Merge pull request #49 from ZappoMan/view_frustum_work

Latest view frustum work
This commit is contained in:
Philip Rosedale 2013-04-16 07:24:36 -07:00
commit 1cdeac0fec
5 changed files with 348 additions and 227 deletions

View file

@ -13,18 +13,20 @@
//------------------------
Camera::Camera()
{
mode = CAMERA_MODE_THIRD_PERSON;
tightness = DEFAULT_CAMERA_TIGHTNESS;
fieldOfView = 60.0; // default
yaw = 0.0;
pitch = 0.0;
roll = 0.0;
up = 0.0;
distance = 0.0;
targetPosition = glm::vec3( 0.0, 0.0, 0.0 );
position = glm::vec3( 0.0, 0.0, 0.0 );
idealPosition = glm::vec3( 0.0, 0.0, 0.0 );
orientation.setToIdentity();
_mode = CAMERA_MODE_THIRD_PERSON;
_tightness = DEFAULT_CAMERA_TIGHTNESS;
_fieldOfView = 60.0; // default
_nearClip = 0.1; // default
_farClip = 50.0; // default
_yaw = 0.0;
_pitch = 0.0;
_roll = 0.0;
_up = 0.0;
_distance = 0.0;
_targetPosition = glm::vec3( 0.0, 0.0, 0.0 );
_position = glm::vec3( 0.0, 0.0, 0.0 );
_idealPosition = glm::vec3( 0.0, 0.0, 0.0 );
_orientation.setToIdentity();
}
@ -33,29 +35,28 @@ Camera::Camera()
//------------------------------------
void Camera::update( float deltaTime )
{
double radian = ( yaw / 180.0 ) * PIE;
float radian = ( _yaw / 180.0 ) * PIE;
//these need to be checked to make sure they correspond to the cordinate system.
double x = distance * -sin( radian );
double z = distance * cos( radian );
double y = up;
float x = _distance * -sin( radian );
float z = _distance * cos( radian );
float y = _up;
idealPosition = targetPosition + glm::vec3( x, y, z );
float t = tightness * deltaTime;
_idealPosition = _targetPosition + glm::vec3( x, y, z );
float t = _tightness * deltaTime;
if ( t > 1.0 ){
t = 1.0;
}
position += ( idealPosition - position ) * t;
_position += ( _idealPosition - _position ) * t;
//-------------------------------------------------------------------------
//geterate the ortho-normals for the orientation based on the Euler angles
//-------------------------------------------------------------------------
orientation.setToIdentity();
orientation.yaw ( yaw );
orientation.pitch ( pitch );
orientation.roll ( roll );
//------------------------------------------------------------------------
_orientation.setToIdentity();
_orientation.yaw ( _yaw );
_orientation.pitch ( _pitch );
_orientation.roll ( _roll );
}

View file

@ -13,11 +13,11 @@
enum CameraMode
{
CAMERA_MODE_NULL = -1,
CAMERA_MODE_FIRST_PERSON,
CAMERA_MODE_THIRD_PERSON,
CAMERA_MODE_MY_OWN_FACE,
NUM_CAMERA_MODES
CAMERA_MODE_NULL = -1,
CAMERA_MODE_FIRST_PERSON,
CAMERA_MODE_THIRD_PERSON,
CAMERA_MODE_MY_OWN_FACE,
NUM_CAMERA_MODES
};
static const float DEFAULT_CAMERA_TIGHTNESS = 10.0f;
@ -25,42 +25,55 @@ static const float DEFAULT_CAMERA_TIGHTNESS = 10.0f;
class Camera
{
public:
Camera();
void update( float deltaTime );
void setMode ( CameraMode m ) { mode = m; }
void setYaw ( float y ) { yaw = y; }
void setPitch ( float p ) { pitch = p; }
void setRoll ( float r ) { roll = r; }
void setUp ( float u ) { up = u; }
void setDistance ( float d ) { distance = d; }
void setTargetPosition ( glm::vec3 t ) { targetPosition = t; }
void setPosition ( glm::vec3 p ) { position = p; }
void setTightness ( float t ) { tightness = t; }
void setOrientation ( Orientation o ) { orientation.set(o); }
Camera();
float getYaw () { return yaw; }
float getPitch () { return pitch; }
float getRoll () { return roll; }
glm::vec3 getPosition () { return position; }
