156 lines
5.8 KiB
C++
156 lines
5.8 KiB
C++
//
|
|
// Created by Иван Ильин on 14.01.2021.
|
|
//
|
|
|
|
#include "Camera.h"
|
|
#include "utils/Log.h"
|
|
#include "Consts.h"
|
|
#include <cmath>
|
|
|
|
std::vector<std::shared_ptr<Triangle>> Camera::project(std::shared_ptr<Mesh> mesh) {
|
|
|
|
if(!_ready) {
|
|
Log::log("Camera::project(): cannot project _tris without camera initialization ( Camera::init() ) ");
|
|
return _triangles;
|
|
}
|
|
|
|
if(!mesh->isVisible()) {
|
|
return this->_triangles;
|
|
}
|
|
|
|
// Model transform matrix: translate _tris in the origin of body.
|
|
Matrix4x4 M = Matrix4x4::Translation(mesh->position());
|
|
Matrix4x4 VM = _V * M;
|
|
|
|
// We don't want to waste time re-allocating memory every time
|
|
std::vector<Triangle> clippedTriangles, tempBuffer;
|
|
|
|
for(auto& t : mesh->triangles()) {
|
|
|
|
double dot = t.norm().dot((mesh->position() + Vec3D(t[0]) - position()).normalized());
|
|
|
|
if(dot > 0) {
|
|
continue;
|
|
}
|
|
|
|
// It needs to be cleared because it's reused through iterations. Usually it doesn't free memory.
|
|
clippedTriangles.clear();
|
|
tempBuffer.clear();
|
|
|
|
// In the beginning we need to to translate triangle from world coordinate to our camera system:
|
|
// After that we apply clipping for all planes from _clipPlanes
|
|
clippedTriangles.emplace_back(t * VM);
|
|
for(auto& plane : _clipPlanes) {
|
|
while(!clippedTriangles.empty()) {
|
|
std::vector<Triangle> clipResult = plane.clip(clippedTriangles.back());
|
|
clippedTriangles.pop_back();
|
|
for(auto & i : clipResult) {
|
|
tempBuffer.emplace_back(i);
|
|
}
|
|
}
|
|
clippedTriangles.swap(tempBuffer);
|
|
}
|
|
|
|
for(auto& clipped : clippedTriangles) {
|
|
sf::Color color = clipped.color();
|
|
sf::Color ambientColor = sf::Color((sf::Uint8)(color.r * (0.3 * std::abs(dot) + 0.7)),
|
|
(sf::Uint8)(color.g * (0.3 * std::abs(dot) + 0.7)),
|
|
(sf::Uint8)(color.b * (0.3 * std::abs(dot) + 0.7)),
|
|
(sf::Uint8)color.a);
|
|
|
|
// Finally its time to project our clipped colored drawTriangle from 3D -> 2D
|
|
// and transform it's coordinate to screen space (in pixels):
|
|
Triangle clippedProjected = clipped * _SP;
|
|
|
|
Triangle clippedProjectedNormalized = Triangle(clippedProjected[0] / clippedProjected[0].w(),
|
|
clippedProjected[1] / clippedProjected[1].w(),
|
|
clippedProjected[2] / clippedProjected[2].w(),
|
|
ambientColor);
|
|
|
|
_triangles.emplace_back(std::make_shared<Triangle>(clippedProjectedNormalized));
|
|
}
|
|
}
|
|
|
|
return this->_triangles;
|
|
}
|
|
|
|
void Camera::init(int width, int height, double fov, double ZNear, double ZFar) {
|
|
// We need to init camera only after creation or changing width, height, fov, ZNear or ZFar.
|
|
// Because here we calculate matrix that does not change during the motion of _objects or camera
|
|
_aspect = (double)width / (double)height;
|
|
_P = Matrix4x4::Projection(fov, _aspect, ZNear, ZFar);
|
|
_S = Matrix4x4::ScreenSpace(width, height);
|
|
|
|
_SP = _S * _P; // screen-space-projections matrix
|
|
|
|
// This is planes for clipping _tris.
