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#include "Headers/Camera.h"

#include "Rendering/Headers/Frustum.h"
#include "Hardware/Video/Headers/GFXDevice.h"
#include "Managers/Headers/SceneManager.h"

Camera::Camera(const CameraType& type) : Resource(),
									     _saved(false),
										 _viewMatrixDirty(true),
									     _mouseSensitivity(1.0f),
									     _moveSpeedFactor(1.0f),
									     _turnSpeedFactor(0.1f),
										 _cameraMoveSpeed(1.0f),
										 _cameraTurnSpeed(1.0f),
										 _camIOD(0.5f),
									     _type(type)
{
	_savedFloats[0] = 0.0f;
	_savedFloats[1] = 0.0f;
	_savedFloats[2] = 0.0f;
	_savedFloats[3] = 0.0f;
	_eye.set(0.0f, 0.0f, 0.0f);
    _xAxis.set(1.0f, 0.0f, 0.0f);
    _yAxis.set(0.0f, 1.0f, 0.0f);
    _zAxis.set(0.0f, 0.0f, 1.0f);
    _viewDir.set(0.0f, 0.0f, -1.0f);
	_fixedYawAxis.set(WORLD_Y_AXIS);
	_accumPitchDegrees = 0.0f;
	_orientation.identity();
	_viewMatrix.identity();
	_reflectedViewMatrix.identity();
	_yawFixed = false;
}

void Camera::saveCamera(){
	_savedVectors[0]  = _eye;
	_savedVectors[1]  = _fixedYawAxis;
	_savedFloats[0]   = _camIOD;
	_savedFloats[1]   = _moveSpeedFactor;
	_savedFloats[2]   = _turnSpeedFactor;
	_savedFloats[3]   = _mouseSensitivity;
	_savedOrientation = _orientation;
	_savedYawState    = _yawFixed;
	_saved = true;
}

void Camera::restoreCamera() {
	if(_saved) {
		_eye              = _savedVectors[0];
		_fixedYawAxis     = _savedVectors[1];
		_camIOD           = _savedFloats[0];
		_moveSpeedFactor  = _savedFloats[1];
	    _turnSpeedFactor  = _savedFloats[2];
	    _mouseSensitivity = _savedFloats[3];
		_orientation      = _savedOrientation;
		_yawFixed         = _savedYawState;
		updateViewMatrix();
		_saved = false;
	}
}

void Camera::tick(U32 elapsedTime) {
	//static bool oddFrame = true;
	_cameraMoveSpeed = FRAME_SPEED_FACTOR * _moveSpeedFactor;
	_cameraTurnSpeed = FRAME_SPEED_FACTOR * _turnSpeedFactor;
	//if(oddFrame) 
		_orientation.normalize();
	//oddFrame = !oddFrame;
}

void Camera::setGlobalRotation(F32 yaw, F32 pitch, F32 roll) { 
	Quaternion<F32> pitchRot(WORLD_X_AXIS, -pitch);
	Quaternion<F32> yawRot(WORLD_Y_AXIS, -yaw);
	if(!IS_ZERO(roll)){
		Quaternion<F32> rollRot;
		rollRot.fromAxisAngle(WORLD_Z_AXIS, -roll);
		setRotation(yawRot * pitchRot * rollRot);
	}else{
		setRotation(yawRot * pitchRot);
	}
}

void Camera::rotate(const Quaternion<F32>& q) {
	if(_type == FIRST_PERSON){
		vec3<F32> euler;
		q.getEuler(&euler);
		rotate(euler.yaw, euler.pitch,euler.roll);
	}else{
		Quaternion<F32> rot = q;
		rot.normalize();
		_orientation = rot * _orientation;
	}

     _viewMatrixDirty = true;
}

void Camera::rotate(F32 yaw, F32 pitch, F32 roll) {

	yaw   =   -yaw * _cameraTurnSpeed;
	pitch = -pitch * _cameraTurnSpeed;
	roll  =  -roll * _cameraTurnSpeed;
	
	if(_type == FIRST_PERSON){
	    _accumPitchDegrees += pitch;

		if (_accumPitchDegrees > 90.0f){
			pitch = 90.0f - (_accumPitchDegrees - pitch);
			_accumPitchDegrees = 90.0f;
		}

		if (_accumPitchDegrees < -90.0f){
			pitch = -90.0f - (_accumPitchDegrees - pitch);
			_accumPitchDegrees = -90.0f;
		}

