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frustum_offset = Vector2();
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near = 0;
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far = 0;
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current = false;
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@ -46,7 +46,8 @@ public:
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enum Projection {
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PROJECTION_PERSPECTIVE,
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PROJECTION_ORTHOGONAL
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PROJECTION_ORTHOGONAL,
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PROJECTION_FRUSTUM
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};
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enum KeepAspect {
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@ -68,6 +69,7 @@ private:
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float fov;
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float size;
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Vector2 frustum_offset;
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float near, far;
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float v_offset;
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float h_offset;
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@ -110,6 +112,7 @@ public:
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void set_perspective(float p_fovy_degrees, float p_z_near, float p_z_far);
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void set_orthogonal(float p_size, float p_z_near, float p_z_far);
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void set_frustum(float p_size, Vector2 p_offset, float p_near, float p_far);
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void set_projection(Camera::Projection p_mode);
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void make_current();
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@ -123,12 +126,15 @@ public:
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float get_size() const;
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float get_zfar() const;
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float get_znear() const;
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Vector2 get_frustum_offset() const;
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Projection get_projection() const;
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void set_fov(float p_fov);
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void set_size(float p_size);
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void set_zfar(float p_zfar);
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void set_znear(float p_znear);
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void set_frustum_offset(Vector2 p_offset);
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virtual Transform get_camera_transform() const;
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@ -429,6 +429,7 @@ public:
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BIND0R(RID, camera_create)
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BIND4(camera_set_perspective, RID, float, float, float)
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BIND4(camera_set_orthogonal, RID, float, float, float)
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BIND5(camera_set_frustum, RID, float, Vector2, float, float)
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BIND2(camera_set_transform, RID, const Transform &)
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BIND2(camera_set_cull_mask, RID, uint32_t)
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BIND2(camera_set_environment, RID, RID)
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@ -61,6 +61,16 @@ void VisualServerScene::camera_set_orthogonal(RID p_camera, float p_size, float
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camera->zfar = p_z_far;
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}
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void VisualServerScene::camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) {
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Camera *camera = camera_owner.get(p_camera);
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ERR_FAIL_COND(!camera);
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camera->type = Camera::FRUSTUM;
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camera->size = p_size;
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camera->offset = p_offset;
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camera->znear = p_z_near;
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camera->zfar = p_z_far;
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}
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void VisualServerScene::camera_set_transform(RID p_camera, const Transform &p_transform) {
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Camera *camera = camera_owner.get(p_camera);
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@ -1720,6 +1730,17 @@ void VisualServerScene::render_camera(RID p_camera, RID p_scenario, Size2 p_view
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ortho = false;
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} break;
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case Camera::FRUSTUM: {
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camera_matrix.set_frustum(
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camera->size,
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p_viewport_size.width / (float)p_viewport_size.height,
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camera->offset,
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camera->znear,
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camera->zfar,
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camera->vaspect);
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ortho = false;
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} break;
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}
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_prepare_scene(camera->transform, camera_matrix, ortho, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
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@ -77,12 +77,14 @@ public:
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enum Type {
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PERSPECTIVE,
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ORTHOGONAL
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ORTHOGONAL,
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FRUSTUM
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};
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Type type;
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float fov;
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float znear, zfar;
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float size;
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Vector2 offset;
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uint32_t visible_layers;
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bool vaspect;
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RID env;
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@ -97,6 +99,7 @@ public:
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znear = 0.05;
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zfar = 100;
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size = 1.0;
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offset = Vector2();
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vaspect = false;
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}
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};
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@ -106,6 +109,7 @@ public:
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virtual RID camera_create();
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virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far);
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virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);
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virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far);
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virtual void camera_set_transform(RID p_camera, const Transform &p_transform);
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virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers);
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virtual void camera_set_environment(RID p_camera, RID p_env);
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||||
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@ -359,6 +359,7 @@ public:
|
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FUNCRID(camera)
|
||||
FUNC4(camera_set_perspective, RID, float, float, float)
|
||||
FUNC4(camera_set_orthogonal, RID, float, float, float)
|
||||
FUNC5(camera_set_frustum, RID, float, Vector2, float, float)
|
||||
FUNC2(camera_set_transform, RID, const Transform &)
|
||||
FUNC2(camera_set_cull_mask, RID, uint32_t)
|
||||
FUNC2(camera_set_environment, RID, RID)
|
||||
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@ -1863,6 +1863,7 @@ void VisualServer::_bind_methods() {
|
|||
ClassDB::bind_method(D_METHOD("camera_create"), &VisualServer::camera_create);
|
||||
ClassDB::bind_method(D_METHOD("camera_set_perspective", "camera", "fovy_degrees", "z_near", "z_far"), &VisualServer::camera_set_perspective);
|
||||
ClassDB::bind_method(D_METHOD("camera_set_orthogonal", "camera", "size", "z_near", "z_far"), &VisualServer::camera_set_orthogonal);
|
||||
ClassDB::bind_method(D_METHOD("camera_set_frustum", "camera", "size", "offset", "z_near", "z_far"), &VisualServer::camera_set_frustum);
|
||||
ClassDB::bind_method(D_METHOD("camera_set_transform", "camera", "transform"), &VisualServer::camera_set_transform);
|
||||
ClassDB::bind_method(D_METHOD("camera_set_cull_mask", "camera", "layers"), &VisualServer::camera_set_cull_mask);
|
||||
ClassDB::bind_method(D_METHOD("camera_set_environment", "camera", "env"), &VisualServer::camera_set_environment);
|
||||
|
|
|
@ -583,6 +583,7 @@ public:
|
|||
virtual RID camera_create() = 0;
|
||||
virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) = 0;
|
||||
virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) = 0;
|
||||
virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) = 0;
|
||||
virtual void camera_set_transform(RID p_camera, const Transform &p_transform) = 0;
|
||||
virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers) = 0;
|
||||
virtual void camera_set_environment(RID p_camera, RID p_env) = 0;
|
||||
|
|
Loading…
Reference in a new issue