projection.cpp 28 KB

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  1. /**************************************************************************/
  2. /* projection.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "projection.h"
  31. #include "core/math/aabb.h"
  32. #include "core/math/math_funcs.h"
  33. #include "core/math/plane.h"
  34. #include "core/math/rect2.h"
  35. #include "core/math/transform_3d.h"
  36. #include "core/string/ustring.h"
  37. float Projection::determinant() const {
  38. return columns[0][3] * columns[1][2] * columns[2][1] * columns[3][0] - columns[0][2] * columns[1][3] * columns[2][1] * columns[3][0] -
  39. columns[0][3] * columns[1][1] * columns[2][2] * columns[3][0] + columns[0][1] * columns[1][3] * columns[2][2] * columns[3][0] +
  40. columns[0][2] * columns[1][1] * columns[2][3] * columns[3][0] - columns[0][1] * columns[1][2] * columns[2][3] * columns[3][0] -
  41. columns[0][3] * columns[1][2] * columns[2][0] * columns[3][1] + columns[0][2] * columns[1][3] * columns[2][0] * columns[3][1] +
  42. columns[0][3] * columns[1][0] * columns[2][2] * columns[3][1] - columns[0][0] * columns[1][3] * columns[2][2] * columns[3][1] -
  43. columns[0][2] * columns[1][0] * columns[2][3] * columns[3][1] + columns[0][0] * columns[1][2] * columns[2][3] * columns[3][1] +
  44. columns[0][3] * columns[1][1] * columns[2][0] * columns[3][2] - columns[0][1] * columns[1][3] * columns[2][0] * columns[3][2] -
  45. columns[0][3] * columns[1][0] * columns[2][1] * columns[3][2] + columns[0][0] * columns[1][3] * columns[2][1] * columns[3][2] +
  46. columns[0][1] * columns[1][0] * columns[2][3] * columns[3][2] - columns[0][0] * columns[1][1] * columns[2][3] * columns[3][2] -
  47. columns[0][2] * columns[1][1] * columns[2][0] * columns[3][3] + columns[0][1] * columns[1][2] * columns[2][0] * columns[3][3] +
  48. columns[0][2] * columns[1][0] * columns[2][1] * columns[3][3] - columns[0][0] * columns[1][2] * columns[2][1] * columns[3][3] -
  49. columns[0][1] * columns[1][0] * columns[2][2] * columns[3][3] + columns[0][0] * columns[1][1] * columns[2][2] * columns[3][3];
  50. }
  51. void Projection::set_identity() {
  52. for (int i = 0; i < 4; i++) {
  53. for (int j = 0; j < 4; j++) {
  54. columns[i][j] = (i == j) ? 1 : 0;
  55. }
  56. }
  57. }
  58. void Projection::set_zero() {
  59. for (int i = 0; i < 4; i++) {
  60. for (int j = 0; j < 4; j++) {
  61. columns[i][j] = 0;
  62. }
  63. }
  64. }
  65. Plane Projection::xform4(const Plane &p_vec4) const {
  66. Plane ret;
  67. ret.normal.x = columns[0][0] * p_vec4.normal.x + columns[1][0] * p_vec4.normal.y + columns[2][0] * p_vec4.normal.z + columns[3][0] * p_vec4.d;
  68. ret.normal.y = columns[0][1] * p_vec4.normal.x + columns[1][1] * p_vec4.normal.y + columns[2][1] * p_vec4.normal.z + columns[3][1] * p_vec4.d;
  69. ret.normal.z = columns[0][2] * p_vec4.normal.x + columns[1][2] * p_vec4.normal.y + columns[2][2] * p_vec4.normal.z + columns[3][2] * p_vec4.d;
  70. ret.d = columns[0][3] * p_vec4.normal.x + columns[1][3] * p_vec4.normal.y + columns[2][3] * p_vec4.normal.z + columns[3][3] * p_vec4.d;
  71. return ret;
  72. }
  73. Vector4 Projection::xform(const Vector4 &p_vec4) const {
  74. return Vector4(
  75. columns[0][0] * p_vec4.x + columns[1][0] * p_vec4.y + columns[2][0] * p_vec4.z + columns[3][0] * p_vec4.w,
  76. columns[0][1] * p_vec4.x + columns[1][1] * p_vec4.y + columns[2][1] * p_vec4.z + columns[3][1] * p_vec4.w,
  77. columns[0][2] * p_vec4.x + columns[1][2] * p_vec4.y + columns[2][2] * p_vec4.z + columns[3][2] * p_vec4.w,
  78. columns[0][3] * p_vec4.x + columns[1][3] * p_vec4.y + columns[2][3] * p_vec4.z + columns[3][3] * p_vec4.w);
  79. }
  80. Vector4 Projection::xform_inv(const Vector4 &p_vec4) const {
  81. return Vector4(