		Quaternion<F32> rot;

		// Rotate camera about the world y axis.
		// Note the order the quaternions are multiplied. That is important!
		if (yaw != 0.0f){
			rot.fromAxisAngle(WORLD_Y_AXIS, yaw);
			_orientation = rot * _orientation;
		}

		// Rotate camera about its local x axis.
		// Note the order the quaternions are multiplied. That is important!
		if (pitch != 0.0f){
			rot.fromAxisAngle(WORLD_X_AXIS, pitch);
			_orientation = _orientation * rot;
		}
	}else{
		_orientation *= Quaternion<F32>(pitch,yaw,roll);
	}

	 _viewMatrixDirty = true;
}

void Camera::move(F32 dx, F32 dy, F32 dz) {

	_eye += _xAxis * dx * _cameraMoveSpeed;
	_eye += WORLD_Y_AXIS * dy * _cameraMoveSpeed;

    if (_type == FIRST_PERSON){
        // Calculate the forward direction. Can't just use the camera's local
        // z axis as doing so will cause the camera to move more slowly as the
        // camera's view approaches 90 degrees straight up and down.
		vec3<F32> forward;
        forward.cross(WORLD_Y_AXIS, _xAxis);
        forward.normalize();
		_eye += forward * dz * _cameraMoveSpeed;
    }else{
		_eye += _viewDir * dz * _cameraMoveSpeed;
    }
    
    _viewMatrixDirty = true;
}

void Camera::lookAt(const vec3<F32>& eye, const vec3<F32>& target, const vec3<F32>& up) {
    _eye = eye;

    _zAxis = eye - target;
    _zAxis.normalize();
    _xAxis.cross(up, _zAxis);
    _xAxis.normalize();
    _yAxis.cross(_zAxis, _xAxis);
    _yAxis.normalize();

    _viewDir = -_zAxis;

    _viewMatrix.m[0][0] = _xAxis.x;
    _viewMatrix.m[1][0] = _xAxis.y;
    _viewMatrix.m[2][0] = _xAxis.z;
    _viewMatrix.m[3][0] = -_xAxis.dot(eye);

    _viewMatrix.m[0][1] = _yAxis.x;
    _viewMatrix.m[1][1] = _yAxis.y;
    _viewMatrix.m[2][1] = _yAxis.z;
    _viewMatrix.m[3][1] = -_yAxis.dot(eye);

    _viewMatrix.m[0][2] = _zAxis.x;
    _viewMatrix.m[1][2] = _zAxis.y;
    _viewMatrix.m[2][2] = _zAxis.z;    
    _viewMatrix.m[3][2] = -_zAxis.dot(eye);

    // Extract the pitch angle from the view matrix.
    _accumPitchDegrees = DEGREES(asinf(_zAxis.y));

    _orientation.fromMatrix(_viewMatrix);

	_viewMatrixDirty = false;
}

void Camera::renderAnaglyph(bool rightEye){
	GFX_DEVICE.setAnaglyphFrustum(_camIOD,rightEye);
	if(rightEye) _eye.x += _camIOD/2;
	else         _eye.x -= _camIOD/2;

	_viewMatrixDirty = true;

	renderLookAt();
}

///Tell the rendering API to set up our desired PoV
void Camera::renderLookAt(bool invertX) {
	updateViewMatrix();

	if(invertX) _viewMatrix.scale(vec3<F32>(-1,1,1));
	//Tell the Rendering API to draw from our desired PoV
	GFX_DEVICE.lookAt(_viewMatrix, _viewDir);
	//Extract the frustum associated with our current PoV
	Frustum::getInstance().Extract(_eye);
	//Inform all listeners of a new event
    updateListeners();
}

void Camera::renderLookAtReflected(const Plane<F32>& reflectionPlane, bool invertX){
	updateViewMatrix();