Orientation getOrientation () { return orientation; }
CameraMode getMode () { return mode; }
void update( float deltaTime );
void setMode ( CameraMode m ) { _mode = m; }
void setYaw ( float y ) { _yaw = y; }
void setPitch ( float p ) { _pitch = p; }
void setRoll ( float r ) { _roll = r; }
void setUp ( float u ) { _up = u; }
void setDistance ( float d ) { _distance = d; }
void setTargetPosition ( glm::vec3 t ) { _targetPosition = t; };
void setPosition ( glm::vec3 p ) { _position = p; };
void setOrientation ( Orientation o ) { _orientation.set(o); }
void setTightness ( float t ) { _tightness = t; }
void setFieldOfView ( float f ) { _fieldOfView = f; }
void setAspectRatio ( float a ) { _aspectRatio = a; }
void setNearClip ( float n ) { _nearClip = n; }
void setFarClip ( float f ) { _farClip = f; }
float getYaw () { return _yaw; }
float getPitch () { return _pitch; }
float getRoll () { return _roll; }
glm::vec3 getPosition () { return _position; }
Orientation getOrientation () { return _orientation; }
CameraMode getMode () { return _mode; }
float getFieldOfView () { return _fieldOfView; }
float getAspectRatio () { return _aspectRatio; }
float getNearClip () { return _nearClip; }
float getFarClip () { return _farClip; }
private:
CameraMode mode;
glm::vec3 position;
glm::vec3 idealPosition;
glm::vec3 targetPosition;
float fieldOfView;
float yaw;
float pitch;
float roll;
float up;
float distance;
float tightness;
Orientation orientation;
CameraMode _mode;
glm::vec3 _position;
glm::vec3 _idealPosition;
glm::vec3 _targetPosition;
float _yaw;
float _pitch;
float _roll;
float _up;
float _distance;
float _tightness;
Orientation _orientation;
// Lens attributes
float _fieldOfView; // in degrees
float _aspectRatio; // width/height
float _nearClip; // in world units? - XXXBHG - we need to think about this!
float _farClip; // in world units?
};
#endif

View file

@ -79,6 +79,9 @@
using namespace std;
void reshape(int width, int height); // will be defined below
pthread_t networkReceiveThread;
bool stopNetworkReceiveThread = false;
@ -97,10 +100,13 @@ bool wantColorRandomizer = true; // for addSphere and load file
Oscilloscope audioScope(256,200,true);
Head myAvatar; // The rendered avatar of oneself
Camera myCamera; // My view onto the world (sometimes on myself :)
ViewFrustum viewFrustum; // current state of view frustum, perspective, orientation, etc.
// Starfield information
Head myAvatar; // The rendered avatar of oneself
Camera myCamera; // My view onto the world (sometimes on myself :)
Camera viewFrustumOffsetCamera; // The camera we use to sometimes show the view frustum from an offset mode
// Starfield information
char starFile[] = "https://s3-us-west-1.amazonaws.com/highfidelity/stars.txt";
FieldOfView fov;
Stars stars;
@ -528,39 +534,57 @@ float viewFrustumOffsetUp = 0.0;
void render_view_frustum() {
glm::vec3 cameraPosition = ::myCamera.getPosition();
glm::vec3 headPosition = ::myAvatar.getHeadPosition();
glm::vec3 cameraDirection = ::myCamera.getOrientation().getFront() * glm::vec3(1,1,-1);
glm::vec3 headDirection = myAvatar.getHeadLookatDirection(); // direction still backwards
glm::vec3 cameraUp = myCamera.getOrientation().getUp() * glm::vec3(1,1,1);
glm::vec3 headUp = myAvatar.getHeadLookatDirectionUp();
glm::vec3 cameraRight = myCamera.getOrientation().getRight() * glm::vec3(1,1,-1);
glm::vec3 headRight = myAvatar.getHeadLookatDirectionRight() * glm::vec3(-1,1,-1); // z is flipped!
