437 lines
17 KiB
C++
437 lines
17 KiB
C++
/*
|
|
* Copyright (C) 2015 The Android Open Source Project
|
|
*
|
|
* Licensed under the Apache License, Version 2.0 (the "License");
|
|
* you may not use this file except in compliance with the License.
|
|
* You may obtain a copy of the License at
|
|
*
|
|
* http://www.apache.org/licenses/LICENSE-2.0
|
|
*
|
|
* Unless required by applicable law or agreed to in writing, software
|
|
* distributed under the License is distributed on an "AS IS" BASIS,
|
|
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
* See the License for the specific language governing permissions and
|
|
* limitations under the License.
|
|
*/
|
|
|
|
//! \file
|
|
|
|
#ifndef TNT_FILAMENT_CAMERA_H
|
|
#define TNT_FILAMENT_CAMERA_H
|
|
|
|
#include <filament/FilamentAPI.h>
|
|
|
|
#include <utils/compiler.h>
|
|
|
|
#include <math/mathfwd.h>
|
|
|
|
namespace utils {
|
|
class Entity;
|
|
} // namespace utils
|
|
|
|
namespace filament {
|
|
|
|
/**
|
|
* Camera represents the eye through which the scene is viewed.
|
|
*
|
|
* A Camera has a position and orientation and controls the projection and exposure parameters.
|
|
*
|
|
* Creation and destruction
|
|
* ========================
|
|
*
|
|
* Like all Filament objects, Camera can only be constructed on the heap, however, unlike most
|
|
* Filament objects it doesn't require a builder and can be constructed directly
|
|
* using Engine::createCamera(). At the very least, a projection must be defined
|
|
* using setProjection(). In most case, the camera position also needs to be set.
|
|
*
|
|
* A Camera object is destroyed using Engine::destroy(const Camera*).
|
|
*
|
|
* ~~~~~~~~~~~{.cpp}
|
|
* filament::Engine* engine = filament::Engine::create();
|
|
*
|
|
* filament::Camera* myCamera = engine->createCamera();
|
|
* myCamera->setProjection(45, 16.0/9.0, 0.1, 1.0);
|
|
* myCamera->lookAt({0, 1.60, 1}, {0, 0, 0});
|
|
* engine->destroy(myCamera);
|
|
* ~~~~~~~~~~~
|
|
*
|
|
*
|
|
* Coordinate system
|
|
* =================
|
|
*
|
|
* The camera coordinate system defines the *view space*. The camera points towards its -z axis
|
|
* and is oriented such that its top side is in the direction of +y, and its right side in the
|
|
* direction of +x.
|
|
*
|
|
* @note
|
|
* Since the *near* and *far* planes are defined by the distance from the camera,
|
|
* their respective coordinates are -\p distance(near) and -\p distance(far).
|
|
*
|
|
* Clipping planes
|
|
* ===============
|
|
*
|
|
* The camera defines six *clipping planes* which together create a *clipping volume*. The
|
|
* geometry outside this volume is clipped.
|
|
*
|
|
* The clipping volume can either be a box or a frustum depending on which projection is used,
|
|
* respectively Projection.ORTHO or Projection.PERSPECTIVE. The six planes are specified either
|
|
* directly or indirectly using setProjection().
|
|
*
|
|
* The six planes are:
|
|
* - left
|
|
* - right
|
|
* - bottom
|
|
* - top
|
|
* - near
|
|
* - far
|
|
*
|
|
* @note
|
|
* To increase the depth-buffer precision, the *far* clipping plane is always assumed to be at
|
|
* infinity for rendering. That is, it is not used to clip geometry during rendering.
|
|
* However, it is used during the culling phase (objects entirely behind the *far*
|
|
* plane are culled).
|
|
*
|
|
*
|
|
* Choosing the *near* plane distance
|
|
* ==================================
|
|
*
|
|
* The *near* plane distance greatly affects the depth-buffer resolution.
|
|
*
|
|
* Example: Precision at 1m, 10m, 100m and 1Km for various near distances assuming a 32-bit float
|
|
* depth-buffer
|
|
*
|
|
* near (m) | 1 m | 10 m | 100 m | 1 Km
|
|
* -----------:|:------:|:-------:|:--------:|:--------:
|
|
* 0.001 | 7.2e-5 | 0.0043 | 0.4624 | 48.58
|
|
* 0.01 | 6.9e-6 | 0.0001 | 0.0430 | 4.62
|
|
* 0.1 | 3.6e-7 | 7.0e-5 | 0.0072 | 0.43
|
|
* 1.0 | 0 | 3.8e-6 | 0.0007 | 0.07
|
|
*
|
|
*
|
|
* As can be seen in the table above, the depth-buffer precision drops rapidly with the
|
|
* distance to the camera.