  82. columns[0][0] * p_vec4.x + columns[0][1] * p_vec4.y + columns[0][2] * p_vec4.z + columns[0][3] * p_vec4.w,
  83. columns[1][0] * p_vec4.x + columns[1][1] * p_vec4.y + columns[1][2] * p_vec4.z + columns[1][3] * p_vec4.w,
  84. columns[2][0] * p_vec4.x + columns[2][1] * p_vec4.y + columns[2][2] * p_vec4.z + columns[2][3] * p_vec4.w,
  85. columns[3][0] * p_vec4.x + columns[3][1] * p_vec4.y + columns[3][2] * p_vec4.z + columns[3][3] * p_vec4.w);
  86. }
  87. void Projection::adjust_perspective_znear(real_t p_new_znear) {
  88. real_t zfar = get_z_far();
  89. real_t znear = p_new_znear;
  90. real_t deltaZ = zfar - znear;
  91. columns[2][2] = -(zfar + znear) / deltaZ;
  92. columns[3][2] = -2 * znear * zfar / deltaZ;
  93. }
  94. Projection Projection::create_depth_correction(bool p_flip_y) {
  95. Projection proj;
  96. proj.set_depth_correction(p_flip_y);
  97. return proj;
  98. }
  99. Projection Projection::create_light_atlas_rect(const Rect2 &p_rect) {
  100. Projection proj;
  101. proj.set_light_atlas_rect(p_rect);
  102. return proj;
  103. }
  104. Projection Projection::create_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov) {
  105. Projection proj;
  106. proj.set_perspective(p_fovy_degrees, p_aspect, p_z_near, p_z_far, p_flip_fov);
  107. return proj;
  108. }
  109. Projection Projection::create_perspective_hmd(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) {
  110. Projection proj;
  111. proj.set_perspective(p_fovy_degrees, p_aspect, p_z_near, p_z_far, p_flip_fov, p_eye, p_intraocular_dist, p_convergence_dist);
  112. return proj;
  113. }
  114. Projection Projection::create_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) {
  115. Projection proj;
  116. proj.set_for_hmd(p_eye, p_aspect, p_intraocular_dist, p_display_width, p_display_to_lens, p_oversample, p_z_near, p_z_far);
  117. return proj;
  118. }
  119. Projection Projection::create_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) {
  120. Projection proj;
  121. proj.set_orthogonal(p_left, p_right, p_bottom, p_top, p_znear, p_zfar);
  122. return proj;
  123. }
  124. Projection Projection::create_orthogonal_aspect(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov) {
  125. Projection proj;
  126. proj.set_orthogonal(p_size, p_aspect, p_znear, p_zfar, p_flip_fov);
  127. return proj;
  128. }
  129. Projection Projection::create_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) {
  130. Projection proj;
  131. proj.set_frustum(p_left, p_right, p_bottom, p_top, p_near, p_far);
  132. return proj;
  133. }
  134. Projection Projection::create_frustum_aspect(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov) {
  135. Projection proj;
  136. proj.set_frustum(p_size, p_aspect, p_offset, p_near, p_far, p_flip_fov);
  137. return proj;
  138. }
  139. Projection Projection::create_fit_aabb(const AABB &p_aabb) {
  140. Projection proj;
  141. proj.scale_translate_to_fit(p_aabb);
  142. return proj;
  143. }
  144. Projection Projection::perspective_znear_adjusted(real_t p_new_znear) const {
  145. Projection proj = *this;
  146. proj.adjust_perspective_znear(p_new_znear);
  147. return proj;
  148. }
  149. Plane Projection::get_projection_plane(Planes p_plane) const {
  150. const real_t *matrix = (const real_t *)columns;
  151. switch (p_plane) {
  152. case PLANE_NEAR: {
  153. Plane new_plane = Plane(matrix[3] + matrix[2],
  154. matrix[7] + matrix[6],
  155. matrix[11] + matrix[10],
  156. matrix[15] + matrix[14]);
  157. new_plane.normal = -new_plane.normal;
  158. new_plane.normalize();
  159. return new_plane;
  160. }
  161. case PLANE_FAR: {
  162. Plane new_plane = Plane(matrix[3] - matrix[2],
  163. matrix[7] - matrix[6],
  164. matrix[11] - matrix[10],
  165. matrix[15] - matrix[14]);
  166. new_plane.normal = -new_plane.normal;
