Tech ENABLE_LEGACY_OPENGL_REMOVAL - Calculation of camera projection matrix
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@ -109,12 +109,14 @@ void Camera::apply_viewport(int x, int y, unsigned int w, unsigned int h)
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glsafe(::glGetIntegerv(GL_VIEWPORT, m_viewport.data()));
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glsafe(::glGetIntegerv(GL_VIEWPORT, m_viewport.data()));
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}
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}
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#if !ENABLE_LEGACY_OPENGL_REMOVAL
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void Camera::apply_view_matrix()
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void Camera::apply_view_matrix()
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{
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{
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glsafe(::glMatrixMode(GL_MODELVIEW));
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glsafe(::glMatrixMode(GL_MODELVIEW));
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glsafe(::glLoadIdentity());
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glsafe(::glLoadIdentity());
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glsafe(::glMultMatrixd(m_view_matrix.data()));
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glsafe(::glMultMatrixd(m_view_matrix.data()));
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}
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}
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#endif // !ENABLE_LEGACY_OPENGL_REMOVAL
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void Camera::apply_projection(const BoundingBoxf3& box, double near_z, double far_z)
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void Camera::apply_projection(const BoundingBoxf3& box, double near_z, double far_z)
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{
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{
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@ -123,9 +125,11 @@ void Camera::apply_projection(const BoundingBoxf3& box, double near_z, double fa
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const double old_distance = m_distance;
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const double old_distance = m_distance;
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m_frustrum_zs = calc_tight_frustrum_zs_around(box);
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m_frustrum_zs = calc_tight_frustrum_zs_around(box);
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#if !ENABLE_LEGACY_OPENGL_REMOVAL
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if (m_distance != old_distance)
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if (m_distance != old_distance)
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// the camera has been moved re-apply view matrix
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// the camera has been moved re-apply view matrix
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apply_view_matrix();
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apply_view_matrix();
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#endif // !ENABLE_LEGACY_OPENGL_REMOVAL
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if (near_z > 0.0)
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if (near_z > 0.0)
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m_frustrum_zs.first = std::max(std::min(m_frustrum_zs.first, near_z), FrustrumMinNearZ);
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m_frustrum_zs.first = std::max(std::min(m_frustrum_zs.first, near_z), FrustrumMinNearZ);
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@ -159,6 +163,35 @@ void Camera::apply_projection(const BoundingBoxf3& box, double near_z, double fa
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}
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}
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}
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}
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#if ENABLE_LEGACY_OPENGL_REMOVAL
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switch (m_type)
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{
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default:
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case EType::Ortho:
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{
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const double dz = m_frustrum_zs.second - m_frustrum_zs.first;
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const double zz = m_frustrum_zs.first + m_frustrum_zs.second;
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m_projection_matrix.matrix() << 1.0 / w, 0.0, 0.0, 0.0,
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0.0, 1.0 / h, 0.0, 0.0,
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0.0, 0.0, -2.0 / dz, -zz / dz,
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0.0, 0.0, 0.0, 1.0;
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break;
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}
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case EType::Perspective:
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{
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const double n = m_frustrum_zs.first;
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const double f = m_frustrum_zs.second;
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const double dz = f - n;
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const double zz = n + f;
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const double fn = n * f;
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m_projection_matrix.matrix() << n / w, 0.0, 0.0, 0.0,
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0.0, n / h, 0.0, 0.0,
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0.0, 0.0, -zz / dz, -2.0 * fn / dz,
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0.0, 0.0, -1.0, 0.0;
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break;
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}
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}
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#else
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glsafe(::glMatrixMode(GL_PROJECTION));
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glsafe(::glMatrixMode(GL_PROJECTION));
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glsafe(::glLoadIdentity());
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glsafe(::glLoadIdentity());
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@ -179,6 +212,7 @@ void Camera::apply_projection(const BoundingBoxf3& box, double near_z, double fa
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glsafe(::glGetDoublev(GL_PROJECTION_MATRIX, m_projection_matrix.data()));
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glsafe(::glGetDoublev(GL_PROJECTION_MATRIX, m_projection_matrix.data()));
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glsafe(::glMatrixMode(GL_MODELVIEW));
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glsafe(::glMatrixMode(GL_MODELVIEW));
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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}
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}
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void Camera::zoom_to_box(const BoundingBoxf3& box, double margin_factor)
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void Camera::zoom_to_box(const BoundingBoxf3& box, double margin_factor)
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@ -298,8 +332,8 @@ std::pair<double, double> Camera::calc_tight_frustrum_zs_around(const BoundingBo
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// box in eye space
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// box in eye space
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const BoundingBoxf3 eye_box = box.transformed(m_view_matrix);
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const BoundingBoxf3 eye_box = box.transformed(m_view_matrix);
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near_z = -eye_box.max(2);
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near_z = -eye_box.max.z();
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far_z = -eye_box.min(2);
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far_z = -eye_box.min.z();
