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#include "Headers/Camera.h"

namespace Divide {

Camera::Camera(const stringImpl& name, const CameraType& type, const vec3<F32>& eye)
    : Resource(ResourceType::DEFAULT, name),
      _isOrthoCamera(false),
      _projectionDirty(true),
      _viewMatrixDirty(true),
      _viewMatrixLocked(false),
      _rotationLocked(false),
      _movementLocked(false),
      _frustumLocked(false),
      _frustumDirty(true),
      _mouseSensitivity(1.0f),
      _zoomSpeedFactor(35.0f),
      _moveSpeedFactor(35.0f),
      _turnSpeedFactor(35.0f),
      _cameraMoveSpeed(35.0f),
      _cameraZoomSpeed(35.0f),
      _cameraTurnSpeed(35.0f),
      _aspectRatio(1.77f),
      _verticalFoV(60.0f),
      _type(type)
{
    _eye.set(eye);
    _fixedYawAxis.set(WORLD_Y_AXIS);
    _accumPitchDegrees = 0.0f;
    _orientation.identity();
    _viewMatrix.identity();
    _yawFixed = false;
    _zPlanes.set(0.1f, 1.0f);
    _frustum = MemoryManager_NEW Frustum(*this);
}

Camera::~Camera()
{
    MemoryManager::DELETE(_frustum);
}

void Camera::fromCamera(const Camera& camera) {
    if (camera._isOrthoCamera) {
        setProjection(camera._orthoRect,
                      camera.getZPlanes());
    } else {
        setProjection(camera.getAspectRatio(),
                      camera.getVerticalFoV(),
                      camera.getZPlanes());
    }

    lookAt(camera.getEye(), camera.getTarget(), camera.getUpDir());
    setMoveSpeedFactor(camera.getMoveSpeedFactor());
    setTurnSpeedFactor(camera.getTurnSpeedFactor());
    setZoomSpeedFactor(camera.getZoomSpeedFactor());
    setFixedYawAxis(camera._yawFixed, camera._fixedYawAxis);
    lockView(camera._viewMatrixLocked);
    lockFrustum(camera._frustumLocked);

    _accumPitchDegrees = camera._accumPitchDegrees;
}

void Camera::updateInternal(const U64 deltaTime) {
    F32 timeFactor = Time::MicrosecondsToSeconds<F32>(deltaTime);
    _cameraMoveSpeed = _moveSpeedFactor * timeFactor;
    _cameraTurnSpeed = _turnSpeedFactor * timeFactor;
    _cameraZoomSpeed = _zoomSpeedFactor * timeFactor;
}

void Camera::setActiveInternal(bool state) {
    // nothing yet;
    ACKNOWLEDGE_UNUSED(state);
}


void Camera::setGlobalRotation(F32 yaw, F32 pitch, F32 roll) {
    if (_rotationLocked) {
        return;
    }

    Quaternion<F32> pitchRot(WORLD_X_AXIS, -pitch);
    Quaternion<F32> yawRot(WORLD_Y_AXIS, -yaw);

    if (!IS_ZERO(roll)) {
        Quaternion<F32> tempOrientation(WORLD_Z_AXIS, -roll);
        setRotation(yawRot * pitchRot * tempOrientation);
    } else {
        setRotation(yawRot * pitchRot);
    }
}

void Camera::rotate(const Quaternion<F32>& q) {
    if (_rotationLocked) {
        return;
    }

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

    _viewMatrixDirty = true;
}

void Camera::rotate(F32 yaw, F32 pitch, F32 roll) {
    if (_rotationLocked) {
        return;
    }

    yaw = -yaw * _cameraTurnSpeed;
    pitch = -pitch * _cameraTurnSpeed;
    roll = -roll * _cameraTurnSpeed;

    Quaternion<F32> tempOrientation;
    if (_type == CameraType::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;
        }

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

        // Rotate camera about its local x axis.
        // Note the order the quaternions are multiplied. That is important!
        if (!IS_ZERO(pitch)) {
            tempOrientation.fromAxisAngle(WORLD_X_AXIS, pitch);
            _orientation = _orientation * tempOrientation;
        }
    } else {
        tempOrientation.fromEuler(pitch, yaw, roll);
        _orientation *= tempOrientation;
    }

    _viewMatrixDirty = true;
}

void Camera::move(F32 dx, F32 dy, F32 dz) {
    if (_movementLocked) {
        return;
    }
    dx *= _cameraMoveSpeed;
    dy *= _cameraMoveSpeed;
    dz *= _cameraMoveSpeed;

