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#include <u.h>
#include <libc.h>
#include <thread.h>
#include <draw.h>
#include <memdraw.h>
#include <geometry.h>
#include "libobj/obj.h"
#include "graphics.h"
#include "internal.h"
static void
updatestats(Camera *c, uvlong v)
{
c->stats.v = v;
c->stats.n++;
c->stats.acc += v;
c->stats.avg = c->stats.acc/c->stats.n;
c->stats.min = v < c->stats.min || c->stats.n == 1? v: c->stats.min;
c->stats.max = v > c->stats.max || c->stats.n == 1? v: c->stats.max;
c->stats.nframes++;
}
static void
updatetimes(Camera *c, Renderjob *j)
{
c->times.R[c->times.cur] = j->times.R;
c->times.E[c->times.cur] = j->times.E;
c->times.Tn[c->times.cur] = j->times.Tn;
c->times.Rn[c->times.cur] = j->times.Rn;
c->times.cur = ++c->times.cur % nelem(c->times.R);
}
static void
verifycfg(Camera *c)
{
assert(c->vp != nil);
if(c->projtype == PERSPECTIVE)
assert(c->fov > 0 && c->fov < 360*DEG);
assert(c->clip.n > 0 && c->clip.n < c->clip.f);
}
void
configcamera(Camera *c, Viewport *v, double fov, double n, double f, Projection p)
{
c->vp = v;
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)
{
c->p = p;
c->bz = focus.w == 0? focus: normvec3(subpt3(c->p, focus));
c->bx = normvec3(crossvec3(up, c->bz));
c->by = crossvec3(c->bz, c->bx);
}
void
aimcamera(Camera *c, Point3 focus)
{
placecamera(c, c->p, focus, c->by);
}
void
reloadcamera(Camera *c)
{
double a;
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;
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);
perspective(c->proj, c->fov, a, c->clip.n, c->clip.f);
break;
default: sysfatal("unknown projection type");
}
}
void
shootcamera(Camera *c, Shadertab *s)
{
Renderjob *job;
uvlong t0, t1;
job = emalloc(sizeof *job);
memset(job, 0, sizeof *job);
job->fb = c->vp->fbctl->getbb(c->vp->fbctl);
job->scene = c->s;
job->shaders = s;
job->donec = chancreate(sizeof(void*), 0);
c->vp->fbctl->reset(c->vp->fbctl);
t0 = nanosec();
sendp(c->rctl->c, job);
recvp(job->donec);
t1 = nanosec();
c->vp->fbctl->swap(c->vp->fbctl);
updatetimes(c, job);
chanfree(job->donec);
free(job);
updatestats(c, t1-t0);
}
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