// We will use these below, from either the camera or head vectors calculated above
glm::vec3 position;
glm::vec3 direction;
glm::vec3 up;
glm::vec3 right;
float fov, nearClip, farClip;
// Camera or Head?
if (::cameraFrustum) {
position = cameraPosition;
direction = cameraDirection;
up = cameraUp;
right = cameraRight;
position = ::myCamera.getPosition();
direction = ::myCamera.getOrientation().getFront() * glm::vec3(1,1,-1);
up = ::myCamera.getOrientation().getUp() * glm::vec3(1,1,1);
right = ::myCamera.getOrientation().getRight() * glm::vec3(1,1,-1);
fov = ::myCamera.getFieldOfView();
nearClip = ::myCamera.getNearClip();
farClip = ::myCamera.getFarClip();
} else {
position = headPosition;
direction = headDirection;
up = headUp;
right = headRight;
position = ::myAvatar.getHeadPosition();
direction = ::myAvatar.getHeadLookatDirection();
up = ::myAvatar.getHeadLookatDirectionUp();
right = ::myAvatar.getHeadLookatDirectionRight() * glm::vec3(-1,1,-1);
// NOTE: we use the same lens details if we draw from the head
fov = ::myCamera.getFieldOfView();
nearClip = ::myCamera.getNearClip();
farClip = ::myCamera.getFarClip();
}
/*
printf("position.x=%f, position.y=%f, position.z=%f\n", position.x, position.y, position.z);
printf("direction.x=%f, direction.y=%f, direction.z=%f\n", direction.x, direction.y, direction.z);
printf("up.x=%f, up.y=%f, up.z=%f\n", up.x, up.y, up.z);
printf("right.x=%f, right.y=%f, right.z=%f\n", right.x, right.y, right.z);
printf("fov=%f\n", fov);
printf("nearClip=%f\n", nearClip);
printf("farClip=%f\n", farClip);
*/
// Set the viewFrustum up with the correct position and orientation of the camera
viewFrustum.setPosition(position);
viewFrustum.setOrientation(direction,up,right);
// Also make sure it's got the correct lens details from the camera
viewFrustum.setFieldOfView(fov);
viewFrustum.setNearClip(nearClip);
viewFrustum.setFarClip(farClip);
// Ask the ViewFrustum class to calculate our corners
ViewFrustum vf(position,direction,up,right,::WIDTH,::HEIGHT);
viewFrustum.calculate();
//viewFrustum.dump();
// Get ready to draw some lines
glDisable(GL_LIGHTING);
@ -593,64 +617,64 @@ void render_view_frustum() {
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES
|| ::frustumDrawingMode == FRUSTUM_DRAW_MODE_NEAR_PLANE) {
// Drawing the bounds of the frustum
// vf.getNear plane - bottom edge
// viewFrustum.getNear plane - bottom edge
glColor3f(1,0,0);
glVertex3f(vf.getNearBottomLeft().x, vf.getNearBottomLeft().y, vf.getNearBottomLeft().z);
glVertex3f(vf.getNearBottomRight().x, vf.getNearBottomRight().y, vf.getNearBottomRight().z);
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
// vf.getNear plane - top edge
glVertex3f(vf.getNearTopLeft().x, vf.getNearTopLeft().y, vf.getNearTopLeft().z);
glVertex3f(vf.getNearTopRight().x, vf.getNearTopRight().y, vf.getNearTopRight().z);
// viewFrustum.getNear plane - top edge
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
// vf.getNear plane - right edge
glVertex3f(vf.getNearBottomRight().x, vf.getNearBottomRight().y, vf.getNearBottomRight().z);
glVertex3f(vf.getNearTopRight().x, vf.getNearTopRight().y, vf.getNearTopRight().z);
// viewFrustum.getNear plane - right edge
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
// vf.getNear plane - left edge
glVertex3f(vf.getNearBottomLeft().x, vf.getNearBottomLeft().y, vf.getNearBottomLeft().z);
glVertex3f(vf.getNearTopLeft().x, vf.getNearTopLeft().y, vf.getNearTopLeft().z);
// viewFrustum.getNear plane - left edge
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
}
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES
|| ::frustumDrawingMode == FRUSTUM_DRAW_MODE_FAR_PLANE) {
// vf.getFar plane - bottom edge
// viewFrustum.getFar plane - bottom edge
glColor3f(0,1,0); // GREEN!!!
glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
glVertex3f(vf.getFarBottomRight().x, vf.getFarBottomRight().y, vf.getFarBottomRight().z);
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
// vf.getFar plane - top edge
glVertex3f(vf.getFarTopLeft().x, vf.getFarTopLeft().y, vf.getFarTopLeft().z);
glVertex3f(vf.getFarTopRight().x, vf.getFarTopRight().y, vf.getFarTopRight().z);
// viewFrustum.getFar plane - top edge
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
// vf.getFar plane - right edge
glVertex3f(vf.getFarBottomRight().x, vf.getFarBottomRight().y, vf.getFarBottomRight().z);
glVertex3f(vf.getFarTopRight().x, vf.getFarTopRight().y, vf.getFarTopRight().z);
// viewFrustum.getFar plane - right edge
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
// vf.getFar plane - left edge
glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
glVertex3f(vf.getFarTopLeft().x, vf.getFarTopLeft().y, vf.getFarTopLeft().z);
// viewFrustum.getFar plane - left edge
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
}
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES) {
// RIGHT PLANE IS CYAN
// right plane - bottom edge - vf.getNear to distant
// right plane - bottom edge - viewFrustum.getNear to distant
glColor3f(0,1,1);
glVertex3f(vf.getNearBottomRight().x, vf.getNearBottomRight().y, vf.getNearBottomRight().z);
glVertex3f(vf.getFarBottomRight().x, vf.getFarBottomRight().y, vf.getFarBottomRight().z);
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
// right plane - top edge - vf.getNear to distant
glVertex3f(vf.getNearTopRight().x, vf.getNearTopRight().y, vf.getNearTopRight().z);
glVertex3f(vf.getFarTopRight().x, vf.getFarTopRight().y, vf.getFarTopRight().z);
// right plane - top edge - viewFrustum.getNear to distant
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
// LEFT PLANE IS BLUE
// left plane - bottom edge - vf.getNear to distant
// left plane - bottom edge - viewFrustum.getNear to distant
glColor3f(0,0,1);
glVertex3f(vf.getNearBottomLeft().x, vf.getNearBottomLeft().y, vf.getNearBottomLeft().z);
glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
// left plane - top edge - vf.getNear to distant
glVertex3f(vf.getNearTopLeft().x, vf.getNearTopLeft().y, vf.getNearTopLeft().z);
glVertex3f(vf.getFarTopLeft().x, vf.getFarTopLeft().y, vf.getFarTopLeft().z);
// left plane - top edge - viewFrustum.getNear to distant
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
}
glEnd();
@ -660,8 +684,6 @@ void render_view_frustum() {
void display(void)
{
//printf( "avatar head lookat = %f, %f, %f\n", myAvatar.getAvatarHeadLookatDirection().x, myAvatar.getAvatarHeadLookatDirection().y, myAvatar.getAvatarHeadLookatDirection().z );
PerfStat("display");
glEnable(GL_LINE_SMOOTH);
@ -708,13 +730,14 @@ void display(void)
//----------------------------------------------------
myCamera.setTargetPosition ( myAvatar.getPos() );
myCamera.setYaw ( 180.0 - myAvatar.getBodyYaw() );
myCamera.setPitch ( 10.0 );
myCamera.setPitch ( 0.0 ); // temporarily, this must be 0.0 or else bad juju
myCamera.setRoll ( 0.0 );
myCamera.setUp ( 0.45 );
myCamera.setDistance ( 0.5 );
myCamera.setTightness ( 10.0f );
myCamera.update ( 1.f/FPS );
}
// Note: whichCamera is used to pick between the normal camera myCamera for our
// main camera, vs, an alternate camera. The alternate camera we support right now
// is the viewFrustumOffsetCamera. But theoretically, we could use this same mechanism
@ -725,21 +748,20 @@ void display(void)
// myCamera is. But we also want to do meaningful camera transforms on OpenGL for the offset camera
Camera whichCamera = myCamera;
Camera viewFrustumOffsetCamera = myCamera;
if (::viewFrustumFromOffset && ::frustumOn) {
//----------------------------------------------------
// set the camera to third-person view but offset so we can see the frustum
//----------------------------------------------------
viewFrustumOffsetCamera.setYaw ( 180.0 - myAvatar.getBodyYaw() + ::viewFrustumOffsetYaw );
