More focal length bits.

This commit is contained in:
Andrzej Kapolka 2013-09-06 15:07:15 -07:00
parent 12f82e39c5
commit 26411a42b1
3 changed files with 57 additions and 20 deletions

View file

@ -638,8 +638,8 @@ void Application::keyPressEvent(QKeyEvent* event) {
case Qt::Key_J:
if (isShifted) {
_myCamera.setEyeOffsetOrientation(glm::normalize(
glm::quat(glm::vec3(0, 0.002f, 0)) * _myCamera.getEyeOffsetOrientation()));
_viewFrustum.setFocalLength(_viewFrustum.getFocalLength() - 0.1f);
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(-0.001, 0, 0));
}
@ -648,8 +648,8 @@ void Application::keyPressEvent(QKeyEvent* event) {
case Qt::Key_M:
if (isShifted) {
_myCamera.setEyeOffsetOrientation(glm::normalize(
glm::quat(glm::vec3(0, -0.002f, 0)) * _myCamera.getEyeOffsetOrientation()));
_viewFrustum.setFocalLength(_viewFrustum.getFocalLength() + 0.1f);
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0.001, 0, 0));
}
@ -2934,6 +2934,30 @@ void Application::renderViewFrustum(ViewFrustum& viewFrustum) {
// 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);
// focal plane - bottom edge
glColor3f(1.0f, 0.0f, 1.0f);
float focalProportion = (viewFrustum.getFocalLength() - viewFrustum.getNearClip()) /
(viewFrustum.getFarClip() - viewFrustum.getNearClip());
glm::vec3 focalBottomLeft = glm::mix(viewFrustum.getNearBottomLeft(), viewFrustum.getFarBottomLeft(), focalProportion);
glm::vec3 focalBottomRight = glm::mix(viewFrustum.getNearBottomRight(),
viewFrustum.getFarBottomRight(), focalProportion);
glVertex3f(focalBottomLeft.x, focalBottomLeft.y, focalBottomLeft.z);
glVertex3f(focalBottomRight.x, focalBottomRight.y, focalBottomRight.z);
// focal plane - top edge
glm::vec3 focalTopLeft = glm::mix(viewFrustum.getNearTopLeft(), viewFrustum.getFarTopLeft(), focalProportion);
glm::vec3 focalTopRight = glm::mix(viewFrustum.getNearTopRight(), viewFrustum.getFarTopRight(), focalProportion);
glVertex3f(focalTopLeft.x, focalTopLeft.y, focalTopLeft.z);
glVertex3f(focalTopRight.x, focalTopRight.y, focalTopRight.z);
// focal plane - left edge
glVertex3f(focalBottomLeft.x, focalBottomLeft.y, focalBottomLeft.z);
glVertex3f(focalTopLeft.x, focalTopLeft.y, focalTopLeft.z);
// focal plane - right edge
glVertex3f(focalBottomRight.x, focalBottomRight.y, focalBottomRight.z);
glVertex3f(focalTopRight.x, focalTopRight.y, focalTopRight.z);
}
glEnd();
glEnable(GL_LIGHTING);