  167. new_plane.normalize();
  168. return new_plane;
  169. }
  170. case PLANE_LEFT: {
  171. Plane new_plane = Plane(matrix[3] + matrix[0],
  172. matrix[7] + matrix[4],
  173. matrix[11] + matrix[8],
  174. matrix[15] + matrix[12]);
  175. new_plane.normal = -new_plane.normal;
  176. new_plane.normalize();
  177. return new_plane;
  178. }
  179. case PLANE_TOP: {
  180. Plane new_plane = Plane(matrix[3] - matrix[1],
  181. matrix[7] - matrix[5],
  182. matrix[11] - matrix[9],
  183. matrix[15] - matrix[13]);
  184. new_plane.normal = -new_plane.normal;
  185. new_plane.normalize();
  186. return new_plane;
  187. }
  188. case PLANE_RIGHT: {
  189. Plane new_plane = Plane(matrix[3] - matrix[0],
  190. matrix[7] - matrix[4],
  191. matrix[11] - matrix[8],
  192. matrix[15] - matrix[12]);
  193. new_plane.normal = -new_plane.normal;
  194. new_plane.normalize();
  195. return new_plane;
  196. }
  197. case PLANE_BOTTOM: {
  198. Plane new_plane = Plane(matrix[3] + matrix[1],
  199. matrix[7] + matrix[5],
  200. matrix[11] + matrix[9],
  201. matrix[15] + matrix[13]);
  202. new_plane.normal = -new_plane.normal;
  203. new_plane.normalize();
  204. return new_plane;
  205. }
  206. }
  207. return Plane();
  208. }
  209. Projection Projection::flipped_y() const {
  210. Projection proj = *this;
  211. proj.flip_y();
  212. return proj;
  213. }
  214. Projection Projection ::jitter_offseted(const Vector2 &p_offset) const {
  215. Projection proj = *this;
  216. proj.add_jitter_offset(p_offset);
  217. return proj;
  218. }
  219. void Projection::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) {
  220. if (p_flip_fov) {
  221. p_fovy_degrees = get_fovy(p_fovy_degrees, 1.0 / p_aspect);
  222. }
  223. real_t sine, cotangent, deltaZ;
  224. real_t radians = Math::deg_to_rad(p_fovy_degrees / 2.0);
  225. deltaZ = p_z_far - p_z_near;
  226. sine = Math::sin(radians);
  227. if ((deltaZ == 0) || (sine == 0) || (p_aspect == 0)) {
  228. return;
  229. }
  230. cotangent = Math::cos(radians) / sine;
  231. set_identity();
  232. columns[0][0] = cotangent / p_aspect;
  233. columns[1][1] = cotangent;
  234. columns[2][2] = -(p_z_far + p_z_near) / deltaZ;
  235. columns[2][3] = -1;
  236. columns[3][2] = -2 * p_z_near * p_z_far / deltaZ;
  237. columns[3][3] = 0;
  238. }
  239. void Projection::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) {
  240. if (p_flip_fov) {
  241. p_fovy_degrees = get_fovy(p_fovy_degrees, 1.0 / p_aspect);
  242. }
  243. real_t left, right, modeltranslation, ymax, xmax, frustumshift;
  244. ymax = p_z_near * tan(Math::deg_to_rad(p_fovy_degrees / 2.0));
  245. xmax = ymax * p_aspect;
  246. frustumshift = (p_intraocular_dist / 2.0) * p_z_near / p_convergence_dist;
  247. switch (p_eye) {
  248. case 1: { // left eye
  249. left = -xmax + frustumshift;
  250. right = xmax + frustumshift;
  251. modeltranslation = p_intraocular_dist / 2.0;
  252. } break;
  253. case 2: { // right eye
  254. left = -xmax - frustumshift;
  255. right = xmax - frustumshift;
  256. modeltranslation = -p_intraocular_dist / 2.0;
  257. } break;
  258. default: { // mono, should give the same result as set_perspective(p_fovy_degrees,p_aspect,p_z_near,p_z_far,p_flip_fov)
  259. left = -xmax;
  260. right = xmax;
  261. modeltranslation = 0.0;
  262. } break;
  263. }
  264. set_frustum(left, right, -ymax, ymax, p_z_near, p_z_far);
  265. // translate matrix by (modeltranslation, 0.0, 0.0)
  266. Projection cm;
  267. cm.set_identity();
  268. cm.columns[3][0] = modeltranslation;
  269. *this = *this * cm;
  270. }
  271. void Projection::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) {
  272. // we first calculate our base frustum on our values without taking our lens magnification into account.