viewFrustumOffsetCamera.setPitch ( 0.0 + ::viewFrustumOffsetPitch );
viewFrustumOffsetCamera.setRoll ( 0.0 + ::viewFrustumOffsetRoll );
viewFrustumOffsetCamera.setUp ( 0.2 + 0.2 );
viewFrustumOffsetCamera.setDistance( 0.5 + 0.2 );
viewFrustumOffsetCamera.update( 1.f/FPS );
viewFrustumOffsetCamera.setPitch ( 0.0 + ::viewFrustumOffsetPitch );
viewFrustumOffsetCamera.setRoll ( 0.0 + ::viewFrustumOffsetRoll );
viewFrustumOffsetCamera.setUp ( 0.2 + ::viewFrustumOffsetUp );
viewFrustumOffsetCamera.setDistance ( 0.5 + ::viewFrustumOffsetDistance );
viewFrustumOffsetCamera.update(1.f/FPS);
whichCamera = viewFrustumOffsetCamera;
}
//---------------------------------------------
// transform view according to whichCamera
// could be myCamera (if in normal mode)
@ -750,6 +772,8 @@ void display(void)
glRotatef ( whichCamera.getRoll(), 0, 0, 1 );
glTranslatef( -whichCamera.getPosition().x, -whichCamera.getPosition().y, -whichCamera.getPosition().z );
if (::starsOn) {
// should be the first rendering pass - w/o depth buffer / lighting
stars.render(fov);
@ -966,7 +990,14 @@ int setDisplayFrustum(int state) {
}
int setFrustumOffset(int state) {
return setValue(state, &::viewFrustumFromOffset);
int value = setValue(state, &::viewFrustumFromOffset);
// reshape so that OpenGL will get the right lens details for the camera of choice
if (state == MENU_ROW_PICKED) {
reshape(::WIDTH,::HEIGHT);
}
return value;
}
int setFrustumOrigin(int state) {
@ -1026,12 +1057,13 @@ void initMenu() {
menuColumnOptions->addRow("(V)oxels", setVoxels);
menuColumnOptions->addRow("Stars (*)", setStars);
menuColumnOptions->addRow("(Q)uit", quitApp);
// Tools
menuColumnTools = menu.addColumn("Tools");
menuColumnTools->addRow("Stats (/)", setStats);
menuColumnTools->addRow("(M)enu", setMenu);
// Debug
// Frustum Options
menuColumnFrustum = menu.addColumn("Frustum");
menuColumnFrustum->addRow("Display (F)rustum", setDisplayFrustum);
menuColumnFrustum->addRow("Use (O)ffset Camera", setFrustumOffset);
@ -1187,7 +1219,7 @@ void key(unsigned char k, int x, int y)
if (k == 'V' || k == 'v') ::showingVoxels = !::showingVoxels; // toggle voxels
if (k == 'F') ::frustumOn = !::frustumOn; // toggle view frustum debugging
if (k == 'C') ::cameraFrustum = !::cameraFrustum; // toggle which frustum to look at
if (k == 'O' || k == 'G') ::viewFrustumFromOffset = !::viewFrustumFromOffset; // toggle view frustum offset debugging
if (k == 'O' || k == 'G') setFrustumOffset(MENU_ROW_PICKED); // toggle view frustum offset debugging
if (k == '[') ::viewFrustumOffsetYaw -= 0.5;
if (k == ']') ::viewFrustumOffsetYaw += 0.5;
@ -1199,8 +1231,10 @@ void key(unsigned char k, int x, int y)
if (k == '>') ::viewFrustumOffsetDistance += 0.5;
if (k == ',') ::viewFrustumOffsetUp -= 0.05;
if (k == '.') ::viewFrustumOffsetUp += 0.05;
if (k == '|') ViewFrustum::fovAngleAdust -= 0.05;
if (k == '\\') ViewFrustum::fovAngleAdust += 0.05;
// if (k == '|') ViewFrustum::fovAngleAdust -= 0.05;
// if (k == '\\') ViewFrustum::fovAngleAdust += 0.05;
if (k == 'R') setFrustumRenderMode(MENU_ROW_PICKED);
if (k == '&') {
@ -1359,27 +1393,66 @@ void idle(void) {
}
void reshape(int width, int height)
{
WIDTH = width;
HEIGHT = height;
float aspectRatio = ((float)width/(float)height); // based on screen resize
float fov;
float nearClip;
float farClip;
// get the lens details from the current camera
if (::viewFrustumFromOffset) {
fov = ::viewFrustumOffsetCamera.getFieldOfView();
nearClip = ::viewFrustumOffsetCamera.getNearClip();
farClip = ::viewFrustumOffsetCamera.getFarClip();
} else {
fov = ::myCamera.getFieldOfView();
nearClip = ::myCamera.getNearClip();
farClip = ::myCamera.getFarClip();
}
//printf("reshape() width=%d, height=%d, aspectRatio=%f fov=%f near=%f far=%f \n",
// width,height,aspectRatio,fov,nearClip,farClip);
// Tell our viewFrustum about this change
::viewFrustum.setAspectRatio(aspectRatio);
glViewport(0, 0, width, height); // shouldn't this account for the menu???
