From 3c487c5cd69c53d6fea948643c0a76df03516605 Mon Sep 17 00:00:00 2001 From: Aki Date: Fri, 1 Apr 2022 21:23:39 +0200 Subject: Moved Stars45 to StarsEx --- Stars45/Projector.cpp | 473 -------------------------------------------------- 1 file changed, 473 deletions(-) delete mode 100644 Stars45/Projector.cpp (limited to 'Stars45/Projector.cpp') diff --git a/Stars45/Projector.cpp b/Stars45/Projector.cpp deleted file mode 100644 index afa456e..0000000 --- a/Stars45/Projector.cpp +++ /dev/null @@ -1,473 +0,0 @@ -/* Starshatter: The Open Source Project - Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors - Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors - Copyright (c) 1997-2006, Destroyer Studios LLC. - - AUTHOR: John DiCamillo - - - OVERVIEW - ======== - 3D Projection Camera class -*/ - -#ifndef NOMINMAX -#define NOMINMAX -#endif - -#include - -#include "Projector.h" -#include "Utils.h" - -// +--------------------------------------------------------------------+ - -static const float CLIP_PLANE_EPSILON = 0.0001f; -static const double Z_NEAR = 1.0; - -// +--------------------------------------------------------------------+ - -static Camera emergency_cam; - -// +--------------------------------------------------------------------+ - -Projector::Projector(Window* window, Camera* cam) -: camera(cam), infinite(0), depth_scale(1.0f), orthogonal(false), field_of_view(2) -{ - if (!camera) - camera = &emergency_cam; - - UseWindow(window); -} - -Projector::~Projector() -{ } - -// +--------------------------------------------------------------------+ - -void -Projector::UseCamera(Camera* cam) -{ - if (cam) - camera = cam; - else - camera = &emergency_cam; -} - -void -Projector::UseWindow(Window* win) -{ - Rect r = win->GetRect(); - width = r.w; - height = r.h; - - xcenter = (width / 2.0); - ycenter = (height / 2.0); - - xclip0 = 0.0f; - xclip1 = (float) width-0.5f; - yclip0 = 0.0f; - yclip1 = (float) height-0.5f; - - SetFieldOfView(field_of_view); -} - -void -Projector::SetFieldOfView(double fov) -{ - field_of_view = fov; - - xscreenscale = width / fov; - yscreenscale = height / fov; - - maxscale = std::max(xscreenscale, yscreenscale); - - xangle = atan(2.0/fov * maxscale/xscreenscale); - yangle = atan(2.0/fov * maxscale/yscreenscale); -} - -double -Projector::GetFieldOfView() const -{ - return field_of_view; -} - -void -Projector::SetDepthScale(float scale) -{ - depth_scale = scale; -} - -double -Projector::GetDepthScale() const -{ - return depth_scale; -} - -int -Projector::SetInfinite(int i) -{ - int old = infinite; - infinite = i; - return old; -} - -// +--------------------------------------------------------------------+ - -void -Projector::StartFrame() -{ - SetUpFrustum(); - SetWorldSpace(); -} - -// +--------------------------------------------------------------------+ -// Transform a point from worldspace to viewspace. -// +--------------------------------------------------------------------+ - -void -Projector::Transform(Vec3& vec) const -{ - Vec3 tvert = vec; - - // Translate into a viewpoint-relative coordinate - if (!infinite) - tvert -= camera->Pos(); - - // old method: - vec.x = (tvert * camera->vrt()); - vec.y = (tvert * camera->vup()); - vec.z = (tvert * camera->vpn()); - - // Rotate into the view orientation - // vec = tvert * camera->Orientation(); -} - -// +--------------------------------------------------------------------+ -// Transform a point from worldspace to viewspace. -// +--------------------------------------------------------------------+ - -void -Projector::Transform(Point& point) const -{ - Point tvert = point; - - // Translate into a viewpoint-relative coordinate - if (!infinite) - tvert -= camera->Pos(); - - // old method: - point.x = (tvert * camera->vrt()); - point.y = (tvert * camera->vup()); - point.z = (tvert * camera->vpn()); - - // Rotate into the view orientation - // point = tvert * camera->Orientation(); -} - -// +--------------------------------------------------------------------+ -// APPARENT RADIUS OF PROJECTED OBJECT -// Project a viewspace point into screen coordinates. -// Use projected Z to determine apparent radius of object. -// +--------------------------------------------------------------------+ - -float -Projector::ProjectRadius(const Vec3& v, float radius) const -{ - return (float) fabs((radius * maxscale) / v.z); -} - -// +--------------------------------------------------------------------+ -// IN PLACE PROJECTION OF POINT -// Project a viewspace point into screen coordinates. -// Note that the y axis goes up in worldspace and viewspace, but -// goes down in screenspace. -// +--------------------------------------------------------------------+ - -void -Projector::Project(Vec3& v, bool clamp) const -{ - double zrecip; - - if (orthogonal) { - double scale = field_of_view/2; - v.x = (float) (xcenter + scale * v.x); - v.y = (float) (height - (ycenter + scale * v.y)); - v.z = (float) (0.0f); - } - - else { - //zrecip = 2 * (1.0e5 / (1.0e5-1)) / v.z; - //zrecip = 2 * 0.97 / v.z; -- what the heck was this version used for? - - zrecip = 2 / v.z; - v.x = (float) (xcenter + maxscale * v.x * zrecip); - v.y = (float) (height - (ycenter + maxscale * v.y * zrecip)); - v.z = (float) (1 - zrecip); - } - - // clamp the point to the viewport: - if (clamp) { - if (v.x < xclip0) v.x = xclip0; - if (v.x > xclip1) v.x = xclip1; - if (v.y < yclip0) v.y = yclip0; - if (v.y > yclip1) v.y = yclip1; - } -} - -// +--------------------------------------------------------------------+ -// IN PLACE PROJECTION OF POINT -// Project a viewspace point into screen coordinates. -// Note that the y axis goes up in worldspace and viewspace, but -// goes down in screenspace. -// +--------------------------------------------------------------------+ - -void -Projector::Project(Point& v, bool clamp) const -{ - double zrecip; - - if (orthogonal) { - double scale = field_of_view/2; - v.x = (xcenter + scale * v.x); - v.y = (height - (ycenter + scale * v.y)); - v.z = 0; - } - - else { - zrecip = 1 / v.z; - v.x = (xcenter + 2 * maxscale * v.x * zrecip); - v.y = (height - (ycenter + 2 * maxscale * v.y * zrecip)); - v.z = (1 - zrecip); - } - - // clamp the point to the viewport: - if (clamp) { - if (v.x < xclip0) v.x = xclip0; - if (v.x > xclip1) v.x = xclip1; - if (v.y < yclip0) v.y = yclip0; - if (v.y > yclip1) v.y = yclip1; - } -} - -// +--------------------------------------------------------------------+ -// IN PLACE UN-PROJECTION OF POINT -// Convert a point in screen coordinates back to viewspace. -// Note that the y axis goes up in worldspace and viewspace, but -// goes down in screenspace. -// +--------------------------------------------------------------------+ - -void -Projector::Unproject(Point& v) const -{ - double zrecip = 1 / v.z; - - /*** - * forward projection: -v.x = (xcenter + maxscale * v.x * zrecip); -v.y = (height - (ycenter + maxscale * v.y * zrecip)); -v.z = (1 - zrecip); -***/ - - v.x = ( v.x - xcenter) / (maxscale * zrecip); - v.y = (height - v.y - ycenter) / (maxscale * zrecip); -} - -// +--------------------------------------------------------------------+ -// IN PLACE PROJECTION OF RECTANGLE (FOR SPRITES) -// Project a viewspace point into screen coordinates. -// Note that the y axis goes up in worldspace and viewspace, but -// goes down in screenspace. -// +--------------------------------------------------------------------+ - -void -Projector::ProjectRect(Point& v, double& w, double& h) const -{ - double zrecip; - - if (orthogonal) { - double scale = field_of_view/2; - v.x = (xcenter + scale * v.x); - v.y = (height - (ycenter + scale * v.y)); - v.z = 0; - } - - else { - zrecip = 1 / v.z; - v.x = (xcenter + 2 * maxscale * v.x * zrecip); - v.y = (height - (ycenter + 2 * maxscale * v.y * zrecip)); - v.z = (1 - Z_NEAR*zrecip); - - w *= maxscale * zrecip; - h *= maxscale * zrecip; - } -} - -// +--------------------------------------------------------------------+ -// Set up a clip plane with the specified normal. -// +--------------------------------------------------------------------+ - -void -Projector::SetWorldspaceClipPlane(Vec3& normal, Plane& plane) -{ - // Rotate the plane normal into worldspace - ViewToWorld(normal, plane.normal); - plane.distance = (float) (camera->Pos() * plane.normal + CLIP_PLANE_EPSILON); -} - -// +--------------------------------------------------------------------+ -// Set up the planes of the frustum, in worldspace