Camera refactoring: Frustrum calculations moved into Camera class
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cf35d750a0
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3 changed files with 44 additions and 62 deletions
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@ -28,6 +28,8 @@ Camera::Camera()
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, inverted_phi(false)
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, m_theta(45.0f)
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, m_target(Vec3d::Zero())
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, m_view_matrix(Transform3d::Identity())
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, m_projection_matrix(Transform3d::Identity())
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{
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}
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@ -65,11 +67,6 @@ void Camera::set_theta(float theta, bool apply_limit)
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}
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}
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void Camera::set_scene_box(const BoundingBoxf3& box)
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{
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m_scene_box = box;
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}
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bool Camera::select_view(const std::string& direction)
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{
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const float* dir_vec = nullptr;
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@ -111,13 +108,43 @@ void Camera::apply_view_matrix() const
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glsafe(::glLoadIdentity());
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glsafe(::glRotatef(-m_theta, 1.0f, 0.0f, 0.0f)); // pitch
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glsafe(::glRotatef(phi, 0.0f, 0.0f, 1.0f)); // yaw
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glsafe(::glTranslated(-m_target(0), -m_target(1), -m_target(2)));
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glsafe(::glRotatef(phi, 0.0f, 0.0f, 1.0f)); // yaw
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glsafe(::glTranslated(-m_target(0), -m_target(1), -m_target(2))); // target to origin
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glsafe(::glGetDoublev(GL_MODELVIEW_MATRIX, m_view_matrix.data()));
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}
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void Camera::apply_ortho_projection(float x_min, float x_max, float y_min, float y_max, float z_min, float z_max) const
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void Camera::apply_projection(const BoundingBoxf3& box) const
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{
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switch (type)
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{
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case Ortho:
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{
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double w2 = (double)m_viewport[2];
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double h2 = (double)m_viewport[3];
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double two_zoom = 2.0 * zoom;
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if (two_zoom != 0.0)
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{
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double inv_two_zoom = 1.0 / two_zoom;
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w2 *= inv_two_zoom;
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h2 *= inv_two_zoom;
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}
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// FIXME: calculate a tighter value for depth will improve z-fighting
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// Set at least some minimum depth in case the bounding box is empty to avoid an OpenGL driver error.
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double depth = std::max(1.0, 5.0 * box.max_size());
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apply_ortho_projection(-w2, w2, -h2, h2, -depth, depth);
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break;
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}
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// case Perspective:
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// {
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// }
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}
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}
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void Camera::apply_ortho_projection(double x_min, double x_max, double y_min, double y_max, double z_min, double z_max) const
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{
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glsafe(::glMatrixMode(GL_PROJECTION));
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glsafe(::glLoadIdentity());
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@ -46,7 +46,7 @@ public:
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void set_theta(float theta, bool apply_limit);
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const BoundingBoxf3& get_scene_box() const { return m_scene_box; }
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void set_scene_box(const BoundingBoxf3& box);
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void set_scene_box(const BoundingBoxf3& box){ m_scene_box = box; }
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bool select_view(const std::string& direction);
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@ -62,7 +62,10 @@ public:
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void apply_viewport(int x, int y, unsigned int w, unsigned int h) const;
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void apply_view_matrix() const;
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void apply_ortho_projection(float x_min, float x_max, float y_min, float y_max, float z_min, float z_max) const;
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void apply_projection(const BoundingBoxf3& box) const;
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private:
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void apply_ortho_projection(double x_min, double x_max, double y_min, double y_max, double z_min, double z_max) const;
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};
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} // GUI
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@ -1472,6 +1472,7 @@ BoundingBoxf3 GLCanvas3D::scene_bounding_box() const
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bb.min(2) = std::min(bb.min(2), -h);
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bb.max(2) = std::max(bb.max(2), h);
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}
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return bb;
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}
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@ -3593,59 +3594,10 @@ void GLCanvas3D::_resize(unsigned int w, unsigned int h)
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// ensures that this canvas is current
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_set_current();
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// updates camera
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m_camera.apply_viewport(0, 0, w, h);
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const BoundingBoxf3& bbox = _max_bounding_box();
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switch (m_camera.type)
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{
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case Camera::Ortho:
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{
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float w2 = w;
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float h2 = h;
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float two_zoom = 2.0f * m_camera.zoom;
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if (two_zoom != 0.0f)
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{
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float inv_two_zoom = 1.0f / two_zoom;
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w2 *= inv_two_zoom;
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h2 *= inv_two_zoom;
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}
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// FIXME: calculate a tighter value for depth will improve z-fighting
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// Set at least some minimum depth in case the bounding box is empty to avoid an OpenGL driver error.
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float depth = std::max(1.f, 5.0f * (float)bbox.max_size());
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m_camera.apply_ortho_projection(-w2, w2, -h2, h2, -depth, depth);
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break;
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}
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// case Camera::Perspective:
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// {
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// float bbox_r = (float)bbox.radius();
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// float fov = PI * 45.0f / 180.0f;
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// float fov_tan = tan(0.5f * fov);
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// float cam_distance = 0.5f * bbox_r / fov_tan;
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// m_camera.distance = cam_distance;
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//
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// float nr = cam_distance - bbox_r * 1.1f;
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// float fr = cam_distance + bbox_r * 1.1f;
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// if (nr < 1.0f)
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// nr = 1.0f;
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//
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// if (fr < nr + 1.0f)
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// fr = nr + 1.0f;
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//
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// float h2 = fov_tan * nr;
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// float w2 = h2 * w / h;
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// ::glFrustum(-w2, w2, -h2, h2, nr, fr);
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//
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// break;
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// }
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default:
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{
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throw std::runtime_error("Invalid camera type.");
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break;
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}
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}
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m_camera.apply_projection(_max_bounding_box());
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m_dirty = false;
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}
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