glMatrixMode(GL_PROJECTION); //hello
fov.setResolution(width, height)
.setBounds(glm::vec3(-0.5f,-0.5f,-500.0f), glm::vec3(0.5f, 0.5f, 0.1f) )
.setPerspective(0.7854f);
glLoadMatrixf(glm::value_ptr(fov.getViewerScreenXform()));
// XXXBHG - Note: this is Tobias's code for loading the perspective matrix. At Philip's suggestion, I'm removing
// it and putting back our old code that simply loaded the fov, ratio, and near/far clips. But I'm keeping this here
// for reference for now.
//fov.setResolution(width, height)
// .setBounds(glm::vec3(-0.5f,-0.5f,-500.0f), glm::vec3(0.5f, 0.5f, 0.1f) )
// .setPerspective(0.7854f);
//glLoadMatrixf(glm::value_ptr(fov.getViewerScreenXform()));
glLoadIdentity();
// XXXBHG - If we're in view frustum mode, then we need to do this little bit of hackery so that
// OpenGL won't clip our frustum rendering lines. This is a debug hack for sure! Basically, this makes
// the near clip a little bit closer (therefor you see more) and the far clip a little bit farther (also,
// to see more.)
if (::frustumOn) {
nearClip -= 0.01f;
farClip += 0.01f;
}
// On window reshape, we need to tell OpenGL about our new setting
gluPerspective(fov,aspectRatio,nearClip,farClip);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glViewport(0, 0, width, height);
}
void mouseFunc( int button, int state, int x, int y )
{
if( button == GLUT_LEFT_BUTTON && state == GLUT_DOWN )
@ -1469,6 +1542,12 @@ int main(int argc, const char * argv[])
#ifdef _WIN32
glewInit();
#endif
// Before we render anything, let's set up our viewFrustumOffsetCamera with a sufficiently large
// field of view and near and far clip to make it interesting.
//viewFrustumOffsetCamera.setFieldOfView(90.0);
viewFrustumOffsetCamera.setNearClip(0.1);
viewFrustumOffsetCamera.setFarClip(500.0);
printf( "Created Display Window.\n" );

View file

@ -8,14 +8,32 @@
//
//
#include "Util.h"
#include "ViewFrustum.h"
float ViewFrustum::fovAngleAdust=1.65;
ViewFrustum::ViewFrustum(glm::vec3 position, glm::vec3 direction,
glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight) {
this->calculateViewFrustum(position, direction, up, right, screenWidth, screenHeight);
}
ViewFrustum::ViewFrustum() :
_position(glm::vec3(0,0,0)),
_direction(glm::vec3(0,0,0)),
_up(glm::vec3(0,0,0)),
_right(glm::vec3(0,0,0)),
_fieldOfView(0.0),
_aspectRatio(1.0),
_nearClip(0.1),
_farClip(500.0),
_nearHeight(0.0),
_nearWidth(0.0),
_farHeight(0.0),
_farWidth(0.0),
_farCenter(glm::vec3(0,0,0)),
_farTopLeft(glm::vec3(0,0,0)),
_farTopRight(glm::vec3(0,0,0)),
_farBottomLeft(glm::vec3(0,0,0)),
_farBottomRight(glm::vec3(0,0,0)),
_nearCenter(glm::vec3(0,0,0)),
_nearTopLeft(glm::vec3(0,0,0)),
_nearTopRight(glm::vec3(0,0,0)),
_nearBottomLeft(glm::vec3(0,0,0)),
_nearBottomRight(glm::vec3(0,0,0)) { }
/////////////////////////////////////////////////////////////////////////////////////
// ViewFrustum::calculateViewFrustum()
@ -26,47 +44,41 @@ ViewFrustum::ViewFrustum(glm::vec3 position, glm::vec3 direction,
// Notes on how/why this works:
// http://www.lighthouse3d.com/tutorials/view-frustum-culling/view-frustums-shape/
//
void ViewFrustum::calculateViewFrustum(glm::vec3 position, glm::vec3 direction,
glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight) {
void ViewFrustum::calculate() {
static const double PI_OVER_180 = 3.14159265359 / 180.0; // would be better if this was in a shared location
// Save the values we were passed...
this->_position = position;
this->_direction = direction;
this->_up = up;
this->_right = right;
this->_screenWidth = screenWidth;
this->_screenHeight = screenHeight;
glm::vec3 front = direction;
glm::vec3 front = _direction;
// Calculating field of view.