  273. real_t f1 = (p_intraocular_dist * 0.5) / p_display_to_lens;
  274. real_t f2 = ((p_display_width - p_intraocular_dist) * 0.5) / p_display_to_lens;
  275. real_t f3 = (p_display_width / 4.0) / p_display_to_lens;
  276. // now we apply our oversample factor to increase our FOV. how much we oversample is always a balance we strike between performance and how much
  277. // we're willing to sacrifice in FOV.
  278. real_t add = ((f1 + f2) * (p_oversample - 1.0)) / 2.0;
  279. f1 += add;
  280. f2 += add;
  281. f3 *= p_oversample;
  282. // always apply KEEP_WIDTH aspect ratio
  283. f3 /= p_aspect;
  284. switch (p_eye) {
  285. case 1: { // left eye
  286. set_frustum(-f2 * p_z_near, f1 * p_z_near, -f3 * p_z_near, f3 * p_z_near, p_z_near, p_z_far);
  287. } break;
  288. case 2: { // right eye
  289. set_frustum(-f1 * p_z_near, f2 * p_z_near, -f3 * p_z_near, f3 * p_z_near, p_z_near, p_z_far);
  290. } break;
  291. default: { // mono, does not apply here!
  292. } break;
  293. }
  294. }
  295. void Projection::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) {
  296. set_identity();
  297. columns[0][0] = 2.0 / (p_right - p_left);
  298. columns[3][0] = -((p_right + p_left) / (p_right - p_left));
  299. columns[1][1] = 2.0 / (p_top - p_bottom);
  300. columns[3][1] = -((p_top + p_bottom) / (p_top - p_bottom));
  301. columns[2][2] = -2.0 / (p_zfar - p_znear);
  302. columns[3][2] = -((p_zfar + p_znear) / (p_zfar - p_znear));
  303. columns[3][3] = 1.0;
  304. }
  305. void Projection::set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov) {
  306. if (!p_flip_fov) {
  307. p_size *= p_aspect;
  308. }
  309. set_orthogonal(-p_size / 2, +p_size / 2, -p_size / p_aspect / 2, +p_size / p_aspect / 2, p_znear, p_zfar);
  310. }
  311. void Projection::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) {
  312. ERR_FAIL_COND(p_right <= p_left);
  313. ERR_FAIL_COND(p_top <= p_bottom);
  314. ERR_FAIL_COND(p_far <= p_near);
  315. real_t *te = &columns[0][0];
  316. real_t x = 2 * p_near / (p_right - p_left);
  317. real_t y = 2 * p_near / (p_top - p_bottom);
  318. real_t a = (p_right + p_left) / (p_right - p_left);
  319. real_t b = (p_top + p_bottom) / (p_top - p_bottom);
  320. real_t c = -(p_far + p_near) / (p_far - p_near);
  321. real_t d = -2 * p_far * p_near / (p_far - p_near);
  322. te[0] = x;
  323. te[1] = 0;
  324. te[2] = 0;
  325. te[3] = 0;
  326. te[4] = 0;
  327. te[5] = y;
  328. te[6] = 0;
  329. te[7] = 0;
  330. te[8] = a;
  331. te[9] = b;
  332. te[10] = c;
  333. te[11] = -1;
  334. te[12] = 0;
  335. te[13] = 0;
  336. te[14] = d;
  337. te[15] = 0;
  338. }
  339. void Projection::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) {
  340. if (!p_flip_fov) {
  341. p_size *= p_aspect;
  342. }
  343. set_frustum(-p_size / 2 + p_offset.x, +p_size / 2 + p_offset.x, -p_size / p_aspect / 2 + p_offset.y, +p_size / p_aspect / 2 + p_offset.y, p_near, p_far);
  344. }
  345. real_t Projection::get_z_far() const {
  346. const real_t *matrix = (const real_t *)columns;
  347. Plane new_plane = Plane(matrix[3] - matrix[2],
  348. matrix[7] - matrix[6],
  349. matrix[11] - matrix[10],
  350. matrix[15] - matrix[14]);
  351. new_plane.normal = -new_plane.normal;