|
|
* Make sure to pick the highest *near* plane distance possible.
|
|
*
|
|
*
|
|
* Exposure
|
|
* ========
|
|
*
|
|
* The Camera is also used to set the scene's exposure, just like with a real camera. The lights
|
|
* intensity and the Camera exposure interact to produce the final scene's brightness.
|
|
*
|
|
*
|
|
*
|
|
* \see Frustum, View
|
|
*/
|
|
class UTILS_PUBLIC Camera : public FilamentAPI {
|
|
public:
|
|
//! Denotes the projection type used by this camera. \see setProjection
|
|
enum class Projection : int {
|
|
PERSPECTIVE, //!< perspective projection, objects get smaller as they are farther
|
|
ORTHO //!< orthonormal projection, preserves distances
|
|
};
|
|
|
|
//! Denotes a field-of-view direction. \see setProjection
|
|
enum class Fov : int {
|
|
VERTICAL, //!< the field-of-view angle is defined on the vertical axis
|
|
HORIZONTAL //!< the field-of-view angle is defined on the horizontal axis
|
|
};
|
|
|
|
/** Sets the projection matrix from a frustum defined by six planes.
|
|
*
|
|
* @param projection type of #Projection to use.
|
|
*
|
|
* @param left distance in world units from the camera to the left plane,
|
|
* at the near plane.
|
|
* Precondition: \p left != \p right.
|
|
*
|
|
* @param right distance in world units from the camera to the right plane,
|
|
* at the near plane.
|
|
* Precondition: \p left != \p right.
|
|
*
|
|
* @param bottom distance in world units from the camera to the bottom plane,
|
|
* at the near plane.
|
|
* Precondition: \p bottom != \p top.
|
|
*
|
|
* @param top distance in world units from the camera to the top plane,
|
|
* at the near plane.
|
|
* Precondition: \p left != \p right.
|
|
*
|
|
* @param near distance in world units from the camera to the near plane. The near plane's
|
|
* position in view space is z = -\p near.
|
|
* Precondition: \p near > 0 for PROJECTION::PERSPECTIVE or
|
|
* \p near != far for PROJECTION::ORTHO
|
|
*
|
|
* @param far distance in world units from the camera to the far plane. The far plane's
|
|
* position in view space is z = -\p far.
|
|
* Precondition: \p far > near for PROJECTION::PERSPECTIVE or
|
|
* \p far != near for PROJECTION::ORTHO
|
|
*
|
|
* @attention these parameters are silently modified to meet the preconditions above.
|
|
*
|
|
* @see Projection, Frustum
|
|
*/
|
|
void setProjection(Projection projection,
|
|
double left, double right,
|
|
double bottom, double top,
|
|
double near, double far) noexcept;
|
|
|
|
/** Sets the projection matrix from the field-of-view.
|
|
*
|
|
* @param fovInDegrees full field-of-view in degrees. 0 < \p fov < 180.
|
|
* @param aspect aspect ratio \f$ \frac{width}{height} \f$. \p aspect > 0.
|
|
* @param near distance in world units from the camera to the near plane. \p near > 0.
|
|
* @param far distance in world units from the camera to the far plane. \p far > \p near.
|
|
* @param direction direction of the \p fovInDegrees parameter.
|
|
*
|
|
* @see Fov.
|
|
*/
|
|
void setProjection(double fovInDegrees, double aspect, double near, double far,
|
|
Fov direction = Fov::VERTICAL) noexcept;
|
|
|
|
/** Sets the projection matrix from the focal length.
|
|
*
|
|
* @param focalLength lens's focal length in millimeters. \p focalLength > 0.
|
|
* @param aspect aspect ratio \f$ \frac{width}{height} \f$. \p aspect > 0.
|
|
* @param near distance in world units from the camera to the near plane. \p near > 0.
|
|
* @param far distance in world units from the camera to the far plane. \p far > \p near.
|
|
*/
|
|
void setLensProjection(double focalLength, double aspect, double near, double far) noexcept;
|
|
|
|
/** Sets the projection matrix.
|
|
*
|
|
* @param projection custom projection matrix.
|
|
* @param near distance in world units from the camera to the near plane. \p near > 0.
|
|
* @param far distance in world units from the camera to the far plane. \p far > \p near.
|
|
*/
|
|
void setCustomProjection(math::mat4 const& projection, double near, double far) noexcept;
|
|
|
|
/** Sets an additional matrix that scales the projection matrix.
|
|
*
|
|
* This is useful to adjust the aspect ratio of the camera independent from its projection.