// 0.7854f is 45 deg
// ViewFrustum::fovAngleAdust defaults to 1.65
// Apparently our fov is around 1.75 times this value or 74.25 degrees
// you can adjust this in interface by using the "|" and "\" keys to tweak
// the adjustment and see effects of different FOVs
float fovHalfAngle = 0.7854f * ViewFrustum::fovAngleAdust;
float ratio = screenWidth / screenHeight;
float fovInRadians = this->_fieldOfView * PI_OVER_180;
this->_nearDist = 0.1;
this->_farDist = 10.0;
this->_nearHeight = 2 * tan(fovHalfAngle) * this->_nearDist;
this->_nearWidth = this->_nearHeight * ratio;
this->_farHeight = 2 * tan(fovHalfAngle) * this->_farDist;
this->_farWidth = this->_farHeight * ratio;
float twoTimesTanHalfFOV = 2.0f * tan(fovInRadians/2.0f);
float farHalfHeight = this->_farHeight * 0.5f;
float farHalfWidth = this->_farWidth * 0.5f;
this->_farCenter = this->_position+front * this->_farDist;
float slightlySmaller = 0.0f;
float slightlyInsideWidth= 0.0f - slightlySmaller;
float slightlyInsideNear = 0.0f + slightlySmaller;
float slightlyInsideFar = 0.0f - slightlySmaller;
float nearClip = this->_nearClip + slightlyInsideNear;
float farClip = this->_farClip + slightlyInsideFar;
this->_nearHeight = (twoTimesTanHalfFOV * nearClip);
this->_nearWidth = this->_nearHeight * this->_aspectRatio;
this->_farHeight = (twoTimesTanHalfFOV * farClip);
this->_farWidth = this->_farHeight * this->_aspectRatio;
float farHalfHeight = (this->_farHeight * 0.5f) + slightlyInsideWidth;
float farHalfWidth = (this->_farWidth * 0.5f) + slightlyInsideWidth;
this->_farCenter = this->_position+front * farClip;
this->_farTopLeft = this->_farCenter + (this->_up * farHalfHeight) - (this->_right * farHalfWidth);
this->_farTopRight = this->_farCenter + (this->_up * farHalfHeight) + (this->_right * farHalfWidth);
this->_farBottomLeft = this->_farCenter - (this->_up * farHalfHeight) - (this->_right * farHalfWidth);
this->_farBottomRight = this->_farCenter - (this->_up * farHalfHeight) + (this->_right * farHalfWidth);
float nearHalfHeight = this->_nearHeight * 0.5f;
float nearHalfWidth = this->_nearWidth * 0.5f;
this->_nearCenter = this->_position+front * this->_nearDist;
float nearHalfHeight = (this->_nearHeight * 0.5f) + slightlyInsideWidth;
float nearHalfWidth = (this->_nearWidth * 0.5f) + slightlyInsideWidth;
this->_nearCenter = this->_position+front * nearClip;
this->_nearTopLeft = this->_nearCenter + (this->_up * nearHalfHeight) - (this->_right * nearHalfWidth);
this->_nearTopRight = this->_nearCenter + (this->_up * nearHalfHeight) + (this->_right * nearHalfWidth);
this->_nearBottomLeft = this->_nearCenter - (this->_up * nearHalfHeight) - (this->_right * nearHalfWidth);
@ -80,11 +92,11 @@ void ViewFrustum::dump() {
printf("up.x=%f, up.y=%f, up.z=%f\n", this->_up.x, this->_up.y, this->_up.z);
printf("right.x=%f, right.y=%f, right.z=%f\n", this->_right.x, this->_right.y, this->_right.z);
printf("farDist=%f\n", this->_farDist);
printf("farDist=%f\n", this->_farClip);
printf("farHeight=%f\n", this->_farHeight);
printf("farWidth=%f\n", this->_farWidth);
printf("nearDist=%f\n", this->_nearDist);
printf("nearDist=%f\n", this->_nearClip);
printf("nearHeight=%f\n", this->_nearHeight);
printf("nearWidth=%f\n", this->_nearWidth);

View file

@ -15,54 +15,70 @@
class ViewFrustum {
private:
glm::vec3 _position;
glm::vec3 _direction;
glm::vec3 _up;
