2 #include "Viewport.hpp"
4 #include "../creature/Creature.hpp"
5 #include "../math/const.hpp"
6 #include "../world/Body.hpp"
7 #include "../world/Planet.hpp"
11 #include <glm/gtx/transform.hpp>
17 Camera::Camera(const world::Body &r) noexcept
22 , projection(glm::perspective(fov, aspect, near, far))
25 , track_orient(false) {
29 Camera::~Camera() noexcept {
32 Camera &Camera::FOV(float f) noexcept {
38 Camera &Camera::Aspect(float r) noexcept {
44 Camera &Camera::Aspect(float w, float h) noexcept {
49 Camera &Camera::Clip(float n, float f) noexcept {
56 Camera &Camera::Reference(const world::Body &r) noexcept {
61 Camera &Camera::FirstPerson(int srf, const glm::vec3 &pos, const glm::vec3 &at) noexcept {
64 float dir = srf < 3 ? 1.0f : -1.0f;
67 position[(srf + 0) % 3] = pos.x;
68 position[(srf + 1) % 3] = pos.y;
69 position[(srf + 2) % 3] = dir * (pos.z + Reference().Radius());
72 up[(srf + 2) % 3] = dir;
75 target[(srf + 0) % 3] = at.x;
76 target[(srf + 1) % 3] = at.y;
77 target[(srf + 2) % 3] = dir * (at.z + Reference().Radius());
79 view = glm::lookAt(position, target, up);
84 Camera &Camera::MapView(int srf, const glm::vec3 &pos, float roll) noexcept {
87 float dir = srf < 3 ? 1.0f : -1.0f;
90 up[(srf + 0) % 3] = std::sin(roll);
91 up[(srf + 1) % 3] = std::cos(roll);
92 up[(srf + 2) % 3] = 0.0f;
94 glm::vec3 target = pos;
95 target[(srf + 2) % 3] -= dir;
97 view = glm::lookAt(pos, target, up);
102 Camera &Camera::TopDown(const creature::Creature &c, float distance, float roll) {
103 const creature::Situation &s = c.GetSituation();
105 int srf = s.Surface();
106 glm::vec3 pos(s.Position());
107 pos[(srf + 2) % 3] += srf < 3 ? distance : -distance;
108 Reference(s.GetPlanet());
109 return MapView(srf, pos, roll);
111 glm::vec3 pos(s.Position());
112 pos += glm::normalize(pos) * distance;
117 Camera &Camera::Orbital(const glm::vec3 &pos) noexcept {
118 track_orient = false;
119 view = glm::lookAt(pos, glm::vec3(0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
123 glm::mat4 Camera::Model(const world::Body &b) const noexcept {
125 return track_orient ? glm::mat4(1.0f) : glm::mat4(ref->LocalTransform());
126 } else if (b.HasParent() && &b.Parent() == ref) {
128 ? ref->InverseTransform() * b.FromParent() * b.LocalTransform()
129 : b.FromParent() * b.LocalTransform();
130 } else if (ref->HasParent() && &ref->Parent() == &b) {
132 ? ref->InverseTransform() * ref->ToParent() * b.LocalTransform()
133 : ref->ToParent() * b.LocalTransform();
136 ? ref->InverseTransform() * ref->ToUniverse() * b.FromUniverse() * b.LocalTransform()
137 : ref->ToUniverse() * b.FromUniverse() * b.LocalTransform();
141 void Camera::UpdateProjection() noexcept {
142 projection = glm::perspective(fov, aspect, near, far);
146 Viewport::Viewport(int w, int h)
150 glClearColor(0.0, 0.0, 0.0, 1.0);
153 Viewport::~Viewport() {
157 void Viewport::Resize(int w, int h) {
160 glViewport(0, 0, w, h);
163 void Viewport::Clear() {
164 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
167 void Viewport::ClearDepth() {
168 glClear(GL_DEPTH_BUFFER_BIT);