    _eye += getRightDir() * dx;
    _eye += WORLD_Y_AXIS * dy;

    if (_type == CameraType::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, getRightDir());
        forward.normalize();
        _eye += forward * dz;
    } else {
        _eye += getForwardDir() * dz;
    }

    _viewMatrixDirty = true;
}

const mat4<F32>& Camera::lookAt(const vec3<F32>& eye,
                                const vec3<F32>& target,
                                const vec3<F32>& up) {
    vec3<F32> xAxis, yAxis, zAxis;

    _eye.set(eye);
    _target.set(target);

    zAxis.set(eye - target);

    zAxis.normalize();
    xAxis.cross(up, zAxis);
    xAxis.normalize();
    yAxis.cross(zAxis, xAxis);
    yAxis.normalize();
    
    _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 = Angle::RadiansToDegrees(asinf(zAxis.y));

    _orientation.fromMatrix(_viewMatrix);

    _viewMatrixDirty = false;
    _frustumDirty = true;

    return _viewMatrix;
}

/// Tell the rendering API to set up our desired PoV
void Camera::updateLookAt() {
    updateViewMatrix();
    updateProjection();
    updateFrustum();
    updateListeners();
}

void Camera::reflect(const Plane<F32>& reflectionPlane) {
    mat4<F32> reflectedMatrix(getViewMatrix());
    reflectedMatrix.reflect(reflectionPlane);
    lookAt(reflectedMatrix * getEye(), getTarget(), reflectedMatrix * getUpDir());
}

bool Camera::updateProjection() {
    if (_projectionDirty) {
        if (_isOrthoCamera) {
            _projectionMatrix.ortho(_orthoRect.x,
                                    _orthoRect.y,
                                    _orthoRect.z,
                                    _orthoRect.w,
                                    _zPlanes.x,
                                    _zPlanes.y);
        } else {
            _projectionMatrix.perspective(Angle::DegreesToRadians(_verticalFoV),
                                          _aspectRatio,
                                          _zPlanes.x,
                                          _zPlanes.y);
        }

        _frustumDirty = true;
        _projectionDirty = false;
        return true;
    }

    return false;
}

const mat4<F32>& Camera::setProjection(F32 aspectRatio, F32 verticalFoV, const vec2<F32>& zPlanes) {
    setAspectRatio(_aspectRatio);
    setVerticalFoV(verticalFoV);

    _zPlanes = zPlanes;
    _isOrthoCamera = false;
    _projectionDirty = true;
    updateProjection();

    return getProjectionMatrix();
}

const mat4<F32>& Camera::setProjection(const vec4<F32>& rect, const vec2<F32>& zPlanes) {
    _zPlanes = zPlanes;
    _orthoRect = rect;
    _isOrthoCamera = true;
    _projectionDirty = true;
    updateProjection();

     return getProjectionMatrix();
}

void Camera::setAspectRatio(F32 ratio) {
    _aspectRatio = ratio;
    _projectionDirty = true;
}

void Camera::setVerticalFoV(F32 verticalFoV) {
    _verticalFoV = verticalFoV;
    _projectionDirty = true;
}

void Camera::setHorizontalFoV(F32 horizontalFoV) {
    _verticalFoV = Angle::RadiansToDegrees(
        2.0f *
        std::atan(tan(Angle::DegreesToRadians(horizontalFoV) * 0.5f) /
            _aspectRatio));
    _projectionDirty = true;
}

bool Camera::updateViewMatrix() {
    if (!_viewMatrixDirty || _viewMatrixLocked) {
        return false;
    }

    vec3<F32> xAxis, yAxis, zAxis;

    _orientation.normalize();

    // Reconstruct the view matrix.
    _orientation.getMatrix(_viewMatrix);

    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]);

    _target = -zAxis + _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;
    _frustumDirty = true;

    return true;
}

void Camera::updateListeners() {
    for (const DELEGATE_CBK_PARAM<Camera&>& listener : _listeners) {
        listener(*this);
    }
}

bool Camera::updateFrustum() {
    if (_frustumLocked) {
        return true;
    }

    if (!_frustumDirty) {
        return false;
    }

    _frustum->Extract(_viewMatrix, _projectionMatrix);

