d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
106 lines
4.2 KiB
C++
106 lines
4.2 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 "transform.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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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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float matrix[4][4];
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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_perspective(float p_fovy_degrees, float p_aspect, float p_z_near, float p_z_far,bool p_flip_fov=false);
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void set_orthogonal(float p_left, float p_right, float p_bottom, float p_top, float p_znear, float p_zfar);
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void set_orthogonal(float p_size, float p_aspect, float p_znear, float p_zfar,bool p_flip_fov=false);
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void set_frustum(float p_left, float p_right, float p_bottom, float p_top, float p_near, float p_far);
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static float get_fovy(float p_fovx,float 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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float get_z_far() const;
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float get_z_near() const;
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float get_aspect() const;
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float get_fov() const;
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Vector<Plane> get_projection_planes(const Transform& p_transform) const;
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bool get_endpoints(const Transform& p_transform,Vector3 *p_8points) const;
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void get_viewport_size(float& r_width, float& r_height) 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);
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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 make_scale(const Vector3 &p_scale);
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operator Transform() const;
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CameraMatrix();
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CameraMatrix(const Transform& 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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float 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
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