void nebu_Camera_Zoom(nebu_Camera *pCamera, float d) { vec3 v; vec3_Sub(&v, &pCamera->vLookAt, &pCamera->vEye); vec3_Normalize(&v, &v); vec3_Scale(&v, &v, d); vec3_Add(&pCamera->vEye, &pCamera->vEye, &v); }
void nebu_Camera_Slide(nebu_Camera *pCamera, float dx, float dy, float dz) { vec3 vLook, vUp, vRight, vMovement; vec3_Sub(&vLook, &pCamera->vLookAt, &pCamera->vEye); vec3_Cross(&vRight, &vLook, &pCamera->vUp); vec3_Cross(&vUp, &vRight, &vLook); vec3_Normalize(&vUp, &vUp); vec3_Normalize(&vRight, &vRight); vec3_Normalize(&vLook, &vLook); vec3_Scale(&vUp, &vUp, dy); vec3_Scale(&vRight, &vRight, dx); vec3_Scale(&vLook, &vLook, dz); vec3_Add(&vMovement, &vUp, &vRight); vec3_Add(&vMovement, &vMovement, &vLook); vec3_Add(&pCamera->vEye, &pCamera->vEye, &vMovement); vec3_Add(&pCamera->vLookAt, &pCamera->vLookAt, &vMovement); }
void Camera_GetViewMat(Camera *camera) { mat4x4 R; mat4x4_Rot(R, camera->transform.quaternion); vec3 forward = { 0.0f, 0.0f, -1.0f }; vec3 cam_forward; mat3x3_MulVec3(cam_forward, R, forward); vec3 right = { 1.0f, 0.0f, 0.0f }; vec3 cam_right; mat3x3_MulVec3(cam_right, R, right); vec3 cam_up; vec3_CrossProd(cam_up, cam_right, cam_forward); vec3 target; vec3_Add(target, cam_forward, camera->transform.position); vec3 n; vec3_Sub(n, camera->transform.position, target); vec3_Norm(n, n); vec3 u; vec3_CrossProd(u, cam_up, n); vec3_Norm(u, u); vec3 v; vec3_CrossProd(v, n, u); int i = 0; for(i = 0; i < 3; ++i) camera->view_matrix[0][i] = u[i]; for(i = 0; i < 3; ++i) camera->view_matrix[1][i] = v[i]; for(i = 0; i < 3; ++i) camera->view_matrix[2][i] = n[i]; for(i = 0; i < 3; ++i) camera->view_matrix[3][i] = 0.0f; vec3_Negate(u, u); vec3_Negate(v, v); vec3_Negate(n, n); camera->view_matrix[0][3] = vec3_DotProd(u, camera->transform.position); camera->view_matrix[1][3] = vec3_DotProd(v, camera->transform.position); camera->view_matrix[2][3] = vec3_DotProd(n, camera->transform.position); camera->view_matrix[3][3] = 1.0f; }
void nebu_Camera_Rotate(nebu_Camera *pCamera, int flags, float dx, float dy) { // adjust up vector, so that it is orthogonal to // view direction vec3 vDiff, vView, vRight, vUp; vec3 vdx, vdy; vec3 *pvCenter, *pvMoving; switch(flags & NEBU_CAMERA_ROTATE_MASK) { case NEBU_CAMERA_ROTATE_AROUND_EYE: pvCenter = &pCamera->vEye; pvMoving = &pCamera->vLookAt; break; case NEBU_CAMERA_ROTATE_AROUND_LOOKAT: pvCenter = &pCamera->vLookAt; pvMoving = &pCamera->vEye; break; default: assert(0); return; } vec3_Sub(&vDiff, pvCenter, pvMoving); vec3_Normalize(&vView, &vDiff); vec3_Cross(&vRight, &pCamera->vUp, &vView); vec3_Normalize(&vRight, &vRight); vec3_Cross(&vUp, &vView, &vRight); vec3_Normalize(&vUp, &vUp); // horizontal movement (dx): if(dx == 0) { vec3_Zero(&vdx); } else { // rotate moving around up vector through center point vec3 v = vDiff; float fAngle = dx * 2 * (float)M_PI / 360.0f; matrix matRotation; matrixRotationAxis(&matRotation, fAngle, &vUp); vec3_Transform(&v, &vDiff, &matRotation); vec3_Sub(&vdx, &v, &vDiff); } // vertical movement (dy): if(dy == 0) { vec3_Zero(&vdy); } else { // rotate eye point around up vector through lookAt point vec3 v = vDiff; float fAngle = dy * 2 * (float)M_PI / 360.0f; matrix matRotation; matrixRotationAxis(&matRotation, fAngle, &vRight); vec3_Transform(&v, &vDiff, &matRotation); vec3_Sub(&vdy, &v, &vDiff); matrixTranspose(&matRotation, &matRotation); if(!(flags & NEBU_CAMERA_FIXED_UP)) vec3_Transform(&pCamera->vUp, &pCamera->vUp, &matRotation); } { vec3 v; vec3_Add(&v, &vdx, &vdy); vec3_Add(&v, &v, pvMoving); vec3_Sub(&v, &v, pvCenter); vec3_Normalize(&v, &v); // printf("up dot view: %.4f\n", - vec3_Dot(&v, &pCamera->vUp)); vec3_Scale(&v, &v, vec3_Length(&vDiff)); vec3_Add(pvMoving, &v, pvCenter); } }