    _frustumDirty = false;

    return true;
}

vec3<F32> Camera::unProject(F32 winCoordsX, F32 winCoordsY, F32 winCoordsZ, const vec4<I32>& viewport) const {
    vec4<F32> temp(winCoordsX, winCoordsY, winCoordsZ, 1.0f);
    temp.x = (temp.x - F32(viewport[0])) / F32(viewport[2]);
    temp.y = (temp.y - F32(viewport[1])) / F32(viewport[3]);

    temp = _frustum->_viewProjectionMatrixCache.getInverse() * (2.0f * temp - 1.0f);
    temp /= temp.w;

    return temp.xyz();
}

};

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

Diff revisions: vs.
Revision Author Commited Message
788 Diff Diff IonutCava picture IonutCava Fri 21 Oct, 2016 16:11:37 +0000

[IonutCava]
- Added support for the Arena Allocator by Mamasha Knows (http://www.codeproject.com/Articles/44850/Arena-Allocator-DTOR-and-Embedded-Preallocated-Buf)
— Used for GFX Related objects: Textures, shaders, etc

784 Diff Diff IonutCava picture IonutCava Mon 17 Oct, 2016 16:20:49 +0000

[IonutCava]
- Removed the CameraManager and move most of its functionality into static members of the Camera class
- Removed Camera push/pop system in favour of a stateless ptr based system to better fit the RenderPass structure

781 Diff Diff IonutCava picture IonutCava Wed 12 Oct, 2016 16:03:46 +0000

[IonutCava]
- ShaderComputeQueue <-> Material shader request bug fix (element stuck in QUEUED state)
- More Camera class cleanups
- Add a method of removing EnvironmentProbes from their Pool

780 Diff Diff IonutCava picture IonutCava Tue 11 Oct, 2016 16:15:24 +0000

[IonutCava]
- AtomicCounter in glUniformBuffer is now based on a glGenericBuffer implementation
- GFXDevice <-> Camera relation cleaned up a bit
- Added a readback system for glGenericBuffer
- Fixed a bug with Z_PRE_PASS stage culling

779 Diff Diff IonutCava picture IonutCava Mon 10 Oct, 2016 15:31:45 +0000

[IonutCava]
- Frustum calculation bug fix

769 Diff Diff IonutCava picture IonutCava Fri 16 Sep, 2016 15:18:09 +0000

[IonutCava]
- Clean up camera class:
— Remove “reflection” specific code and add a generic “reflect” method to allow the calling code to handle camera placements and reflections. This got rid of the “reflectionPlane” member in the RenderParams struct
— Remove some member variables and replace them with on-demand computed variables on the stack.
— Add a “destroyCamera” call to the CameraManager to allow better resource cleanup when needed
- Prepare a rendering system overhaul:
— Add dual screen render targets: current frame and previous frame. Used for future features such as TXAA and Motion Blur.
— Prepare code for an implementation similar to the Doom (2016) system: http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/ (the code was already going in that direction)

750 Diff Diff IonutCava picture IonutCava Thu 07 Jul, 2016 16:02:03 +0000

[IonutCava]
- Static analysis based fixes and improvements

744 Diff Diff IonutCava picture IonutCava Tue 28 Jun, 2016 21:43:58 +0000

[IonutCava]
- More performance tweaks

716 Diff Diff IonutCava picture IonutCava Tue 31 May, 2016 16:08:29 +0000

[IonutCava]
- Multithreaded scene load/unload fixes:
— Added postLoadMainThread call for scenes for thread sensitive loading steps
— GUI element adding is a thread sensitive loading step (a fast one) because CEGUI doesn’t handle threading
- Added REALTIME_WITH_CALLBACK task priority for tasks that need an immediate callback when they complete instead of using the flushCallbackQueue system.
- Some work on shadow mapping for getting it to work again
- ShaderPrograms that fail to load can cause a LockManager infinite wait. Delete the lockManager if the shader didn’t load to avoid waiting on commands that never get called.

706 IonutCava picture IonutCava Fri 13 May, 2016 16:29:40 +0000

[IonutCava]
- Renamed LightManager to LightPool and changed it from a Singleton to a scene specific pointer
- More scene load / unload updates (changing scenes now works properly!)
- Allowed GUI interface to hold per-scene elements and only render relevant ones
- Reduced dependencies between nodes, scenemanager, scene, loaders and kernel
- Removed Reflector base class as it was useless and integrate Water class with the Reflection system already in place
- Extended RenderingComponent’s reflection system to allow refraction as well