|
|
// Motivation: we are not interest in _tris that we cannot see.
|
|
_clipPlanes.emplace_back(Plane(Vec3D{0, 0, 1}, Vec3D{0, 0, ZNear})); // near plane
|
|
_clipPlanes.emplace_back(Plane(Vec3D{0, 0, -1}, Vec3D{0, 0, ZFar})); // far plane
|
|
|
|
double thetta1 = Consts::PI*fov*0.5/180.0;
|
|
double thetta2 = atan(_aspect * tan(thetta1));
|
|
_clipPlanes.emplace_back(Plane(Vec3D{-cos(thetta2), 0, sin(thetta2)}, Vec3D{0, 0, 0})); // left plane
|
|
_clipPlanes.emplace_back(Plane(Vec3D{cos(thetta2), 0, sin(thetta2)}, Vec3D{0, 0, 0})); // right plane
|
|
_clipPlanes.emplace_back(Plane(Vec3D{0, cos(thetta1), sin(thetta1)}, Vec3D{0, 0, 0})); // down plane
|
|
_clipPlanes.emplace_back(Plane(Vec3D{0, -cos(thetta1), sin(thetta1)}, Vec3D{0, 0, 0})); // up plane
|
|
|
|
_ready = true;
|
|
Log::log("Camera::init(): camera successfully initialized.");
|
|
}
|
|
|
|
std::vector<std::shared_ptr<Triangle>> Camera::sorted() {
|
|
|
|
// Sort _tris from _back to front
|
|
// This is some replacement for Z-buffer
|
|
std::sort(_triangles.begin(), _triangles.end(), [](std::shared_ptr<Triangle> &t1, std::shared_ptr<Triangle> &t2) {
|
|
std::vector<double> v_z1({(*t1)[0].z(), (*t1)[1].z(), (*t1)[2].z()});
|
|
std::vector<double> v_z2({(*t2)[0].z(), (*t2)[1].z(), (*t2)[2].z()});
|
|
|
|
std::sort(v_z1.begin(), v_z1.end());
|
|
std::sort(v_z2.begin(), v_z2.end());
|
|
|
|
double z1 = v_z1[0] + v_z1[1] + v_z1[2];
|
|
double z2 = v_z2[0] + v_z2[1] + v_z2[2];
|
|
|
|
return z1 > z2;
|
|
});
|
|
|
|
return _triangles;
|
|
}
|
|
|
|
void Camera::clear() {
|
|
// Cleaning all _tris and recalculation of View matrix
|
|
// That is like preparation for new camera shot: we need to set
|
|
// the position of camera and insert new cartridge for photo.
|
|
_triangles.clear();
|
|
_V = Matrix4x4::View(left(), up(), lookAt(), position());
|
|
}
|
|
|
|
// OpenGL function
|
|
GLfloat *Camera::view() const {
|
|
auto* v = (GLfloat*)malloc(4*4*sizeof(GLfloat));
|
|
|
|
v[0] = -(GLfloat)left().x();
|
|
v[4] = -(GLfloat)left().y();
|
|
v[8] = -(GLfloat)left().z();
|
|
v[12] = (GLfloat)position().dot(left());
|
|
|
|
v[1] = (GLfloat)up().x();
|
|
v[5] = (GLfloat)up().y();
|
|
v[9] = (GLfloat)up().z();
|
|
v[13] = -(GLfloat)position().dot(up());
|
|
|
|
v[2] = -(GLfloat)lookAt().x();
|
|
v[6] = -(GLfloat)lookAt().y();
|
|
v[10] = -(GLfloat)lookAt().z();
|
|
v[14] = (GLfloat)position().dot(lookAt());
|
|
|
|
v[3] = (GLfloat)0.0f;
|
|
v[7] = (GLfloat)0.0f;
|
|
v[11] = (GLfloat)0.0f;
|
|
v[15] = (GLfloat)1.0f;
|
|
|
|
return v;
|
|
}
|