View file

@ -32,6 +32,7 @@ ViewFrustum::ViewFrustum() :
_aspectRatio(1.0),
_nearClip(0.1),
_farClip(500.0),
_focalLength(0.25f),
_keyholeRadius(DEFAULT_KEYHOLE_RADIUS),
_farTopLeft(0,0,0),
_farTopRight(0,0,0),
@ -310,15 +311,16 @@ bool testMatches(float lhs, float rhs) {
bool ViewFrustum::matches(const ViewFrustum& compareTo, bool debug) const {
bool result =
testMatches(compareTo._position, _position ) &&
testMatches(compareTo._direction, _direction ) &&
testMatches(compareTo._up, _up ) &&
testMatches(compareTo._right, _right ) &&
testMatches(compareTo._fieldOfView, _fieldOfView ) &&
testMatches(compareTo._aspectRatio, _aspectRatio ) &&
testMatches(compareTo._nearClip, _nearClip ) &&
testMatches(compareTo._farClip, _farClip ) &&
testMatches(compareTo._eyeOffsetPosition, _eyeOffsetPosition ) &&
testMatches(compareTo._position, _position) &&
testMatches(compareTo._direction, _direction) &&
testMatches(compareTo._up, _up) &&
testMatches(compareTo._right, _right) &&
testMatches(compareTo._fieldOfView, _fieldOfView) &&
testMatches(compareTo._aspectRatio, _aspectRatio) &&
testMatches(compareTo._nearClip, _nearClip) &&
testMatches(compareTo._farClip, _farClip) &&
testMatches(compareTo._focalLength, _focalLength) &&
testMatches(compareTo._eyeOffsetPosition, _eyeOffsetPosition) &&
testMatches(compareTo._eyeOffsetOrientation, _eyeOffsetOrientation);
if (!result && debug) {
@ -351,6 +353,9 @@ bool ViewFrustum::matches(const ViewFrustum& compareTo, bool debug) const {
qDebug("%s -- compareTo._farClip=%f _farClip=%f\n",
(testMatches(compareTo._farClip, _farClip) ? "MATCHES " : "NO MATCH"),
compareTo._farClip, _farClip);
qDebug("%s -- compareTo._focalLength=%f _focalLength=%f\n",
(testMatches(compareTo._focalLength, _focalLength) ? "MATCHES " : "NO MATCH"),
compareTo._focalLength, _focalLength);
qDebug("%s -- compareTo._eyeOffsetPosition=%f,%f,%f _eyeOffsetPosition=%f,%f,%f\n",
(testMatches(compareTo._eyeOffsetPosition, _eyeOffsetPosition) ? "MATCHES " : "NO MATCH"),
compareTo._eyeOffsetPosition.x, compareTo._eyeOffsetPosition.y, compareTo._eyeOffsetPosition.z,
@ -401,13 +406,17 @@ void ViewFrustum::computeOffAxisFrustum(float& left, float& right, float& bottom
nearClipPlane = glm::vec4(-normal.x, -normal.y, -normal.z, glm::dot(normal, corners[0]));
farClipPlane = glm::vec4(normal.x, normal.y, normal.z, -glm::dot(normal, corners[4]));
// compute the focal proportion (zero is near clip, one is far clip)
float focalProportion = (_focalLength - _nearClip) / (_farClip - _nearClip);
// get the extents at Z = -near
left = FLT_MAX;
right = -FLT_MAX;
bottom = FLT_MAX;
top = -FLT_MAX;
for (int i = 0; i < 4; i++) {
glm::vec4 intersection = corners[i] * (-near / corners[i].z);
glm::vec4 corner = glm::mix(corners[i], corners[i + 4], focalProportion);
glm::vec4 intersection = corner * (-near / corner.z);
left = min(left, intersection.x);
right = max(right, intersection.x);
bottom = min(bottom, intersection.y);
@ -426,6 +435,7 @@ void ViewFrustum::printDebugDetails() const {
qDebug("_keyHoleRadius=%f\n", _keyholeRadius);
qDebug("_nearClip=%f\n", _nearClip);
qDebug("_farClip=%f\n", _farClip);
qDebug("_focalLength=%f\n", _focalLength);
qDebug("_eyeOffsetPosition=%f,%f,%f\n", _eyeOffsetPosition.x, _eyeOffsetPosition.y, _eyeOffsetPosition.z );
qDebug("_eyeOffsetOrientation=%f,%f,%f,%f\n", _eyeOffsetOrientation.x, _eyeOffsetOrientation.y, _eyeOffsetOrientation.z,
_eyeOffsetOrientation.w );

View file

@ -39,6 +39,7 @@ public:
void setAspectRatio(float a) { _aspectRatio = a; }
void setNearClip(float n) { _nearClip = n; }
void setFarClip(float f) { _farClip = f; }
void setFocalLength(float length) { _focalLength = length; }
void setEyeOffsetPosition(const glm::vec3& p) { _eyeOffsetPosition = p; }
void setEyeOffsetOrientation(const glm::quat& o) { _eyeOffsetOrientation = o; }
@ -47,6 +48,7 @@ public:
float getAspectRatio() const { return _aspectRatio; }
float getNearClip() const { return _nearClip; }
float getFarClip() const { return _farClip; }
float getFocalLength() const { return _focalLength; }
const glm::vec3& getEyeOffsetPosition() const { return _eyeOffsetPosition; }
const glm::quat& getEyeOffsetOrientation() const { return _eyeOffsetOrientation; }
@ -111,12 +113,13 @@ private:
glm::vec3 _right;
// Lens attributes
float _fieldOfView;
float _aspectRatio;
float _nearClip;
float _farClip;
glm::vec3 _eyeOffsetPosition;
glm::quat _eyeOffsetOrientation;
float _fieldOfView;
float _aspectRatio;
float _nearClip;
float _farClip;
float _focalLength;
glm::vec3 _eyeOffsetPosition;
glm::quat _eyeOffsetOrientation;
// keyhole attributes
float _keyholeRadius;