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author | rodri <rgl@antares-labs.eu> | 2024-07-13 20:50:13 +0000 |
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committer | rodri <rgl@antares-labs.eu> | 2024-07-13 20:50:13 +0000 |
commit | aa277571f316168d7ccf043c76bd2abd97e5bacd (patch) | |
tree | a3122a0a7ca2ed32fcd540343f38be2ec4effef1 | |
parent | 82888bed1931e83ed1401485033cb9f7acdadc94 (diff) | |
download | libgraphics-aa277571f316168d7ccf043c76bd2abd97e5bacd.tar.gz libgraphics-aa277571f316168d7ccf043c76bd2abd97e5bacd.tar.bz2 libgraphics-aa277571f316168d7ccf043c76bd2abd97e5bacd.zip |
new camera interface.
-rw-r--r-- | camera.c | 83 | ||||
-rw-r--r-- | graphics.h | 10 | ||||
-rw-r--r-- | viewport.c | 1 |
3 files changed, 74 insertions, 20 deletions
@@ -106,12 +106,40 @@ verifycfg(Camera *c) assert(c->clip.n > 0 && c->clip.n < c->clip.f); } -/* TODO the current camera abstraction is quite dirty, not pleasant to work with. make it better. */ -//Camera * -//Cam(Camcfg cfg) -//{ -// -//} +Camera * +Cam(Rectangle vr, Renderer *r, Projection p, double fov, double clipn, double clipf) +{ + Camera *c; + + c = newcamera(); + c->vp = mkviewport(vr); + c->rctl = r; + c->projtype = p; + c->fov = fov; + c->clip.n = clipn; + c->clip.f = clipf; + reloadcamera(c); + return c; +} + +Camera * +newcamera(void) +{ + Camera *c; + + c = emalloc(sizeof *c); + memset(c, 0, sizeof *c); + return c; +} + +void +delcamera(Camera *c) +{ + if(c == nil) + return; + rmviewport(c->vp); + free(c); +} void reloadcamera(Camera *c) @@ -120,16 +148,17 @@ reloadcamera(Camera *c) double l, r, b, t; verifycfg(c); + switch(c->projtype){ case ORTHOGRAPHIC: - r = Dx(c->vp->fbctl->fb[0]->r)/2; - t = Dy(c->vp->fbctl->fb[0]->r)/2; + r = Dx(c->vp->r)/2; + t = Dy(c->vp->r)/2; l = -r; b = -t; orthographic(c->proj, l, r, b, t, c->clip.n, c->clip.f); break; case PERSPECTIVE: - a = (double)Dx(c->vp->fbctl->fb[0]->r)/Dy(c->vp->fbctl->fb[0]->r); + a = (double)Dx(c->vp->r)/Dy(c->vp->r); perspective(c->proj, c->fov, a, c->clip.n, c->clip.f); break; default: sysfatal("unknown projection type"); @@ -137,19 +166,19 @@ reloadcamera(Camera *c) } void -configcamera(Camera *c, Viewport *v, double fov, double n, double f, Projection p) +configcamera(Camera *c, Projection p, double fov, double n, double f) { - c->vp = v; + c->projtype = p; c->fov = fov; c->clip.n = n; c->clip.f = f; - c->projtype = p; reloadcamera(c); } void -placecamera(Camera *c, Point3 p, Point3 focus, Point3 up) +placecamera(Camera *c, Scene *s, Point3 p, Point3 focus, Point3 up) { + c->scene = s; c->p = p; c->bz = focus.w == 0? focus: normvec3(subpt3(c->p, focus)); c->bx = normvec3(crossvec3(up, c->bz)); @@ -157,9 +186,25 @@ placecamera(Camera *c, Point3 p, Point3 focus, Point3 up) } void +movecamera(Camera *c, Point3 p) +{ + c->p = p.w == 0? addpt3(c->p, p): p; +} + +void +rotatecamera(Camera *c, Point3 axis, double θ) +{ + c->bx = qrotate(c->bx, axis, θ); + c->by = qrotate(c->by, axis, θ); + c->bz = qrotate(c->bz, axis, θ); +} + +void aimcamera(Camera *c, Point3 focus) { - placecamera(c, c->p, focus, c->by); + c->bz = focus.w == 0? focus: normvec3(subpt3(c->p, focus)); + c->bx = normvec3(crossvec3(c->by, c->bz)); + c->by = crossvec3(c->bz, c->bx); } void @@ -167,16 +212,19 @@ shootcamera(Camera *c, Shadertab *s) { static Scene *skyboxscene; static Shadertab skyboxshader = { nil, skyboxvs, skyboxfs }; + Camera cam; Model *mdl; Renderjob *job; uvlong t0, t1; + assert(c->vp != nil && c->rctl != nil && s != nil); + job = emalloc(sizeof *job); memset(job, 0, sizeof *job); job->fb = c->vp->fbctl->getbb(c->vp->fbctl); - job->camera = emalloc(sizeof *c); - *job->camera = *c; - job->scene = dupscene(c->scene); /* take a snapshot */ + cam = *c; + job->camera = &cam; + job->scene = dupscene(c->scene); /* take a snapshot */ job->shaders = s; job->donec = chancreate(sizeof(void*), 0); @@ -209,6 +257,5 @@ shootcamera(Camera *c, Shadertab *s) updatetimes(c, job); chanfree(job->donec); - free(job->camera); free(job); } @@ -267,6 +267,7 @@ struct Viewport { RFrame; Framebufctl *fbctl; + Rectangle r; void (*draw)(Viewport*, Image*); void (*memdraw)(Viewport*, Memimage*); @@ -298,9 +299,14 @@ struct Camera }; /* camera */ +Camera *Cam(Rectangle, Renderer*, Projection, double, double, double); +Camera *newcamera(void); +void delcamera(Camera*); void reloadcamera(Camera*); -void configcamera(Camera*, Viewport*, double, double, double, Projection); -void placecamera(Camera*, Point3, Point3, Point3); +void configcamera(Camera*, Projection, double, double, double); +void placecamera(Camera*, Scene*, Point3, Point3, Point3); +void movecamera(Camera*, Point3); +void rotatecamera(Camera*, Point3, double); void aimcamera(Camera*, Point3); void shootcamera(Camera*, Shadertab*); @@ -36,6 +36,7 @@ mkviewport(Rectangle r) v->bx = Vec2(1,0); v->by = Vec2(0,1); v->fbctl = mkfbctl(r); + v->r = r; v->draw = viewport_draw; v->memdraw = viewport_memdraw; v->getfb = viewport_getfb; |