	_reflectedViewMatrix.reflect(reflectionPlane);
	if(invertX) _reflectedViewMatrix.scale(vec3<F32>(-1,1,1));
	GFX_DEVICE.lookAt(_reflectedViewMatrix * _viewMatrix, _reflectedViewMatrix * _viewDir);
	//Extract the frustum associated with our current PoV
	Frustum::getInstance().Extract(_reflectedViewMatrix * _eye);
	//Inform all listeners of a new event
    updateListeners();
}

void Camera::updateViewMatrix(){

	if(!_viewMatrixDirty)
		return;
		
	// Reconstruct the view matrix.
    _viewMatrix = _orientation.getMatrix();

    _xAxis.set(_viewMatrix.m[0][0], _viewMatrix.m[1][0], _viewMatrix.m[2][0]);
    _yAxis.set(_viewMatrix.m[0][1], _viewMatrix.m[1][1], _viewMatrix.m[2][1]);
    _zAxis.set(_viewMatrix.m[0][2], _viewMatrix.m[1][2], _viewMatrix.m[2][2]);
    _viewDir = -_zAxis;
	_target = _viewDir + _eye;

    _viewMatrix.m[3][0] = -_xAxis.dot(_eye);
    _viewMatrix.m[3][1] = -_yAxis.dot(_eye);
    _viewMatrix.m[3][2] = -_zAxis.dot(_eye);
	_orientation.getEuler(&_euler,true);

	_viewMatrixDirty = false;
}

void Camera::updateListeners(){
	for_each(boost::function0<void > listener, _listeners){
		listener();
	}
}

Commits for Divide-Framework/trunk/Source Code/Rendering/Camera/Camera.cpp

Diff revisions: vs.
Revision Author Commited Message
168 Diff Diff k1ngp1n picture k1ngp1n Sat 26 Oct, 2013 19:03:21 +0000

- Reworked the Camera class[[BR]]
— Now fully quaternion based [[BR]]
— Basic camera types added but not used yet (third person, first person, orbit) [[BR]]
- Cleaned up Material and Texture handling [[BR]]
- Added clipping plane support [[BR]]
— Similar to OpenGL fixed-function clip planes but fully shader driven [[BR]]
— Added a new class, “Plane”, that helps define clip planes [[BR]]
- Optimized the Singleton class to allow faster “getInstance” calls without performance penalties [[BR]]
-- “createInstance” must be called for each singleton class before usage. Or “gerOrCreateInstance” can be used, which is basically the former “getInstance” implementation [[BR]]
- Improved console logging by changing some heap allocations to stack and removing dependencies on the std::string class [[BR]]
- Added a lot of performance optimizations related to coding standards and redundant calculations [[BR]]
— e.g. Frustum AABB check didn’t need to recompute the AABB points as they were calculated already [[BR]]
— e.g. A vector did not need to be set to 0 on initialization as that is already it’s default state on creation [[BR]]
— e.g. Faster Framerate and Timing calculations by using less member variables that are not needed outsied of calling functions [[BR]]
- The SceneState now contains the SceneRenderState and is passed on to the SceneGraph’s update calls [[BR]]
- Better material export/import to/from XML format [[BR]]
- More bug fixes and cleanups [[BR]]

152 Diff Diff k1ngp1n picture k1ngp1n Thu 20 Jun, 2013 14:23:31 +0000

[Ionut] [[BR]]
- New rendering pipeline (experimental and unstable): [[BR]]
— OpenGL 3.x clean context (glLight commands are still used for now, but UBO support is there, but not used yet) [[BR]]
— Custom matrix stacks and UBO based shader data (UBOs cause some link errors on some nVidia cards)[[BR]]
— Multi-threaded texture loading and shader compilation (mt shader compilation disabled for now. needs more tests) [[BR]]
— VAO rendering is self contained (no more enable/disable calls before a draw request) [[BR]]
— Render instance class used for rendering information [[BR]]
[[BR]]
- New unique ID generation base class: GUIDWrapper. Each class that derives from this, gets an application wide unique id on construction [[BR]]
- Added base code for an in-game editor using CEGUI [[BR]]
- Replaced some mutex locks with lockless data structures or atomic data [[BR]]
- CEGUI 0.8.2, FTGL-GL3 and GLIM 0.4 modified to support GLEW_MX if defined [[BR]]
- Dropped VS2008 support [[BR]]
- Networking library, server framework and ReCast files are now projects inside the Divide Framework solution [[BR]]
- New console command “setFov” that modifies the horizontal FoV value in realtime [[BR]]
- New console command “recompileShader” that reparses shader files, recompiles shaders and relinks shader programs who’s names match or contain the argument string [[BR]]
- New debug utility: axis angle drawn in corner of the screen if needed [[BR]]
- More ‘const’-s pasted around the code, more loop performance tweaks (allocations before a loop, tighter loops, etc), more utility member functions added to various classes [[BR]]