glm::vec3 _right;
float _screenWidth;
float _screenHeight;
float _nearDist;
float _farDist;
float _nearHeight;
float _nearWidth;
float _farHeight;
float _farWidth;
// camera location/orientation attributes
glm::vec3 _position;
glm::vec3 _direction;
glm::vec3 _up;
glm::vec3 _right;
glm::vec3 _farCenter;
glm::vec3 _farTopLeft;
glm::vec3 _farTopRight;
glm::vec3 _farBottomLeft;
glm::vec3 _farBottomRight;
// Lens attributes
float _fieldOfView;
float _aspectRatio;
float _nearClip;
float _farClip;
glm::vec3 _nearCenter;
glm::vec3 _nearTopLeft;
glm::vec3 _nearTopRight;
glm::vec3 _nearBottomLeft;
glm::vec3 _nearBottomRight;
// Calculated values
float _nearHeight;
float _nearWidth;
float _farHeight;
float _farWidth;
glm::vec3 _farCenter;
glm::vec3 _farTopLeft;
glm::vec3 _farTopRight;
glm::vec3 _farBottomLeft;
glm::vec3 _farBottomRight;
glm::vec3 _nearCenter;
glm::vec3 _nearTopLeft;
glm::vec3 _nearTopRight;
glm::vec3 _nearBottomLeft;
glm::vec3 _nearBottomRight;
public:
const glm::vec3& getFarCenter() const { return _farCenter; };
const glm::vec3& getFarTopLeft() const { return _farTopLeft; };
const glm::vec3& getFarTopRight() const { return _farTopRight; };
const glm::vec3& getFarBottomLeft() const { return _farBottomLeft; };
const glm::vec3& getFarBottomRight() const { return _farBottomRight; };
// setters for camera attributes
void setPosition (const glm::vec3& p) { _position = p; }
void setOrientation (const glm::vec3& d, const glm::vec3& u, const glm::vec3& r )
{ _direction = d; _up = u; _right = r; }
const glm::vec3& getNearCenter() const { return _nearCenter; };
const glm::vec3& getNearTopLeft() const { return _nearTopLeft; };
const glm::vec3& getNearTopRight() const { return _nearTopRight; };
const glm::vec3& getNearBottomLeft() const { return _nearBottomLeft; };
const glm::vec3& getNearBottomRight() const { return _nearBottomRight; };
// setters for lens attributes
void setFieldOfView ( float f ) { _fieldOfView = f; }
void setAspectRatio ( float a ) { _aspectRatio = a; }
void setNearClip ( float n ) { _nearClip = n; }
void setFarClip ( float f ) { _farClip = f; }
void calculateViewFrustum(glm::vec3 position, glm::vec3 direction,
glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight);
// getters for lens attributes
float getFieldOfView() const { return _fieldOfView; };
float getAspectRatio() const { return _aspectRatio; };
float getNearClip() const { return _nearClip; };
float getFarClip() const { return _farClip; };
ViewFrustum(glm::vec3 position, glm::vec3 direction,
glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight);
void dump();
static float fovAngleAdust;
const glm::vec3& getFarCenter() const { return _farCenter; };
const glm::vec3& getFarTopLeft() const { return _farTopLeft; };
const glm::vec3& getFarTopRight() const { return _farTopRight; };
const glm::vec3& getFarBottomLeft() const { return _farBottomLeft; };
const glm::vec3& getFarBottomRight() const { return _farBottomRight; };
const glm::vec3& getNearCenter() const { return _nearCenter; };
const glm::vec3& getNearTopLeft() const { return _nearTopLeft; };
const glm::vec3& getNearTopRight() const { return _nearTopRight; };
const glm::vec3& getNearBottomLeft() const { return _nearBottomLeft; };
const glm::vec3& getNearBottomRight() const { return _nearBottomRight;};
void calculate();
ViewFrustum();
void dump();
};