|
|
* First, pass an aspect of 1.0 to setProjection. Then set the scaling with the desired aspect
|
|
* ratio:
|
|
*
|
|
* const double aspect = width / height;
|
|
*
|
|
* // with Fov::HORIZONTAL passed to setProjection:
|
|
* camera->setScaling(double4 {1.0, aspect, 1.0, 1.0});
|
|
*
|
|
* // with Fov::VERTICAL passed to setProjection:
|
|
* camera->setScaling(double4 {1.0 / aspect, 1.0, 1.0, 1.0});
|
|
*
|
|
*
|
|
* By default, this is an identity matrix.
|
|
*
|
|
* @param scaling diagonal of the scaling matrix to be applied after the projection matrix.
|
|
*
|
|
* @see setProjection, setLensProjection, setCustomProjection
|
|
*/
|
|
void setScaling(math::double4 const& scaling) noexcept;
|
|
|
|
/** Returns the projection matrix used for rendering.
|
|
*
|
|
* The projection matrix used for rendering always has its far plane set to infinity. This
|
|
* is why it may differ from the matrix set through setProjection() or setLensProjection().
|
|
*
|
|
* @return The projection matrix used for rendering
|
|
*
|
|
* @see setProjection, setLensProjection, setCustomProjection, getCullingProjectionMatrix
|
|
*/
|
|
math::mat4 getProjectionMatrix() const noexcept;
|
|
|
|
|
|
/** Returns the projection matrix used for culling (far plane is finite).
|
|
*
|
|
* @return The projection matrix set by setProjection or setLensProjection.
|
|
*
|
|
* @see setProjection, setLensProjection, getProjectionMatrix
|
|
*/
|
|
math::mat4 getCullingProjectionMatrix() const noexcept;
|
|
|
|
|
|
/** Returns the scaling amount used to scale the projection matrix.
|
|
*
|
|
* @return the diagonal of the scaling matrix applied after the projection matrix.
|
|
*
|
|
* @see setScaling
|
|
*/
|
|
const math::double4& getScaling() const noexcept;
|
|
|
|
|
|
//! Returns the frustum's near plane
|
|
float getNear() const noexcept;
|
|
|
|
//! Returns the frustum's far plane used for culling
|
|
float getCullingFar() const noexcept;
|
|
|
|
/** Sets the camera's view matrix.
|
|
*
|
|
* Helper method to set the camera's entity transform component.
|
|
* It has the same effect as calling:
|
|
*
|
|
* ~~~~~~~~~~~{.cpp}
|
|
* engine.getTransformManager().setTransform(
|
|
* engine.getTransformManager().getInstance(camera->getEntity()), view);
|
|
* ~~~~~~~~~~~
|
|
*
|
|
* @param view The camera position and orientation provided as a rigid transform matrix.
|
|
*
|
|
* @note The Camera "looks" towards its -z axis
|
|
*
|
|
* @warning \p view must be a rigid transform
|
|
*/
|
|
void setModelMatrix(const math::mat4f& view) noexcept;
|
|
|
|
/** Sets the camera's view matrix
|
|
*
|
|
* @param eye The position of the camera in world space.
|
|
* @param center The point in world space the camera is looking at.
|
|
* @param up A unit vector denoting the camera's "up" direction.
|
|
*/
|
|
void lookAt(const math::float3& eye,
|
|
const math::float3& center,
|
|
const math::float3& up) noexcept;
|
|
|
|
/** Sets the camera's view matrix, assuming up is along the y axis
|
|
*
|
|
* @param eye The position of the camera in world space.
|
|
* @param center The point in world space the camera is looking at.
|
|
*/
|
|
void lookAt(const math::float3& eye,
|
|
const math::float3& center) noexcept;
|
|
|
|
/** Returns the camera's model matrix
|
|
*
|
|
* Helper method to return the camera's entity transform component.
|
|
* It has the same effect as calling:
|
|
*
|
|
* ~~~~~~~~~~~{.cpp}
|
|
* engine.getTransformManager().getWorldTransform(
|
|
* engine.getTransformManager().getInstance(camera->getEntity()));
|
|
* ~~~~~~~~~~~
|
|
*
|
|
* @return The camera's pose in world space as a rigid transform. Parent transforms, if any,
|
|
* are taken into account.