151 Diff Diff k1ngp1n picture k1ngp1n Tue 07 May, 2013 00:00:52 +0000

[Ionut] [[BR]]
- Better ReCast integration [[BR]]
— Any entity can be used as an obstacle in the NavMesh if that’s specified in each scene’s assets.xml file for said entity [[BR]]
— New console command, “createNavMesh”, that passes geometry data to ReCast [[BR]]
-— NavMesh generation is not yet complete [[BR]]
- Better PhysX integration [[BR]]
— Each scene passes data to and gets data from the Physics API better and safer[[BR]]
- Multi-threaded support extended: [[BR]]
— Event class replaced with Task [[BR]]
— Kernel uses a threadpool for scene tasks [[BR]]
— Each task can be added to a different threadpool if needed [[BR]]
— Most critical sections use the new boost::atomic wrapper for thread safety [[BR]]
- Rendering system updated [[BR]]
— VBO’s keep track of the geometry type internally [[BR]]
— Rendering by specific element list is internal to the VBO [[BR]]
— VBO’s can draw a “lite” version that doesn’t send Tangent, BiTangent and TexCoord data for depth rendering (disabled) [[BR]]
- Reflectors now offer a preview of the generated reflective texture if needed [[BR]]
- Buttons are now added and rendered by CEGUI [[BR]]
[[BR]]
Deprecation: [[BR]]
- Removed fixed pipeline material system [[BR]]
- Removed BoundingBox late update system [[BR]]
- Shadow references in the material system are now depth references [[BR]]
[[BR]]
Bug fixes: [[BR]]
- Problematic FBO double bind check removed [[BR]]
- Faster terrain rendering via chunk size selection through each scene’s terrain.xml[[BR]]
- Rendering is paused when the window is minimized [[BR]]
- CEGUI and impostors now render properly in deferred rendering mode [[BR]]
- Fixed various level 4 (VS2008) warnings [[BR]]
- Better state management and cleaning [[BR]]
- Better SceneGraph node management and trasformation/AABB update calls [[BR]]
- AITenisScene has proper collisions now [[BR]]

146 Diff Diff k1ngp1n picture k1ngp1n Wed 10 Apr, 2013 13:20:15 +0000

[Ionut] [[BR]]
*Final LightBranch updates 2/3 : Main trunk merge and build test (VC90, VC100, gDebugger) [[BR]]
-Merged light branch with trunk [[BR]]
-Deleted light branch [[BR]]

122 Diff Diff k1ngp1n picture k1ngp1n Mon 11 Jun, 2012 14:39:08 +0000

[Ionut] [[BR]]
-Restructured “Hardware” folder to match the rest of the projects header-separation pattern [[BR]]

117 Diff Diff k1ngp1n picture k1ngp1n Tue 05 Jun, 2012 17:30:40 +0000

[Ionut] [[BR]]
-Separated responsibilities between “Application” and “Kernel” [[BR]]
--“Application” handles data such as window dimensions, logs, “ParamHandler” etc [[BR]]
--“Kernel” handles the main loop, SFX, GFX, physics, sceneManager etc updates [[BR]]
---“Kernel” is now a “Core” component [[BR]]
-Reduced coupling between some classes by passing more info via parameters rather than relying on singleton access [[BR]]
--Ex: eyePos in “Terrain”,“Water” and “Trigger” classes is now passed as a "vec3<F32>" on render call rather than querying “CameraManager” [[BR]]
-Reworked “GLWrapper” shutdown routine [[BR]]
Singleton witch hunt [[BR]]
-“Kernel” is no longer a singleton and it’s initialized on application startup in the “Application” class[[BR]]
-“CameraManager” is no longer a singleton and it’s instantiated in the kernel [[BR]]

