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camera.cpp
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129 lines (83 loc) · 2.92 KB
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#include "camera.hpp"
#include <iostream>
#include "graphics.hpp"
float geoRatio = 1.f;
Camera g_camera;
glm::vec2 Camera::ConvertScreenToWorld(const glm::vec2 &ps) {
float w = float(m_width);
float h = float(m_height);
float u = ps.x / w;
float v = (h - ps.y) / h;
float ratio =geoRatio * w / h;
glm::vec2 extents(ratio * m_span, m_span);
extents *= m_zoom;
glm::vec2 lower = m_center - extents;
glm::vec2 upper = m_center + extents;
glm::vec2 pw;
pw.x = (1.0f - u) * lower.x + u * upper.x;
pw.y = (1.0f - v) * lower.y + v * upper.y;
//glm::vec4 uvr = glm::inverse(trans)*glm::vec4(u,v,0.f,1.f);
glm::mat4 translate1 = glm::translate(glm::mat4(1.f),glm::vec3(-g_camera.m_center.x,-g_camera.m_center.y,0.f));
glm::mat4 rotN = glm::rotate(glm::mat4(1.f), glm::radians(angleNorth), glm::vec3(0.0f, 0.0f, 1.0f));
glm::mat4 translate2 = glm::translate(glm::mat4(1.f),glm::vec3(g_camera.m_center.x,g_camera.m_center.y,0.f));
glm::mat4 view = glm::mat4(1.f);
glm::mat4 projection = glm::ortho(lower.x,upper.x,lower.y,upper.y,-1.f,1.f);
glm::vec4 viewport = glm::vec4(0, 0, w, h);
glm::vec3 wincoord = glm::vec3(ps.x, h - ps.y, 0.0f);
glm::vec3 objcoord = glm::unProject(wincoord, translate2*rotN*translate1*view, projection, viewport);
//glm::vec4 res = rotN*glm::vec4(objcoord,1.f);
//return glm::vec2(res.x,res.y);
return objcoord;
//return glm::vec2(uvr.x,uvr.y);
//return pw;
}
//
glm::vec2 Camera::ConvertWorldToScreen(const glm::vec2 &pw) {
float w = float(m_width);
float h = float(m_height);
float ratio = geoRatio* w / h;
glm::vec2 extents(ratio * m_span, m_span);
extents *= m_zoom;
glm::vec2 lower = m_center - extents;
glm::vec2 upper = m_center + extents;
float u = (pw.x - lower.x) / (upper.x - lower.x);
float v = (pw.y - lower.y) / (upper.y - lower.y);
glm::vec2 ps;
ps.x = u * w;
ps.y = (1.0f - v) * h;
//glm::mat2 r1 (cos(-angleNorth), -sin(-angleNorth), sin(-angleNorth), cos(-angleNorth) );
return ps;
}
// Convert from world coordinates to normalized device coordinates.
// http://www.songho.ca/opengl/gl_projectionmatrix.html
glm::mat4 Camera::BuildProjectionMatrix() {
float w = float(m_width);
float h = float(m_height);
//std::cout << w << "," << h << "\n";
float ratio = geoRatio* w / h;
glm::vec2 extents(ratio * m_span, m_span);
extents *= m_zoom;
glm::vec2 lower = m_center - extents;
glm::vec2 upper = m_center + extents;
glm::mat4 Model = glm::ortho(lower.x,upper.x,lower.y,upper.y,-1.f,1.f);
//std::cout << lower.x << "," << upper.x << "," << lower.y << "," << upper.y << "\n";
return Model;
/*
m[0] = 2.0f / (upper.x - lower.x);
m[1] = 0.0f;
m[2] = 0.0f;
m[3] = 0.0f;
m[4] = 0.0f;
m[5] = 2.0f / (upper.y - lower.y);
m[6] = 0.0f;
m[7] = 0.0f;
m[8] = 0.0f;
m[9] = 0.0f;
m[10] = 1.0f;
m[11] = 0.0f;
m[12] = -(upper.x + lower.x) / (upper.x - lower.x);
m[13] = -(upper.y + lower.y) / (upper.y - lower.y);
m[14] = zBias;
m[15] = 1.0f;
*/
}