ba832d83b2
Initial TAA support based on the implementation in Spartan Engine. Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
136 lines
5.6 KiB
C++
136 lines
5.6 KiB
C++
/*************************************************************************/
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/* camera_matrix.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef CAMERA_MATRIX_H
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#define CAMERA_MATRIX_H
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#include "core/math/math_defs.h"
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#include "core/math/vector3.h"
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#include "core/templates/vector.h"
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struct AABB;
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struct Plane;
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struct Rect2;
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struct Transform3D;
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struct Vector2;
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struct CameraMatrix {
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enum Planes {
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PLANE_NEAR,
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PLANE_FAR,
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PLANE_LEFT,
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PLANE_TOP,
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PLANE_RIGHT,
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PLANE_BOTTOM
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};
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real_t matrix[4][4];
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float determinant() const;
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void set_identity();
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void set_zero();
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void set_light_bias();
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void set_depth_correction(bool p_flip_y = true);
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void set_light_atlas_rect(const Rect2 &p_rect);
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void set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov = false);
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void set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov, int p_eye, real_t p_intraocular_dist, real_t p_convergence_dist);
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void set_for_hmd(int p_eye, real_t p_aspect, real_t p_intraocular_dist, real_t p_display_width, real_t p_display_to_lens, real_t p_oversample, real_t p_z_near, real_t p_z_far);
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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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void adjust_perspective_znear(real_t p_new_znear);
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static real_t get_fovy(real_t p_fovx, real_t p_aspect) {
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return Math::rad2deg(Math::atan(p_aspect * Math::tan(Math::deg2rad(p_fovx) * 0.5)) * 2.0);
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}
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real_t get_z_far() const;
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real_t get_z_near() const;
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real_t get_aspect() const;
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real_t get_fov() const;
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bool is_orthogonal() const;
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Vector<Plane> get_projection_planes(const Transform3D &p_transform) const;
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bool get_endpoints(const Transform3D &p_transform, Vector3 *p_8points) const;
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Vector2 get_viewport_half_extents() const;
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Vector2 get_far_plane_half_extents() const;
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void invert();
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CameraMatrix inverse() const;
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CameraMatrix operator*(const CameraMatrix &p_matrix) const;
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Plane xform4(const Plane &p_vec4) const;
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_FORCE_INLINE_ Vector3 xform(const Vector3 &p_vec3) const;
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operator String() const;
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void scale_translate_to_fit(const AABB &p_aabb);
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void add_jitter_offset(const Vector2 &p_offset);
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void make_scale(const Vector3 &p_scale);
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int get_pixels_per_meter(int p_for_pixel_width) const;
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operator Transform3D() const;
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void flip_y();
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bool operator==(const CameraMatrix &p_cam) const {
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for (uint32_t i = 0; i < 4; i++) {
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for (uint32_t j = 0; j < 4; j++) {
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if (matrix[i][j] != p_cam.matrix[i][j]) {
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return false;
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}
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}
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}
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return true;
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}
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bool operator!=(const CameraMatrix &p_cam) const {
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return !(*this == p_cam);
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}
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float get_lod_multiplier() const;
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CameraMatrix();
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CameraMatrix(const Transform3D &p_transform);
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~CameraMatrix();
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};
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Vector3 CameraMatrix::xform(const Vector3 &p_vec3) const {
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Vector3 ret;
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ret.x = matrix[0][0] * p_vec3.x + matrix[1][0] * p_vec3.y + matrix[2][0] * p_vec3.z + matrix[3][0];
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ret.y = matrix[0][1] * p_vec3.x + matrix[1][1] * p_vec3.y + matrix[2][1] * p_vec3.z + matrix[3][1];
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ret.z = matrix[0][2] * p_vec3.x + matrix[1][2] * p_vec3.y + matrix[2][2] * p_vec3.z + matrix[3][2];
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real_t w = matrix[0][3] * p_vec3.x + matrix[1][3] * p_vec3.y + matrix[2][3] * p_vec3.z + matrix[3][3];
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return ret / w;
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}
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#endif // CAMERA_MATRIX_H
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