]> Dogcows Code - chaz/yoink/blobdiff - src/Moof/Camera.cc
initial working frustum culling implementation
[chaz/yoink] / src / Moof / Camera.cc
index 26e24ba358fbfd7494517a66409e75c5150f8b59..cdebc7a7b735b7e681e3b28f041f576aa9166d7f 100644 (file)
@@ -28,6 +28,7 @@
 
 #include <iostream>
 #include <Moof/Camera.hh>
+#include <Moof/OpenGL.hh>
 
 
 namespace Mf {
@@ -35,31 +36,47 @@ namespace Mf {
 
 void Camera::setPosition(const Vector3& point)
 {
-       //position_ = point;
-       Vector3 coeff[2] = {position_, point};
-       pInterp_.init(coeff, 0.1);
+       position_ = point;
+       //Vector3 coeff[2] = {position_, point};
+       //pInterp_.init(coeff, 0.1);
 }
 void Camera::setRotation(const Quaternion& rotation)
 {
        rotation_ = rotation;
-       //srcRotation_ = rotation_;
-       //dstRotation_ = rotation;
-       //tInterp_ = 0.0;
 }
 
-void Camera::update(Scalar t, Scalar dt)
+
+void Camera::setProjection(const Matrix4& projection)
 {
-       pInterp_.update(dt);
-       position_ = pInterp_.getState(0.0);
+       projection_ = projection;
+}
 
-       //tInterp_ += dt * 10.0;
-       //rotation_ = cml::slerp(srcRotation_, dstRotation_, cml::clamp(tInterp_, 0.0, 1.0));
-       //rotation_.normalize();
+void Camera::setProjection(Scalar fovy, Scalar aspect, Scalar near, Scalar far)
+{
+       cml::matrix_perspective_yfov_RH(projection_, fovy, aspect, near, far,
+                       cml::z_clip_neg_one);
 
        calculateSecondary();
 }
 
 
+void Camera::uploadProjectionToGL() const
+{
+       glMatrixMode(GL_PROJECTION);
+       glLoadMatrix(projection_.data());
+
+       glMatrixMode(GL_MODELVIEW);
+}
+
+void Camera::update(Scalar t, Scalar dt)
+{
+       //pInterp_.update(dt);
+       //position_ = pInterp_.getState(0.0);
+
+       //calculateSecondary();
+}
+
+
 void Camera::lookAt(const Vector3& point)
 {
        quaternion_rotation_aim_at(rotation_, position_, point);
@@ -150,13 +167,15 @@ void Camera::adjustFromInput(const Event& event)
 
 void Camera::calculateSecondary()
 {
-       matrix_rotation_quaternion(transformation_, rotation_);
+       matrix_rotation_quaternion(modelview_, rotation_);
 
        Matrix4 translate;
        matrix_translation(translate, position_);
 
-       //transformation_ = translate * transformation_;
-       transformation_ *= translate;
+       //modelview_ = translate * modelview_;
+       modelview_ *= translate;
+
+       frustum_.init(modelview_, projection_);
 }
 
 
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