overte-HifiExperiments/interface/src/FieldOfView.cpp

126 lines
3.3 KiB
C++

//
// FieldOfView.cpp
// interface
//
// Created by Tobias Schwinger on 3/21/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
#include "FieldOfView.h"
#include <math.h>
#include <algorithm>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/matrix_inverse.hpp>
using namespace glm;
FieldOfView::FieldOfView() :
_matOrientation(mat4(1.0f)),
_vecBoundsLow(vec3(-1.0f,-1.0f,-1.0f)),
_vecBoundsHigh(vec3(1.0f,1.0f,1.0f)),
_valWidth(256.0f),
_valHeight(256.0f),
_valAngle(0.61),
_valZoom(1.0f),
_enmAspectBalancing(expose_less) {
}
mat4 FieldOfView::getViewerScreenXform() const {
mat4 projection;
vec3 low, high;
getFrustum(low, high);
// perspective projection? determine correct near distance
if (_valAngle != 0.0f) {
projection = translate(
frustum(low.x, high.x, low.y, high.y, low.z, high.z),
vec3(0.f, 0.f, -low.z) );
} else {
projection = ortho(low.x, high.x, low.y, high.y, low.z, high.z);
}
return projection;
}
mat4 FieldOfView::getWorldViewerXform() const {
return translate(affineInverse(_matOrientation),
vec3(0.0f, 0.0f, -_vecBoundsHigh.z) );
}
mat4 FieldOfView::getWorldScreenXform() const {
return translate(
getViewerScreenXform() * affineInverse(_matOrientation),
vec3(0.0f, 0.0f, -_vecBoundsHigh.z) );
}
mat4 FieldOfView::getViewerWorldXform() const {
vec3 n_translate = vec3(0.0f, 0.0f, _vecBoundsHigh.z);
return translate(
translate(mat4(1.0f), n_translate)
* _matOrientation, -n_translate );
}
float FieldOfView::getPixelSize() const {
vec3 low, high;
getFrustum(low, high);
return std::min(
abs(high.x - low.x) / _valWidth,
abs(high.y - low.y) / _valHeight);
}
void FieldOfView::getFrustum(vec3& low, vec3& high) const {
low = _vecBoundsLow;
high = _vecBoundsHigh;
// start with uniform zoom
float inv_zoom = 1.0f / _valZoom;
float adj_x = inv_zoom, adj_y = inv_zoom;
// balance aspect
if (_enmAspectBalancing != stretch) {
float f_aspect = (high.x - low.x) / (high.y - low.y);
float vp_aspect = _valWidth / _valHeight;
if ((_enmAspectBalancing == expose_more)
!= (f_aspect > vp_aspect)) {
// expose_more -> f_aspect <= vp_aspect <=> adj >= 1
// expose_less -> f_aspect > vp_aspect <=> adj < 1
adj_x = vp_aspect / f_aspect;
} else {
// expose_more -> f_aspect > vp_aspect <=> adj > 1
// expose_less -> f_aspect <= vp_aspect <=> adj <= 1
adj_y = f_aspect / vp_aspect;
}
}
// scale according to zoom / aspect correction
float ax = (low.x + high.x) / 2.0f, ay = (low.y + high.y) / 2.0f;
low.x = (low.x - ax) * adj_x + ax;
high.x = (high.x - ax) * adj_x + ax;
low.y = (low.y - ay) * adj_y + ay;
high.y = (high.y - ay) * adj_y + ay;
low.z = (low.z - high.z) * inv_zoom + high.z;
// calc and apply near distance based on near diagonal and perspective
float w = high.x - low.x, h = high.y - low.y;
high.z -= low.z;
low.z = _valAngle == 0.0f ? 0.0f :
sqrt(w*w+h*h) * 0.5f / tan(_valAngle * 0.5f);
high.z += low.z;
}