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Reorganize source files into logical subdirectories
Co-authored-by: Hirek193 <23196899+Hirek193@users.noreply.github.com>
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81
rendering/openglcamera.h
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81
rendering/openglcamera.h
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include "frustum.h"
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#include "scene.h"
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// simple camera object. paired with 'virtual camera' in the scene
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class opengl_camera {
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public:
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// constructors
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opengl_camera() = default;
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// methods:
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inline
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void
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update_frustum() { update_frustum( m_projection, m_modelview ); }
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inline
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void
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update_frustum(glm::mat4 frustumtest_proj) {
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update_frustum(frustumtest_proj, m_modelview); }
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void
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update_frustum( glm::mat4 const &Projection, glm::mat4 const &Modelview );
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bool
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visible( scene::bounding_area const &Area ) const;
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bool
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visible( TDynamicObject const *Dynamic ) const;
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inline
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glm::dvec3 const &
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position() const { return m_position; }
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inline
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glm::dvec3 &
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position() { return m_position; }
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inline
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glm::mat4 const &
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projection() const { return m_projection; }
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inline
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glm::mat4 &
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projection() { return m_projection; }
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inline
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glm::mat4 const &
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modelview() const { return m_modelview; }
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inline
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glm::mat4 &
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modelview() { return m_modelview; }
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inline
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std::vector<glm::vec4> &
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frustum_points() { return m_frustumpoints; }
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// transforms provided set of clip space points to world space
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template <class Iterator_>
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void
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transform_to_world( Iterator_ First, Iterator_ Last ) const {
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std::for_each(
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First, Last,
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[this]( glm::vec4 &point ) {
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// transform each point using the cached matrix...
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point = this->m_inversetransformation * point;
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// ...and scale by transformed w
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point = glm::vec4{ glm::vec3{ point } / point.w, 1.f }; } ); }
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// debug helper, draws shape of frustum in world space
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void
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draw( glm::vec3 const &Offset ) const;
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private:
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// members:
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cFrustum m_frustum;
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std::vector<glm::vec4> m_frustumpoints; // visualization helper; corners of defined frustum, in world space
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glm::dvec3 m_position;
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glm::mat4 m_projection;
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glm::mat4 m_modelview;
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glm::mat4 m_inversetransformation; // cached transformation to world space
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};
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//---------------------------------------------------------------------------
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