106 Diff Diff k1ngp1n picture k1ngp1n Wed 28 Mar, 2012 21:50:23 +0000

[Ionut] [[BR]]
Unstable revision – New animation code is not yet optimized and loading performance is low [[BR]]
[[BR]]
-Added animation loading and bone matrix calculations (actual skinning not implemented yet)[[BR]]
-Modified VBO classes to support dynamic data and faster updates [[BR]]
-Templatized Math classes (vec2,vec3,vec4,mat3,mat4) for greater flexibility [[BR]]
-Separated Rendering API from Rendering API version [[BR]]
-Fixed buggy GL error checking [[BR]]
-Small bugs fixed in Projectile and Weapon classes [[BR]]

103 Diff Diff k1ngp1n picture k1ngp1n Mon 12 Mar, 2012 19:06:00 +0000

[Ionut] [[BR]]
Features: [[BR]]
-Added a proper RenderState Management system similar to the D3D default one[[BR]]
--All possible states are managed: cull, blend, alpha-blend, color mask, lighting, stencil mask, fill mode etc [[BR]]
--Every material has different states for normal rendering, shadow rendering and reflection rendering [[BR]]
--Nodes are sorted by shader first then by state hash depending on current render stage [[BR]]
--Redundant states are not changed [[BR]]
--Every entity submits it’s desired state before render [[BR]]
--Every state is checked before rendering a VBO or other primitive type[[BR]]
[[BR]]
-Added a Reflector base class used for reflection calculations and updates (useful for water, mirrors, portals etc)[[BR]]
--Reflections are triggered between pre-render and render calls [[BR]]
--Water now derives from Reflector class as well [[BR]]
[[BR]]
-Material now properly calculates if it has transparency or is double sided, setting desired states to handle this feature (cull, blend) [[BR]]
-Added some basic defines or inline template functions to facilitate access to useful classes and methods (hardware devices, resource management, console printing, etc) [[BR]]
-Lights are updated after every camera update[[BR]]
-Added a new FrameListener event triggered after pre-render call is finished (used by reflectors) [[BR]]
-Added a CRC class to compute unique hash values for entities[[BR]]
-Added D3D dummy files [[BR]]
-Removed executables from subversion [[BR]]
Performance: [[BR]]
-Image loading has been improved a bit [[BR]]
-Terrain texel density now varies with LOD level [[BR]]
-Light API specific calls,except position, are set only if values changed[[BR]]
-Specific GUI casting and rendering are the Rendering API’s job now, not the GUI class [[BR]]
-Rendering Queue processing is now more efficient in sorting valid visible nodes and setting appropriate states/materials
[[BR]]
Bug fixes: [[BR]]
-Better drawState checks[[BR]]
-Proper light effects in deferred rendering[[BR]]
-Light dummy now renders properly[[BR]]
-Reworked bounding box computation [[BR]]
[[BR]]
Known bugs: [[BR]]
-Terrain infinite plain still not visible [[BR]]
-Some z-fighting occurs when looking at certain objects from a distance. (looking at another object and back again fixes it) [[BR]]