void drawCam(int player) { int i; float up[3] = { 0, 0, 1 }; Visual *d = & gPlayerVisuals[player].display; float reflectivity = getReflectivity(); // compute shadow color based on glocal constant & reflectivity for(i = 0; i < 4; i++) gCurrentShadowColor[i] = gShadowColor[i] * (1 - reflectivity); glColor3f(0.0, 1.0, 0.0); glMatrixMode(GL_PROJECTION); glLoadIdentity(); doPerspective(gSettingsCache.fov, (float) d->vp_w / (float) d->vp_h, gSettingsCache.znear, box2_Diameter(& game2->level->boundingBox) * 6.5f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); { vec3 vLookAt; vec3 vTarget; matrix matRotate; vec3_Sub(&vLookAt, (vec3*)gPlayerVisuals[player].camera.target, (vec3*)gPlayerVisuals[player].camera.cam); vec3_Normalize(&vLookAt, &vLookAt); matrixRotationAxis(&matRotate, 90.0f * (float) gPlayerVisuals[player].camera.bIsGlancing, (vec3*)up); vec3_Transform(&vLookAt, &vLookAt, &matRotate); vec3_Add(&vTarget, (vec3*)gPlayerVisuals[player].camera.cam, &vLookAt); doLookAt(gPlayerVisuals[player].camera.cam, (float*)&vTarget, up); } glDisable(GL_LIGHTING); // initial config at frame start glDisable(GL_BLEND); // initial config at frame start // disable writes to alpha glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); /* skybox */ glDepthMask(GL_FALSE); glDisable(GL_DEPTH_TEST); drawSkybox( box2_Diameter( & game2->level->boundingBox ) * 2.5f ); glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); /* skybox done */ /* floor */ if(reflectivity == 0) { // draw floor to fb and stencil (set to 1), // using alpha-blending // TODO: draw floor alpha to fb video_Shader_Setup(& gWorld->floor_shader); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); glStencilFunc(GL_ALWAYS, 1, 255); glEnable(GL_STENCIL_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); nebu_Mesh_DrawGeometry( gWorld->floor ); glDisable(GL_BLEND); glDisable(GL_STENCIL_TEST); video_Shader_Cleanup(& gWorld->floor_shader); } else { /* reflections */ /* first draw reflector to stencil */ /* and reflector alpha to fb */ video_Shader_Setup(& gWorld->floor_shader); // store only reflector alpha in framebuffer glDepthMask(GL_FALSE); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); glStencilFunc(GL_ALWAYS, 1, 255); glEnable(GL_STENCIL_TEST); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); // glEnable(GL_ALPHA_TEST); // glAlphaFunc(GL_GREATER, 0.1f); nebu_Mesh_DrawGeometry( gWorld->floor ); // glDisable(GL_ALPHA_TEST); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glStencilFunc(GL_EQUAL, 1, 255); video_Shader_Cleanup(& gWorld->floor_shader); /* then draw world & skybox reflected, where stencil is set */ /* protect the alpha buffer */ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); isRenderingReflection = 1; // hack: reverse lighting glPushMatrix(); glScalef(1,1,-1); glCullFace(GL_FRONT); // reverse culling // clip skybox & world to floor