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099dee35f4
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
129 lines
5.4 KiB
C++
129 lines
5.4 KiB
C++
/*************************************************************************/
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/* camera_matrix.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef CAMERA_MATRIX_H
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#define CAMERA_MATRIX_H
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#include "core/math/rect2.h"
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#include "core/math/transform.h"
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struct CameraMatrix {
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enum Planes {
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PLANE_NEAR,
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PLANE_FAR,
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PLANE_LEFT,
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PLANE_TOP,
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PLANE_RIGHT,
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PLANE_BOTTOM
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};
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real_t matrix[4][4];
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float determinant() const;
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void set_identity();
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void set_zero();
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void set_light_bias();
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void set_depth_correction(bool p_flip_y = true);
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void set_light_atlas_rect(const Rect2 &p_rect);
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void set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov = false);
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void set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov, int p_eye, real_t p_intraocular_dist, real_t p_convergence_dist);
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void set_for_hmd(int p_eye, real_t p_aspect, real_t p_intraocular_dist, real_t p_display_width, real_t p_display_to_lens, real_t p_oversample, real_t p_z_near, real_t p_z_far);
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void set_orthogonal(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_znear, real_t p_zfar);
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void set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov = false);
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void set_frustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far);
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void set_frustum(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov = false);
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void adjust_perspective_znear(real_t p_new_znear);
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static real_t get_fovy(real_t p_fovx, real_t p_aspect) {
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return Math::rad2deg(Math::atan(p_aspect * Math::tan(Math::deg2rad(p_fovx) * 0.5)) * 2.0);
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}
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real_t get_z_far() const;
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real_t get_z_near() const;
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real_t get_aspect() const;
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real_t get_fov() const;
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bool is_orthogonal() const;
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Vector<Plane> get_projection_planes(const Transform &p_transform) const;
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bool get_endpoints(const Transform &p_transform, Vector3 *p_8points) const;
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Vector2 get_viewport_half_extents() const;
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Vector2 get_far_plane_half_extents() const;
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void invert();
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CameraMatrix inverse() const;
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CameraMatrix operator*(const CameraMatrix &p_matrix) const;
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Plane xform4(const Plane &p_vec4) const;
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_FORCE_INLINE_ Vector3 xform(const Vector3 &p_vec3) const;
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operator String() const;
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void scale_translate_to_fit(const AABB &p_aabb);
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void make_scale(const Vector3 &p_scale);
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int get_pixels_per_meter(int p_for_pixel_width) const;
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operator Transform() const;
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void flip_y();
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bool operator==(const CameraMatrix &p_cam) const {
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for (uint32_t i = 0; i < 4; i++) {
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for (uint32_t j = 0; j < 4; j++) {
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if (matrix[i][j] != p_cam.matrix[i][j]) {
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return false;
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}
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}
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}
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return true;
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}
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bool operator!=(const CameraMatrix &p_cam) const {
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return !(*this == p_cam);
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}
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float get_lod_multiplier() const;
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CameraMatrix();
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CameraMatrix(const Transform &p_transform);
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~CameraMatrix();
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};
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Vector3 CameraMatrix::xform(const Vector3 &p_vec3) const {
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Vector3 ret;
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ret.x = matrix[0][0] * p_vec3.x + matrix[1][0] * p_vec3.y + matrix[2][0] * p_vec3.z + matrix[3][0];
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ret.y = matrix[0][1] * p_vec3.x + matrix[1][1] * p_vec3.y + matrix[2][1] * p_vec3.z + matrix[3][1];
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ret.z = matrix[0][2] * p_vec3.x + matrix[1][2] * p_vec3.y + matrix[2][2] * p_vec3.z + matrix[3][2];
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real_t w = matrix[0][3] * p_vec3.x + matrix[1][3] * p_vec3.y + matrix[2][3] * p_vec3.z + matrix[3][3];
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return ret / w;
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}
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#endif // CAMERA_MATRIX_H
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