100 Diff Diff k1ngp1n picture k1ngp1n Mon 05 Mar, 2012 17:45:11 +0000

[Ionut] [[BR]]
Features: [[BR]]
-Added a physics system interface instead of direct PhysX interaction to allow other physics engines (Bullet, ODE etc) to be easily implemented [[BR]]
--This will aid in Object-Object collisions and character control in future revisions [[BR]]
-Added an Ogre3D inspired FrameListener which now allows Before-frame/during-frame/after-frame event plugins of callbacks [[BR]]
-Added a renderInViewport system to draw elements in a user defined rectangle on screen [[BR]]
--Current uses: shadowmap preview (F10) [[BR]]
-Separated Shaders from ShaderPrograms[[BR]]
--ShaderPrograms can now use multiple Shaders [[BR]]
-Error output is now sent to errors.log[[BR]]
-All SceneNode based elements now have a postDraw calls as well [[BR]]
-A cubemap generating function has been added to the GFXDevice class[[BR]]
-Added debug only print options to the Console class [[BR]]
[[BR]]
Performance: [[BR]]
-All shadows are now filtered by a faster Gaussian 3x3 blur filter [[BR]]
-All renderables are now sorted and rendered by material/front-to-back/back-to-front, depending on case [[BR]]
-RenderQueue now sorts and queue’s translucent and opaque objects separately[[BR]]
-Shader uniforms/attributes are now cached to reduce number of address calls to the GPU[[BR]]
-Shaders are now cached, so that if multiple ShaderPrograms use an already compiled Shader, that Shader is returned from memory instead of creating a new copy[[BR]]
-Shaders are not unbound/rebound except when an objects demands so (vastly improves performance)[[BR]]
-Reduced calls to glEnable[[BR]]
[[BR]]
Bug fixes: [[BR]]
-Preprocessor configurations now work properly [[BR]]
-Video API is now unloaded before destruction [[BR]]
-Manager base class now properly frees memory [[BR]]
-Materials are saved to XML only if they are changed at any point [[BR]]

97 k1ngp1n picture k1ngp1n Tue 07 Feb, 2012 15:23:45 +0000

[ Ionut ] [[BR]]
-Restructured code base to a more logical layout [[BR]]
--Geometry folder contains shapes, materials, animations and the importer; Environment folder holds sky, terrain, water, vegetation; etc [[BR]]
--All header files are moved to a “Headers” sub-folder [[BR]]
--Renamed most of the Romanian code/comments/files/folders to English [[BR]]
--Added comments to parts of the code (ongoing from now on) [[BR]]
[[BR]]
-Rewrote the entire lighting system [[BR]]
--Added a LightManager class to handle all lights [[BR]]
---LightManager calls updates and render calls to all lights it manages [[BR]]
--Lights have all needed properties stored in 2 maps (one for vector values, one for float values) [[BR]]
--Added a LightImpostor class that takes the light’s properties and applies it to a dummy sphere [[BR]]
--If a light should draw it’s impostor, the impostor draws the dummy sphere [[BR]]
--Rewrote the Light <-> GFXDevice interaction [[BR]]
---Each light stores it’s type in a variable and passes all properties to the rendering API that then decides what to use based on that type [[BR]]
--Each light handles it’s own ShadowMapping [[BR]]
[[BR]]
-ShadowMapping: [[BR]]
-Each light stores it’s own depth maps and generates them based on it’s type [[BR]]
-LightManager binds all available depth maps and shaders pick them up automatically for use [[BR]]
-Each shadow map (of a total of 3 per light) corresponds to a detail level[[BR]]
-The final shadow map resolution is decided by the shadow detail level set in the config [[BR]]
--Camera and Frustum are set up for shadow rendering and applied to the render callback set for the current light (for example, Scene::render()) [[BR]]
--The light manager tells every light that has “_castShadows = true” to generate shadowmaps automatically after the Scene::PreRender stage [[BR]]
--ShadowMaps are blurred before applied to the fragment’s final color via shaders. [[BR]]
[[BR]]
-Added detail level configuration options [[BR]]
--ToDo: add shaders for each detail level [[BR]]
[[BR]]
-Moved all predefined geometry from immediate mode to VBO’s [[BR]]
--This allowed the rendering pipeline to be more streamlined (one render function for all geometry) [[BR]]
[[BR]]
-Fixed GuiElement visibility toggle [[BR]]
-Fixed GuiText color state problem [[BR]]
-Added FBO texture format options [[BR]]
-VBO rendering uses U16 as default instead of U32 (better for GPU) [[BR]]
-VBO’s now contain BiTangent data as well [[BR]]
-Added OpenGL 2.0 compatibility (not guaranteed!) [[BR]]
-Added static (on load) shader selection based on detail level [[BR]]
-Added SSAO PostFX option, but this won’t work until the implementation of “plugins” for PostFX system [[BR]]
-Optimized/Fixed code based on VisualLint + CppCheck analysis [[BR]]