plane glEnable(GL_CLIP_PLANE0); { double plane[] = { 0, 0, 1, 0 }; glClipPlane(GL_CLIP_PLANE0, plane); } drawSkybox( box2_Diameter( & game2->level->boundingBox ) * 2.5f ); drawWorld(player); glDisable(GL_CLIP_PLANE0); glCullFace(GL_BACK); glPopMatrix(); isRenderingReflection = 0; // hack: normal lighting /* then blend the skybox into the scene, where stencil is set */ /* modulate with the destination alpha */ glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA); drawSkybox( box2_Diameter( & game2->level->boundingBox ) * 2.5f ); glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); /* then blend reflector into the scene */ glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f(1, 1, 1, 1 - reflectivity); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glStencilFunc(GL_ALWAYS, 1, 255); video_Shader_Setup(& gWorld->floor_shader); nebu_Mesh_DrawGeometry( gWorld->floor ); video_Shader_Cleanup(& gWorld->floor_shader); glDisable(GL_STENCIL_TEST); glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); } /* floor done */ /* planar shadows */ glDepthMask(GL_FALSE); glDisable(GL_DEPTH_TEST); if(reflectivity != 1) // there are no shadows on perfect mirrors drawPlanarShadows(player); glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); /* planar shadows done */ drawWorld(player); /* transparent stuff */ /* draw the glow around the other players: */ if (gSettingsCache.show_glow == 1) { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); for (i = 0; i < game->players; i++) { if (i != player && PLAYER_IS_ACTIVE(game->player + i)) { drawGlow(&gPlayerVisuals[player].camera, game->player + i, gPlayerVisuals + i, d, TRAIL_HEIGHT * 4); } } glDisable(GL_BLEND); } }
void nebu_Camera_RotateAroundTarget(nebu_Camera *pCamera, float dx, float dy) { // adjust up vector, so that it is orthogonal to // view direction vec3 vDiff, vView, vRight, vUp; vec3 vdx, vdy; vec3_Sub(&vDiff, &pCamera->vLookAt, &pCamera->vEye); vec3_Normalize(&vView, &vDiff); vec3_Cross(&vRight, &pCamera->vUp, &vView); vec3_Normalize(&vRight, &vRight); vec3_Cross(&vUp, &vView, &vRight); vec3_Normalize(&vUp, &vUp); // horizontal movement (dx): if(dx == 0) { vec3_Zero(&vdx); } else { // rotate eye point around up vector through lookAt point vec3 v = vDiff; float fAngle = dx * 2 * M_PI / 360.0; matrix matRotation; matrixRotationAxis(&matRotation, fAngle, &vUp); vec3_Transform(&v, &vDiff, &matRotation); vec3_Sub(&vdx, &v, &vDiff); } // vertical movement (dy): if(dy == 0) { vec3_Zero(&vdy); } else { // rotate eye point around up vector through lookAt point vec3 v = vDiff; float fAngle = dy * 2 * M_PI / 360.0; matrix matRotation; matrixRotationAxis(&matRotation, fAngle, &vRight); vec3_Transform(&v, &vDiff, &matRotation); vec3_Sub(&vdy, &v, &vDiff); matrixTranspose(&matRotation, &matRotation); vec3_Transform(&pCamera->vUp, &pCamera->vUp, &matRotation); } // add relative movements to camera position /* vec3_Add(&pCamera->vEye, &pCamera->vEye, &vdx); vec3_Add(&pCamera->vEye, &pCamera->vEye, &vdy); */ { vec3 v; vec3_Add(&v, &vdx, &vdy); vec3_Add(&v, &v, &pCamera->vEye); vec3_Sub(&v, &v, &pCamera->vLookAt); vec3_Normalize(&v, &v); // printf("up dot view: %.4f\n", - vec3_Dot(&v, &pCamera->vUp)); vec3_Scale(&v, &v, vec3_Length(&vDiff)); vec3_Add(&pCamera->vEye, &v, &pCamera->vLookAt); } }