  352. new_plane.normalize();
  353. return new_plane.d;
  354. }
  355. real_t Projection::get_z_near() const {
  356. const real_t *matrix = (const real_t *)columns;
  357. Plane new_plane = Plane(matrix[3] + matrix[2],
  358. matrix[7] + matrix[6],
  359. matrix[11] + matrix[10],
  360. -matrix[15] - matrix[14]);
  361. new_plane.normalize();
  362. return new_plane.d;
  363. }
  364. Vector2 Projection::get_viewport_half_extents() const {
  365. const real_t *matrix = (const real_t *)columns;
  366. ///////--- Near Plane ---///////
  367. Plane near_plane = Plane(matrix[3] + matrix[2],
  368. matrix[7] + matrix[6],
  369. matrix[11] + matrix[10],
  370. -matrix[15] - matrix[14]);
  371. near_plane.normalize();
  372. ///////--- Right Plane ---///////
  373. Plane right_plane = Plane(matrix[3] - matrix[0],
  374. matrix[7] - matrix[4],
  375. matrix[11] - matrix[8],
  376. -matrix[15] + matrix[12]);
  377. right_plane.normalize();
  378. Plane top_plane = Plane(matrix[3] - matrix[1],
  379. matrix[7] - matrix[5],
  380. matrix[11] - matrix[9],
  381. -matrix[15] + matrix[13]);
  382. top_plane.normalize();
  383. Vector3 res;
  384. near_plane.intersect_3(right_plane, top_plane, &res);
  385. return Vector2(res.x, res.y);
  386. }
  387. Vector2 Projection::get_far_plane_half_extents() const {
  388. const real_t *matrix = (const real_t *)columns;
  389. ///////--- Far Plane ---///////
  390. Plane far_plane = Plane(matrix[3] - matrix[2],
  391. matrix[7] - matrix[6],
  392. matrix[11] - matrix[10],
  393. -matrix[15] + matrix[14]);
  394. far_plane.normalize();
  395. ///////--- Right Plane ---///////
  396. Plane right_plane = Plane(matrix[3] - matrix[0],
  397. matrix[7] - matrix[4],
  398. matrix[11] - matrix[8],
  399. -matrix[15] + matrix[12]);
  400. right_plane.normalize();
  401. Plane top_plane = Plane(matrix[3] - matrix[1],
  402. matrix[7] - matrix[5],
  403. matrix[11] - matrix[9],
  404. -matrix[15] + matrix[13]);
  405. top_plane.normalize();
  406. Vector3 res;
  407. far_plane.intersect_3(right_plane, top_plane, &res);
  408. return Vector2(res.x, res.y);
  409. }
  410. bool Projection::get_endpoints(const Transform3D &p_transform, Vector3 *p_8points) const {
  411. Vector<Plane> planes = get_projection_planes(Transform3D());
  412. const Planes intersections[8][3] = {
  413. { PLANE_FAR, PLANE_LEFT, PLANE_TOP },
  414. { PLANE_FAR, PLANE_LEFT, PLANE_BOTTOM },
  415. { PLANE_FAR, PLANE_RIGHT, PLANE_TOP },
  416. { PLANE_FAR, PLANE_RIGHT, PLANE_BOTTOM },
  417. { PLANE_NEAR, PLANE_LEFT, PLANE_TOP },
  418. { PLANE_NEAR, PLANE_LEFT, PLANE_BOTTOM },
  419. { PLANE_NEAR, PLANE_RIGHT, PLANE_TOP },
  420. { PLANE_NEAR, PLANE_RIGHT, PLANE_BOTTOM },
  421. };
  422. for (int i = 0; i < 8; i++) {
  423. Vector3 point;
  424. Plane a = planes[intersections[i][0]];
  425. Plane b = planes[intersections[i][1]];
  426. Plane c = planes[intersections[i][2]];
  427. bool res = a.intersect_3(b, c, &point);
  428. ERR_FAIL_COND_V(!res, false);
  429. p_8points[i] = p_transform.xform(point);
  430. }
  431. return true;
  432. }
  433. Vector<Plane> Projection::get_projection_planes(const Transform3D &p_transform) const {
  434. /** Fast Plane Extraction from combined modelview/projection matrices.
