X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fgraphics%2Fviewport.cpp;h=51e8cddd046fe3fd55be684427023ede5fa93ea7;hb=0e061ce526fe46dd3e894223e5d646eb2e30f826;hp=9e22a260eeb12072eb75ea5931be9b666009d0c1;hpb=98770f59a02c76f02de0a46ed36d9cfd52f5071b;p=blobs.git diff --git a/src/graphics/viewport.cpp b/src/graphics/viewport.cpp index 9e22a26..51e8cdd 100644 --- a/src/graphics/viewport.cpp +++ b/src/graphics/viewport.cpp @@ -1,11 +1,15 @@ #include "Camera.hpp" #include "Viewport.hpp" -#include "../const.hpp" +#include "../creature/Creature.hpp" +#include "../math/const.hpp" #include "../world/Body.hpp" +#include "../world/Planet.hpp" #include #include +#include +#include #include @@ -13,7 +17,7 @@ namespace blobs { namespace graphics { Camera::Camera(const world::Body &r) noexcept -: fov(PI_0p25) +: fov(PI * 0.25) , aspect(1.0f) , near(0.1f) , far(12560.0f) @@ -56,73 +60,51 @@ Camera &Camera::Reference(const world::Body &r) noexcept { return *this; } -Camera &Camera::FirstPerson(int srf, const glm::vec3 &pos, const glm::vec3 &at) noexcept { - track_orient = true; - - float dir = srf < 3 ? 1.0f : -1.0f; - - glm::vec3 position; - position[(srf + 0) % 3] = pos.x; - position[(srf + 1) % 3] = pos.y; - position[(srf + 2) % 3] = dir * (pos.z + Reference().Radius()); - - glm::vec3 up(0.0f); - up[(srf + 2) % 3] = dir; - - glm::vec3 target; - target[(srf + 0) % 3] = at.x; - target[(srf + 1) % 3] = at.y; - target[(srf + 2) % 3] = dir * (at.z + Reference().Radius()); - - view = glm::lookAt(position, target, up); - - return *this; -} - -Camera &Camera::MapView(int srf, const glm::vec3 &pos, float roll) noexcept { - track_orient = true; - - float dir = srf < 3 ? 1.0f : -1.0f; - - glm::vec3 position; - position[(srf + 0) % 3] = pos.x; - position[(srf + 1) % 3] = pos.y; - position[(srf + 2) % 3] = dir * (pos.z + Reference().Radius()); - - glm::vec3 up(0.0f); - up[(srf + 0) % 3] = std::cos(roll); - up[(srf + 1) % 3] = std::sin(roll); - up[(srf + 2) % 3] = 0.0f; - - glm::vec3 target = position; - target[(srf + 2) % 3] -= dir; - - view = glm::lookAt(position, target, up); - - return *this; -} - Camera &Camera::Orbital(const glm::vec3 &pos) noexcept { track_orient = false; view = glm::lookAt(pos, glm::vec3(0.0f), glm::vec3(0.0f, 1.0f, 0.0f)); return *this; } +Camera &Camera::Radial(const creature::Creature &c, double distance, const glm::dvec3 &angle) { + const creature::Situation &s = c.GetSituation(); + glm::dvec3 pos(s.Position()); + glm::dvec3 up(0.0); + glm::dvec3 dir(0.0, 0.0, -distance); + if (s.OnSurface()) { + Reference(s.GetPlanet()); + track_orient = true; + up = s.GetPlanet().NormalAt(s.Position()); + glm::dvec3 ref(glm::normalize(glm::cross(up, glm::dvec3(up.z, up.x, up.y)))); + dir = + glm::dmat3(ref, up, glm::cross(ref, up)) + * glm::dmat3(glm::eulerAngleYX(-angle.y, -angle.x)) + * dir; + } else { + up.y = 1.0; + dir = glm::dmat3(glm::eulerAngleYX(-angle.y, -angle.x)) * dir; + } + pos += up * (c.Size() * 0.5); + up = glm::rotate(up, angle.z, glm::normalize(-dir)); + view = glm::lookAt(pos - dir, pos, up); + return *this; +} + glm::mat4 Camera::Model(const world::Body &b) const noexcept { if (&b == ref) { return track_orient ? glm::mat4(1.0f) : glm::mat4(ref->LocalTransform()); } else if (b.HasParent() && &b.Parent() == ref) { - return track_orient + return glm::mat4(track_orient ? ref->InverseTransform() * b.FromParent() * b.LocalTransform() - : b.FromParent() * b.LocalTransform(); + : b.FromParent() * b.LocalTransform()); } else if (ref->HasParent() && &ref->Parent() == &b) { - return track_orient + return glm::mat4(track_orient ? ref->InverseTransform() * ref->ToParent() * b.LocalTransform() - : ref->ToParent() * b.LocalTransform(); + : ref->ToParent() * b.LocalTransform()); } else { - return track_orient + return glm::mat4(track_orient ? ref->InverseTransform() * ref->ToUniverse() * b.FromUniverse() * b.LocalTransform() - : ref->ToUniverse() * b.FromUniverse() * b.LocalTransform(); + : ref->ToUniverse() * b.FromUniverse() * b.LocalTransform()); } } @@ -152,5 +134,9 @@ void Viewport::Clear() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } +void Viewport::ClearDepth() { + glClear(GL_DEPTH_BUFFER_BIT); +} + } }