|
|
*/
|
|
math::mat4f getModelMatrix() const noexcept;
|
|
|
|
//! Returns the camera's view matrix (inverse of the model matrix)
|
|
math::mat4f getViewMatrix() const noexcept;
|
|
|
|
//! Returns the camera's position in world space
|
|
math::float3 getPosition() const noexcept;
|
|
|
|
//! Returns the camera's normalized left vector
|
|
math::float3 getLeftVector() const noexcept;
|
|
|
|
//! Returns the camera's normalized up vector
|
|
math::float3 getUpVector() const noexcept;
|
|
|
|
//! Returns the camera's forward vector
|
|
math::float3 getForwardVector() const noexcept;
|
|
|
|
//! Returns the camera's field of view in degrees
|
|
float getFieldOfViewInDegrees(Fov direction) const noexcept;
|
|
|
|
//! Returns a Frustum object in world space
|
|
class Frustum getFrustum() const noexcept;
|
|
|
|
//! Returns the entity representing this camera
|
|
utils::Entity getEntity() const noexcept;
|
|
|
|
/** Sets this camera's exposure (default is f/16, 1/125s, 100 ISO)
|
|
*
|
|
* The exposure ultimately controls the scene's brightness, just like with a real camera.
|
|
* The default values provide adequate exposure for a camera placed outdoors on a sunny day
|
|
* with the sun at the zenith.
|
|
*
|
|
* @param aperture Aperture in f-stops, clamped between 0.5 and 64.
|
|
* A lower \p aperture value *increases* the exposure, leading to
|
|
* a brighter scene. Realistic values are between 0.95 and 32.
|
|
*
|
|
* @param shutterSpeed Shutter speed in seconds, clamped between 1/25,000 and 60.
|
|
* A lower shutter speed increases the exposure. Realistic values are
|
|
* between 1/8000 and 30.
|
|
*
|
|
* @param sensitivity Sensitivity in ISO, clamped between 10 and 204,800.
|
|
* A higher \p sensitivity increases the exposure. Realistic values are
|
|
* between 50 and 25600.
|
|
*
|
|
* @note
|
|
* With the default parameters, the scene must contain at least one Light of intensity
|
|
* similar to the sun (e.g.: a 100,000 lux directional light).
|
|
*
|
|
* @see LightManager, Exposure
|
|
*/
|
|
void setExposure(float aperture, float shutterSpeed, float sensitivity) noexcept;
|
|
|
|
/** Sets this camera's exposure directly. Calling this method will set the aperture
|
|
* to 1.0, the shutter speed to 1.2 and the sensitivity will be computed to match
|
|
* the requested exposure (for a desired exposure of 1.0, the sensitivity will be
|
|
* set to 100 ISO).
|
|
*
|
|
* This method is useful when trying to match the lighting of other engines or tools.
|
|
* Many engines/tools use unit-less light intensities, which can be matched by setting
|
|
* the exposure manually. This can be typically achieved by setting the exposure to
|
|
* 1.0.
|
|
*/
|
|
void setExposure(float exposure) noexcept {
|
|
setExposure(1.0f, 1.2f, 100.0f * (1.0f / exposure));
|
|
}
|
|
|
|
//! returns this camera's aperture in f-stops
|
|
float getAperture() const noexcept;
|
|
|
|
//! returns this camera's shutter speed in seconds
|
|
float getShutterSpeed() const noexcept;
|
|
|
|
//! returns this camera's sensitivity in ISO
|
|
float getSensitivity() const noexcept;
|
|
|
|
/**
|
|
* Returns the inverse of a projection matrix.
|
|
*
|
|
* \param p the projection matrix to inverse
|
|
* \returns the inverse of the projection matrix \p p
|
|
*
|
|
* \warning the projection matrix to invert must have one of the form below:
|
|
* - perspective projection
|
|
*
|
|
* \f$
|
|
* \left(
|
|
* \begin{array}{cccc}
|
|
* a & 0 & tx & 0 \\
|
|
* 0 & b & ty & 0 \\
|
|
* 0 & 0 & tz & c \\
|
|
* 0 & 0 & -1 & 0 \\
|
|
* \end{array}
|
|
* \right)
|
|
* \f$
|
|
*
|
|
* - orthographic projection
|
|
*
|
|
* \f$
|
|
* \left(
|
|
* \begin{array}{cccc}
|
|
* a & 0 & 0 & tx \\
|
|
* 0 & b & 0 & ty \\
|
|
* 0 & 0 & c & tz \\
|
|
* 0 & 0 & 0 & 1 \\
|
|
* \end{array}
|
|
* \right)
|
|
* \f$
|
|
*/
|
|
static math::mat4 inverseProjection(const math::mat4& p) noexcept;
|
|
|
|
/**
|
|
* Returns the inverse of a projection matrix.
|
|
* @see inverseProjection(const math::mat4&)
|
|
*/
|
|
static math::mat4f inverseProjection(const math::mat4f& p) noexcept;
|
|
};
|
|
|
|
} // namespace filament
|
|
|
|
#endif // TNT_FILAMENT_CAMERA_H
|