coordinates. -// +--------------------------------------------------------------------+ - -void -Projector::SetUpFrustum() -{ - double angle, s, c; - Vec3 normal; - - angle = XAngle(); - s = sin(angle); - c = cos(angle); - - // Left clip plane - normal.x = (float) s; - normal.y = (float) 0; - normal.z = (float) c; - view_planes[0].normal = normal; - view_planes[0].distance = CLIP_PLANE_EPSILON; - SetWorldspaceClipPlane(normal, world_planes[0]); - - // Right clip plane - normal.x = (float) -s; - view_planes[1].normal = normal; - view_planes[1].distance = CLIP_PLANE_EPSILON; - SetWorldspaceClipPlane(normal, world_planes[1]); - - angle = YAngle(); - s = sin(angle); - c = cos(angle); - - // Bottom clip plane - normal.x = (float) 0; - normal.y = (float) s; - normal.z = (float) c; - view_planes[2].normal = normal; - view_planes[2].distance = CLIP_PLANE_EPSILON; - SetWorldspaceClipPlane(normal, world_planes[2]); - - // Top clip plane - normal.y = (float) -s; - view_planes[3].normal = normal; - view_planes[3].distance = CLIP_PLANE_EPSILON; - SetWorldspaceClipPlane(normal, world_planes[3]); -} - -// +--------------------------------------------------------------------+ -// Clip the point against the frustum and return 1 if partially inside -// Return 2 if completely inside -// +--------------------------------------------------------------------+ - -int -Projector::IsVisible(const Vec3& v, float radius) const -{ - int visible = 1; - int complete = 1; - - Plane* plane = (Plane*) frustum_planes; - if (infinite) { - complete = 0; - - for (int i = 0; visible && (i < NUM_FRUSTUM_PLANES); i++) { - visible = ((v * plane->normal) >= CLIP_PLANE_EPSILON); - plane++; - } - } - else { - for (int i = 0; visible && (i < NUM_FRUSTUM_PLANES); i++) { - float dot = v * plane->normal; - visible = ((dot + radius) >= plane->distance); - complete = complete && ((dot - radius) >= plane->distance); - plane++; - } - } - - return visible + complete; -} - -// +--------------------------------------------------------------------+ -// Clip the bouding point against the frustum and return non zero -// if at least partially inside. This version is not terribly -// efficient as it checks all eight box corners rather than just -// the minimum two. -// +--------------------------------------------------------------------+ - -int -Projector::IsBoxVisible(const Point* p) const -{ - int i, j, outside = 0; - - // if all eight corners are outside of the same - // frustrum plane, then the box is not visible - Plane* plane = (Plane*) frustum_planes; - - if (infinite) { - for (i = 0; !outside && (i < NUM_FRUSTUM_PLANES); i++) { - for (j = 0; j < 8; j++) - outside += (p[j] * plane->normal) < CLIP_PLANE_EPSILON; - - if (outside < 8) - outside = 0; - - plane++; - } - } - else { - for (i = 0; !outside && (i < NUM_FRUSTUM_PLANES); i++) { - for (j = 0; j < 8; j++) - outside += (p[j] * plane->normal) < plane->distance; - - if (outside < 8) - outside = 0; - - plane++; - } - } - - // if not outside, then the box is visible - return !outside; -} - -// +--------------------------------------------------------------------+ - -float -Projector::ApparentRadius(const Vec3& v, float radius) const -{ - Vec3 vloc = v; - - Transform(vloc); // transform in place - return ProjectRadius(vloc, radius); -} - - -// +--------------------------------------------------------------------+ -// Rotate a vector from viewspace to worldspace. -// +--------------------------------------------------------------------+ - -void -Projector::ViewToWorld(Point& pin, Point& pout) -{ - // Rotate into the world orientation - pout.x = pin.x * camera->vrt().x + pin.y * camera->vup().x + pin.z * camera->vpn().x; - pout.y = pin.x * camera->vrt().y + pin.y * camera->vup().y + pin.z * camera->vpn().y; - pout.z = pin.x * camera->vrt().z + pin.y * camera->vup().z + pin.z * camera->vpn().z; -} - -void -Projector::ViewToWorld(Vec3& vin, Vec3& vout) -{ - // Rotate into the world orientation - vout.x = (float) (vin.x * camera->vrt().x + vin.y * camera->vup().x + vin.z * camera->vpn().x); - vout.y = (float) (vin.x * camera->vrt().y + vin.y * camera->vup().y + vin.z * camera->vpn().y); - vout.z = (float) (vin.x * camera->vrt().z + vin.y * camera->vup().z + vin.z * camera->vpn().z); -} - -- cgit v1.1