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// apply margin
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// apply margin
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near_z -= FrustrumZMargin;
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near_z -= FrustrumZMargin;
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@ -465,19 +499,19 @@ void Camera::look_at(const Vec3d& position, const Vec3d& target, const Vec3d& up
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m_distance = (position - target).norm();
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m_distance = (position - target).norm();
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const Vec3d new_position = m_target + m_distance * unit_z;
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const Vec3d new_position = m_target + m_distance * unit_z;
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m_view_matrix(0, 0) = unit_x(0);
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m_view_matrix(0, 0) = unit_x.x();
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m_view_matrix(0, 1) = unit_x(1);
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m_view_matrix(0, 1) = unit_x.y();
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m_view_matrix(0, 2) = unit_x(2);
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m_view_matrix(0, 2) = unit_x.z();
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m_view_matrix(0, 3) = -unit_x.dot(new_position);
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m_view_matrix(0, 3) = -unit_x.dot(new_position);
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m_view_matrix(1, 0) = unit_y(0);
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m_view_matrix(1, 0) = unit_y.x();
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m_view_matrix(1, 1) = unit_y(1);
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m_view_matrix(1, 1) = unit_y.y();
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m_view_matrix(1, 2) = unit_y(2);
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m_view_matrix(1, 2) = unit_y.z();
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m_view_matrix(1, 3) = -unit_y.dot(new_position);
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m_view_matrix(1, 3) = -unit_y.dot(new_position);
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m_view_matrix(2, 0) = unit_z(0);
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m_view_matrix(2, 0) = unit_z.x();
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m_view_matrix(2, 1) = unit_z(1);
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m_view_matrix(2, 1) = unit_z.y();
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m_view_matrix(2, 2) = unit_z(2);
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m_view_matrix(2, 2) = unit_z.z();
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m_view_matrix(2, 3) = -unit_z.dot(new_position);
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m_view_matrix(2, 3) = -unit_z.dot(new_position);
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m_view_matrix(3, 0) = 0.0;
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m_view_matrix(3, 0) = 0.0;
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@ -92,7 +92,9 @@ public:
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double get_fov() const;
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double get_fov() const;
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void apply_viewport(int x, int y, unsigned int w, unsigned int h);
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void apply_viewport(int x, int y, unsigned int w, unsigned int h);
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#if !ENABLE_LEGACY_OPENGL_REMOVAL
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void apply_view_matrix();
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void apply_view_matrix();
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#endif // !ENABLE_LEGACY_OPENGL_REMOVAL
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// Calculates and applies the projection matrix tighting the frustrum z range around the given box.
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// Calculates and applies the projection matrix tighting the frustrum z range around the given box.
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// If larger z span is needed, pass the desired values of near and far z (negative values are ignored)
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// If larger z span is needed, pass the desired values of near and far z (negative values are ignored)
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void apply_projection(const BoundingBoxf3& box, double near_z = -1.0, double far_z = -1.0);
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void apply_projection(const BoundingBoxf3& box, double near_z = -1.0, double far_z = -1.0);
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@ -1662,13 +1662,17 @@ void GLCanvas3D::render()
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camera.requires_zoom_to_bed = false;
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camera.requires_zoom_to_bed = false;
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}
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}
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#if !ENABLE_LEGACY_OPENGL_REMOVAL
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camera.apply_view_matrix();
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camera.apply_view_matrix();
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#endif // !ENABLE_LEGACY_OPENGL_REMOVAL
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camera.apply_projection(_max_bounding_box(true, true));
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camera.apply_projection(_max_bounding_box(true, true));
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#if !ENABLE_LEGACY_OPENGL_REMOVAL
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GLfloat position_cam[4] = { 1.0f, 0.0f, 1.0f, 0.0f };
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GLfloat position_cam[4] = { 1.0f, 0.0f, 1.0f, 0.0f };
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glsafe(::glLightfv(GL_LIGHT1, GL_POSITION, position_cam));
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glsafe(::glLightfv(GL_LIGHT1, GL_POSITION, position_cam));
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GLfloat position_top[4] = { -0.5f, -0.5f, 1.0f, 0.0f };
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GLfloat position_top[4] = { -0.5f, -0.5f, 1.0f, 0.0f };
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glsafe(::glLightfv(GL_LIGHT0, GL_POSITION, position_top));
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glsafe(::glLightfv(GL_LIGHT0, GL_POSITION, position_top));
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#endif // !ENABLE_LEGACY_OPENGL_REMOVAL
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wxGetApp().imgui()->new_frame();
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wxGetApp().imgui()->new_frame();
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@ -4561,7 +4565,9 @@ void GLCanvas3D::_render_thumbnail_internal(ThumbnailData& thumbnail_data, const
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camera.set_scene_box(scene_bounding_box());
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camera.set_scene_box(scene_bounding_box());
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camera.apply_viewport(0, 0, thumbnail_data.width, thumbnail_data.height);
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camera.apply_viewport(0, 0, thumbnail_data.width, thumbnail_data.height);
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camera.zoom_to_box(volumes_box);
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camera.zoom_to_box(volumes_box);
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#if !ENABLE_LEGACY_OPENGL_REMOVAL
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camera.apply_view_matrix();
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camera.apply_view_matrix();
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#endif // !ENABLE_LEGACY_OPENGL_REMOVAL
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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const Transform3d& view_matrix = camera.get_view_matrix();
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const Transform3d& view_matrix = camera.get_view_matrix();
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