  435. * References:
  436. * https://web.archive.org/web/20011221205252/https://www.markmorley.com/opengl/frustumculling.html
  437. * https://web.archive.org/web/20061020020112/https://www2.ravensoft.com/users/ggribb/plane%20extraction.pdf
  438. */
  439. Vector<Plane> planes;
  440. planes.resize(6);
  441. const real_t *matrix = (const real_t *)columns;
  442. Plane new_plane;
  443. ///////--- Near Plane ---///////
  444. new_plane = Plane(matrix[3] + matrix[2],
  445. matrix[7] + matrix[6],
  446. matrix[11] + matrix[10],
  447. matrix[15] + matrix[14]);
  448. new_plane.normal = -new_plane.normal;
  449. new_plane.normalize();
  450. planes.write[0] = p_transform.xform(new_plane);
  451. ///////--- Far Plane ---///////
  452. new_plane = Plane(matrix[3] - matrix[2],
  453. matrix[7] - matrix[6],
  454. matrix[11] - matrix[10],
  455. matrix[15] - matrix[14]);
  456. new_plane.normal = -new_plane.normal;
  457. new_plane.normalize();
  458. planes.write[1] = p_transform.xform(new_plane);
  459. ///////--- Left Plane ---///////
  460. new_plane = Plane(matrix[3] + matrix[0],
  461. matrix[7] + matrix[4],
  462. matrix[11] + matrix[8],
  463. matrix[15] + matrix[12]);
  464. new_plane.normal = -new_plane.normal;
  465. new_plane.normalize();
  466. planes.write[2] = p_transform.xform(new_plane);
  467. ///////--- Top Plane ---///////
  468. new_plane = Plane(matrix[3] - matrix[1],
  469. matrix[7] - matrix[5],
  470. matrix[11] - matrix[9],
  471. matrix[15] - matrix[13]);
  472. new_plane.normal = -new_plane.normal;
  473. new_plane.normalize();
  474. planes.write[3] = p_transform.xform(new_plane);
  475. ///////--- Right Plane ---///////
  476. new_plane = Plane(matrix[3] - matrix[0],
  477. matrix[7] - matrix[4],
  478. matrix[11] - matrix[8],
  479. matrix[15] - matrix[12]);
  480. new_plane.normal = -new_plane.normal;
  481. new_plane.normalize();
  482. planes.write[4] = p_transform.xform(new_plane);
  483. ///////--- Bottom Plane ---///////
  484. new_plane = Plane(matrix[3] + matrix[1],
  485. matrix[7] + matrix[5],
  486. matrix[11] + matrix[9],
  487. matrix[15] + matrix[13]);
  488. new_plane.normal = -new_plane.normal;
  489. new_plane.normalize();
  490. planes.write[5] = p_transform.xform(new_plane);
  491. return planes;
  492. }
  493. Projection Projection::inverse() const {
  494. Projection cm = *this;
  495. cm.invert();
  496. return cm;
  497. }
  498. void Projection::invert() {
  499. int i, j, k;
  500. int pvt_i[4], pvt_j[4]; /* Locations of pivot matrix */
  501. real_t pvt_val; /* Value of current pivot element */
  502. real_t hold; /* Temporary storage */
  503. real_t determinant = 1.0f;
  504. for (k = 0; k < 4; k++) {
  505. /** Locate k'th pivot element **/
  506. pvt_val = columns[k][k]; /** Initialize for search **/
  507. pvt_i[k] = k;
  508. pvt_j[k] = k;
  509. for (i = k; i < 4; i++) {
  510. for (j = k; j < 4; j++) {
  511. if (Math::abs(columns[i][j]) > Math::abs(pvt_val)) {
  512. pvt_i[k] = i;
  513. pvt_j[k] = j;
  514. pvt_val = columns[i][j];
  515. }
  516. }
  517. }
  518. /** Product of pivots, gives determinant when finished **/
  519. determinant *= pvt_val;
  520. if (Math::is_zero_approx(determinant)) {
  521. return; /** Matrix is singular (zero determinant). **/
  522. }
  523. /** "Interchange" rows (with sign change stuff) **/
  524. i = pvt_i[k];
  525. if (i != k) { /** If rows are different **/
  526. for (j = 0; j < 4; j++) {
  527. hold = -columns[k][j];
  528. columns[k][j] = columns[i][j];
  529. columns[i][j] = hold;
  530. }
  531. }
  532. /** "Interchange" columns **/
  533. j = pvt_j[k];
  534. if (j != k) { /** If columns are different **/
  535. for (i = 0; i < 4; i++) {
  536. hold = -columns[i][k];
  537. columns[i][k] = columns[i][j];
  538. columns[i][j] = hold;
  539. }
  540. }
  541. /** Divide column by minus pivot value **/
  542. for (i = 0; i < 4; i++) {
  543. if (i != k) {
  544. columns[i][k] /= (-pvt_val);
  545. }
  546. }
  547. /** Reduce the matrix **/
  548. for (i = 0; i < 4; i++) {
  549. hold = columns[i][k];
  550. for (j = 0; j < 4; j++) {
  551. if (i != k && j != k) {
