1 /* Copyright (C) 2013 Wildfire Games.
2 * This file is part of 0 A.D.
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
19 * CCamera holds a view and a projection matrix. It also has a frustum
20 * which can be used to cull objects for rendering.
23 #ifndef INCLUDED_CAMERA
24 #define INCLUDED_CAMERA
27 #include "maths/BoundingBoxAligned.h"
28 #include "maths/Matrix3D.h"
45 // Methods for projection
46 void SetProjection(float nearp
, float farp
, float fov
);
47 void SetProjection(const CMatrix3D
& matrix
) { m_ProjMat
= matrix
; }
48 void SetProjectionTile(int tiles
, int tile_x
, int tile_y
);
49 CMatrix3D
& GetProjection() { return m_ProjMat
; }
50 const CMatrix3D
& GetProjection() const { return m_ProjMat
; }
52 CMatrix3D
& GetOrientation() { return m_Orientation
; }
53 const CMatrix3D
& GetOrientation() const { return m_Orientation
; }
55 CMatrix3D
GetViewProjection() const { return m_ProjMat
* m_Orientation
.GetInverse(); }
57 // Updates the frustum planes. Should be called
58 // everytime the view or projection matrices are
60 void UpdateFrustum(const CBoundingBoxAligned
& scissor
= CBoundingBoxAligned(CVector3D(-1.0f
, -1.0f
, -1.0f
), CVector3D(1.0f
, 1.0f
, 1.0f
)));
61 void ClipFrustum(const CPlane
& clipPlane
);
62 const CFrustum
& GetFrustum() const { return m_ViewFrustum
; }
64 void SetViewPort(const SViewPort
& viewport
);
65 const SViewPort
& GetViewPort() const { return m_ViewPort
; }
68 float GetNearPlane() const { return m_NearPlane
; }
69 float GetFarPlane() const { return m_FarPlane
; }
70 float GetFOV() const { return m_FOV
; }
72 // return four points in camera space at given distance from camera
73 void GetCameraPlanePoints(float dist
,CVector3D pts
[4]) const;
75 // Build a ray passing through the screen coordinate (px, py) and the camera
76 /////////////////////////////////////////////////////////////////////////////////////////
77 // BuildCameraRay: calculate origin and ray direction of a ray through
78 // the pixel (px,py) on the screen
79 void BuildCameraRay(int px
, int py
, CVector3D
& origin
, CVector3D
& dir
) const;
81 // General helpers that seem to fit here
83 // Get the screen-space coordinates corresponding to a given world-space position
84 void GetScreenCoordinates(const CVector3D
& world
, float& x
, float& y
) const;
86 // Get the point on the terrain corresponding to pixel (px,py) (or the mouse coordinates)
87 // The aboveWater parameter determines whether we want to stop at the water plane or also get underwater points
88 CVector3D
GetWorldCoordinates(int px
, int py
, bool aboveWater
=false) const;
89 // Get the point on the plane at height h corresponding to pixel (px,py)
90 CVector3D
GetWorldCoordinates(int px
, int py
, float h
) const;
91 // Get the point on the terrain (or water plane) the camera is pointing towards
92 CVector3D
GetFocus() const;
94 // Build an orientation matrix from camera position, camera focus point, and up-vector
95 void LookAt(const CVector3D
& camera
, const CVector3D
& orientation
, const CVector3D
& up
);
97 // Build an orientation matrix from camera position, camera orientation, and up-vector
98 void LookAlong(CVector3D camera
, CVector3D focus
, CVector3D up
);
101 * Render: Renders the camera's frustum in world space.
102 * The caller should set the color using glColorXy before calling Render.
104 * @param intermediates determines how many intermediate distance planes should
105 * be hinted at between the near and far planes
107 void Render(int intermediates
= 0) const;
110 // This is the orientation matrix. The inverse of this
111 // is the view matrix
112 CMatrix3D m_Orientation
;
114 // Should not be tweaked externally if possible
121 SViewPort m_ViewPort
;
123 CFrustum m_ViewFrustum
;