208 lines
4.9 KiB
C++
208 lines
4.9 KiB
C++
#include "Camera.hpp"
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#include "elements/Transformable.hpp"
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#include "interfaces/IRenderer.hpp"
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TSE::Camera* TSE::Camera::mainCamera = nullptr;
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TSE::ICameraHelper* TSE::Camera::helper = nullptr;
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float TSE::Camera::GetRenderScale() const
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{
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return RenderScale;
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}
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TSE::ProjectionType TSE::Camera::GetProjection() const
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{
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return projection;
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}
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float TSE::Camera::GetNearClippingPlane() const
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{
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return nearClippingPlane;
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}
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float TSE::Camera::GetFarClippingPlane() const
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{
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return farClippingPlane;
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}
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float TSE::Camera::GetFov() const
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{
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return fov;
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}
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TSE::Vector3 TSE::Camera::SceenPositionToGamePosition(Vector2 screenPos)
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{
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float x = 2.0f * screenPos.x / lastRtSize.x -1.0f;
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float y = 1.0f - 2.0f * screenPos.y / lastRtSize.y;
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float z = -1.0f;
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Vector4 ndc(x,y,x,1);
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Matrix4x4 InversProj = Matrix4x4(*projectionMatrix);
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InversProj.Invert();
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Vector4 camSpace = InversProj * ndc;
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camSpace = camSpace / camSpace.w;
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Vector3 relativPos(camSpace);
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relativPos.z = 0;
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return baseObject->LocalToGlobalPosition(relativPos);
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}
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void TSE::Camera::SetRenderScale(float v)
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{
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RenderScale = v; RecalculateProjMatrix();
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}
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void TSE::Camera::SetProjection(ProjectionType v)
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{
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projection = v; RecalculateProjMatrix();
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}
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void TSE::Camera::SetNearClippingPlane(float v)
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{
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nearClippingPlane = v; RecalculateProjMatrix();
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}
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void TSE::Camera::SetFarClippingPlane(float v)
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{
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farClippingPlane = v; RecalculateProjMatrix();
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}
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void TSE::Camera::SetFov(float v)
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{
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fov = v; RecalculateProjMatrix();
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}
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TSE::Camera::Camera()
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{
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}
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TSE::Camera::~Camera()
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{
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delete(projectionMatrix);
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if(mainCamera == this)
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mainCamera = nullptr;
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}
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void TSE::Camera::OnResize(float width, float height, IResizable *wnd)
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{
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lastRtSize = {width, height};
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RecalculateProjMatrix();
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}
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void TSE::Camera::SetRenderTarget(IRenderTarget *target)
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{
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if(rt != nullptr)
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rt->RemoveResizeNotifiable(this);
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if(target != nullptr)
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target->AddResizeNotifiable(this);
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rt = target;
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RecalculateProjMatrix();
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}
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TSE::IRenderTarget *TSE::Camera::GetRenderTarget()
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{
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return rt;
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}
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void TSE::Camera::RecalculateProjMatrix()
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{
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if(projectionMatrix)
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delete(projectionMatrix);
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if(projection == ProjectionType::Orthographic)
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{
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float x = lastRtSize.x / RenderScale;
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float y = lastRtSize.y / RenderScale;
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float mx = -x;
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float my = -y;
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projectionMatrix = new Matrix4x4(Matrix4x4::Orthographic(mx, x, my, y, nearClippingPlane, farClippingPlane));
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}
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else if(projection == ProjectionType::Perspective)
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{
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float x = lastRtSize.x / RenderScale;
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float y = lastRtSize.y / RenderScale;
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float aspectRatio = x / y;
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projectionMatrix = new Matrix4x4(Matrix4x4::Perspective(fov, aspectRatio, nearClippingPlane, farClippingPlane));
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}
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}
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void TSE::Camera::OnUpdate()
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{
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if(mainCamera == nullptr && baseObject->name != ".EditorCamera")
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{
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mainCamera = this;
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}
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if(rt != nullptr)
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IRenderer::camerasToRenderWith.push_back(this);
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}
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void TSE::Camera::Start()
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{
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if(mainCamera == nullptr && baseObject->name != ".EditorCamera")
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{
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mainCamera = this;
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}
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}
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TSE::Matrix4x4 BuildView_Zplus_RH(const TSE::Matrix4x4& world)
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{
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using namespace TSE;
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// Welt-Position (w=1)
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Vector3 pos = Vector3(world * Vector4(0,0,0,1));
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// Richtungsachsen in Welt (w=0, KEINE Translation!)
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Vector3 fwdWS = Vector3(world * Vector4(0,0,1,0)); // +Z vorwärts in Welt
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Vector3 upWS = Vector3(world * Vector4(0,1,0,0)); // +Y oben in Welt
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// Orthonormale Basis aufbauen (X+ soll "right" sein)
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Vector3 f = Vector3::Normalize(fwdWS);
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Vector3 r = Vector3::Normalize(Vector3::Cross(upWS, f)); // right = up × forward => (+1,0,0) im Identity-Fall
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Vector3 u = Vector3::Cross(f, r); // re-orthonormalisiertes up
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Matrix4x4 view(1.0f); // Identität als Basis
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// Row-major befüllen (Zeilen = r,u,-f), letzte Spalte = -dot(row, pos) bzw. +dot(f,pos)
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view.m[0][0] = r.x; view.m[0][1] = r.y; view.m[0][2] = r.z; view.m[0][3] = -Vector3::Dot(r, pos);
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view.m[1][0] = u.x; view.m[1][1] = u.y; view.m[1][2] = u.z; view.m[1][3] = -Vector3::Dot(u, pos);
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view.m[2][0] = -f.x; view.m[2][1] = -f.y; view.m[2][2] = -f.z; view.m[2][3] = Vector3::Dot(f, pos);
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view.m[3][0] = 0.0f; view.m[3][1] = 0.0f; view.m[3][2] = 0.0f; view.m[3][3] = 1.0f;
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return view;
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}
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void TSE::Camera::PreDraw(IShader *shader)
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{
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rt->Bind();
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shader->SetUniform("prMatrix", projectionMatrix);
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auto worlmatrix = baseObject->GetGlobalMatrix();
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viewMatrix = BuildView_Zplus_RH(worlmatrix);
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shader->SetUniform("camMatrix", &viewMatrix);
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helper->OnRenderTargetChanged(lastRtSize.x, lastRtSize.y);
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}
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void TSE::Camera::PostDraw()
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{
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rt->Unbind();
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}
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void TSE::Camera::Bind()
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{
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rt->Bind();
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}
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void TSE::Camera::Unbind()
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{
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rt->Unbind();
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}
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void TSE::Camera::UpdateRenderTarget()
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{
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rt->Update();
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}
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