  552. columns[i][j] += hold * columns[k][j];
  553. }
  554. }
  555. }
  556. /** Divide row by pivot **/
  557. for (j = 0; j < 4; j++) {
  558. if (j != k) {
  559. columns[k][j] /= pvt_val;
  560. }
  561. }
  562. /** Replace pivot by reciprocal (at last we can touch it). **/
  563. columns[k][k] = 1.0 / pvt_val;
  564. }
  565. /* That was most of the work, one final pass of row/column interchange */
  566. /* to finish */
  567. for (k = 4 - 2; k >= 0; k--) { /* Don't need to work with 1 by 1 corner*/
  568. i = pvt_j[k]; /* Rows to swap correspond to pivot COLUMN */
  569. if (i != k) { /* If rows are different */
  570. for (j = 0; j < 4; j++) {
  571. hold = columns[k][j];
  572. columns[k][j] = -columns[i][j];
  573. columns[i][j] = hold;
  574. }
  575. }
  576. j = pvt_i[k]; /* Columns to swap correspond to pivot ROW */
  577. if (j != k) { /* If columns are different */
  578. for (i = 0; i < 4; i++) {
  579. hold = columns[i][k];
  580. columns[i][k] = -columns[i][j];
  581. columns[i][j] = hold;
  582. }
  583. }
  584. }
  585. }
  586. void Projection::flip_y() {
  587. for (int i = 0; i < 4; i++) {
  588. columns[1][i] = -columns[1][i];
  589. }
  590. }
  591. Projection::Projection() {
  592. set_identity();
  593. }
  594. Projection Projection::operator*(const Projection &p_matrix) const {
  595. Projection new_matrix;
  596. for (int j = 0; j < 4; j++) {
  597. for (int i = 0; i < 4; i++) {
  598. real_t ab = 0;
  599. for (int k = 0; k < 4; k++) {
  600. ab += columns[k][i] * p_matrix.columns[j][k];
  601. }
  602. new_matrix.columns[j][i] = ab;
  603. }
  604. }
  605. return new_matrix;
  606. }
  607. void Projection::set_depth_correction(bool p_flip_y) {
  608. real_t *m = &columns[0][0];
  609. m[0] = 1;
  610. m[1] = 0.0;
  611. m[2] = 0.0;
  612. m[3] = 0.0;
  613. m[4] = 0.0;
  614. m[5] = p_flip_y ? -1 : 1;
  615. m[6] = 0.0;
  616. m[7] = 0.0;
  617. m[8] = 0.0;
  618. m[9] = 0.0;
  619. m[10] = 0.5;
  620. m[11] = 0.0;
  621. m[12] = 0.0;
  622. m[13] = 0.0;
  623. m[14] = 0.5;
  624. m[15] = 1.0;
  625. }
  626. void Projection::set_light_bias() {
  627. real_t *m = &columns[0][0];
  628. m[0] = 0.5;
  629. m[1] = 0.0;
  630. m[2] = 0.0;
  631. m[3] = 0.0;
  632. m[4] = 0.0;
  633. m[5] = 0.5;
  634. m[6] = 0.0;
  635. m[7] = 0.0;
  636. m[8] = 0.0;
  637. m[9] = 0.0;
  638. m[10] = 0.5;
  639. m[11] = 0.0;
  640. m[12] = 0.5;
  641. m[13] = 0.5;
  642. m[14] = 0.5;
  643. m[15] = 1.0;
  644. }
  645. void Projection::set_light_atlas_rect(const Rect2 &p_rect) {
  646. real_t *m = &columns[0][0];
  647. m[0] = p_rect.size.width;
  648. m[1] = 0.0;
  649. m[2] = 0.0;
  650. m[3] = 0.0;
  651. m[4] = 0.0;
  652. m[5] = p_rect.size.height;
  653. m[6] = 0.0;
  654. m[7] = 0.0;
  655. m[8] = 0.0;
  656. m[9] = 0.0;
  657. m[10] = 1.0;
  658. m[11] = 0.0;
  659. m[12] = p_rect.position.x;
  660. m[13] = p_rect.position.y;
  661. m[14] = 0.0;
  662. m[15] = 1.0;
  663. }
  664. Projection::operator String() const {
  665. String str;
  666. for (int i = 0; i < 4; i++) {
  667. for (int j = 0; j < 4; j++) {
  668. str += String((j > 0) ? ", " : "\n") + rtos(columns[i][j]);
  669. }
  670. }
  671. return str;
  672. }
  673. real_t Projection::get_aspect() const {
  674. Vector2 vp_he = get_viewport_half_extents();
  675. return vp_he.x / vp_he.y;
  676. }
  677. int Projection::get_pixels_per_meter(int p_for_pixel_width) const {
  678. Vector3 result = xform(Vector3(1, 0, -1));
  679. return int((result.x * 0.5 + 0.5) * p_for_pixel_width);
  680. }
  681. bool Projection::is_orthogonal() const {
  682. return columns[3][3] == 1.0;
  683. }
  684. real_t Projection::get_fov() const {
  685. const real_t *matrix = (const real_t *)columns;
  686. Plane right_plane = Plane(matrix[3] - matrix[0],
  687. matrix[7] - matrix[4],
  688. matrix[11] - matrix[8],
  689. -matrix[15] + matrix[12]);
  690. right_plane.normalize();
  691. if ((matrix[8] == 0) && (matrix[9] == 0)) {
  692. return Math::rad_to_deg(Math::acos(Math::abs(right_plane.normal.x))) * 2.0;
  693. } else {
  694. // our frustum is asymmetrical need to calculate the left planes angle separately..
  695. Plane left_plane = Plane(matrix[3] + matrix[0],
  696. matrix[7] + matrix[4],
  697. matrix[11] + matrix[8],
  698. matrix[15] + matrix[12]);
  699. left_plane.normalize();
  700. return Math::rad_to_deg(Math::acos(Math::abs(left_plane.normal.x))) + Math::rad_to_deg(Math::acos(Math::abs(right_plane.normal.x)));
  701. }
  702. }
  703. float Projection::get_lod_multiplier() const {
  704. if (is_orthogonal()) {
  705. return get_viewport_half_extents().x;
  706. } else {
  707. float zn = get_z_near();
  708. float width = get_viewport_half_extents().x * 2.0;
  709. return 1.0 / (zn / width);
  710. }
  711. // Usage is lod_size / (lod_distance * multiplier) < threshold
  712. }
  713. void Projection::make_scale(const Vector3 &p_scale) {
  714. set_identity();
  715. columns[0][0] = p_scale.x;
  716. columns[1][1] = p_scale.y;
  717. columns[2][2] = p_scale.z;
  718. }
  719. void Projection::scale_translate_to_fit(const AABB &p_aabb) {
  720. Vector3 min = p_aabb.position;
  721. Vector3 max = p_aabb.position + p_aabb.size;
  722. columns[0][0] = 2 / (max.x - min.x);
  723. columns[1][0] = 0;
  724. columns[2][0] = 0;
  725. columns[3][0] = -(max.x + min.x) / (max.x - min.x);
  726. columns[0][1] = 0;
  727. columns[1][1] = 2 / (max.y - min.y);
  728. columns[2][1] = 0;
  729. columns[3][1] = -(max.y + min.y) / (max.y - min.y);
  730. columns[0][2] = 0;
  731. columns[1][2] = 0;
  732. columns[2][2] = 2 / (max.z - min.z);
  733. columns[3][2] = -(max.z + min.z) / (max.z - min.z);
  734. columns[0][3] = 0;
  735. columns[1][3] = 0;
  736. columns[2][3] = 0;
  737. columns[3][3] = 1;
  738. }
  739. void Projection::add_jitter_offset(const Vector2 &p_offset) {
  740. columns[3][0] += p_offset.x;
  741. columns[3][1] += p_offset.y;
  742. }
  743. Projection::operator Transform3D() const {
  744. Transform3D tr;
  745. const real_t *m = &columns[0][0];
  746. tr.basis.rows[0][0] = m[0];
  747. tr.basis.rows[1][0] = m[1];
  748. tr.basis.rows[2][0] = m[2];
  749. tr.basis.rows[0][1] = m[4];
  750. tr.basis.rows[1][1] = m[5];
  751. tr.basis.rows[2][1] = m[6];
  752. tr.basis.rows[0][2] = m[8];
  753. tr.basis.rows[1][2] = m[9];
  754. tr.basis.rows[2][2] = m[10];
  755. tr.origin.x = m[12];
  756. tr.origin.y = m[13];
  757. tr.origin.z = m[14];
  758. return tr;
  759. }
  760. Projection::Projection(const Vector4 &p_x, const Vector4 &p_y, const Vector4 &p_z, const Vector4 &p_w) {
  761. columns[0] = p_x;
  762. columns[1] = p_y;
  763. columns[2] = p_z;
  764. columns[3] = p_w;
  765. }
  766. Projection::Projection(const Transform3D &p_transform) {
  767. const Transform3D &tr = p_transform;
  768. real_t *m = &columns[0][0];
  769. m[0] = tr.basis.rows[0][0];
  770. m[1] = tr.basis.rows[1][0];
  771. m[2] = tr.basis.rows[2][0];
  772. m[3] = 0.0;
  773. m[4] = tr.basis.rows[0][1];
  774. m[5] = tr.basis.rows[1][1];
  775. m[6] = tr.basis.rows[2][1];
  776. m[7] = 0.0;
  777. m[8] = tr.basis.rows[0][2];
  778. m[9] = tr.basis.rows[1][2];
  779. m[10] = tr.basis.rows[2][2];
  780. m[11] = 0.0;
  781. m[12] = tr.origin.x;
  782. m[13] = tr.origin.y;
  783. m[14] = tr.origin.z;
  784. m[15] = 1.0;
  785. }
  786. Projection::~Projection() {
  787. }