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- // zlib open source license
- //
- // Copyright (c) 2017 to 2022 David Forsgren Piuva
- //
- // This software is provided 'as-is', without any express or implied
- // warranty. In no event will the authors be held liable for any damages
- // arising from the use of this software.
- //
- // Permission is granted to anyone to use this software for any purpose,
- // including commercial applications, and to alter it and redistribute it
- // freely, subject to the following restrictions:
- //
- // 1. The origin of this software must not be misrepresented; you must not
- // claim that you wrote the original software. If you use this software
- // in a product, an acknowledgment in the product documentation would be
- // appreciated but is not required.
- //
- // 2. Altered source versions must be plainly marked as such, and must not be
- // misrepresented as being the original software.
- //
- // 3. This notice may not be removed or altered from any source
- // distribution.
- #ifndef DFPSR_RENDER_CAMERA
- #define DFPSR_RENDER_CAMERA
- #include <cstdint>
- #include <cassert>
- #include "../../math/FVector.h"
- #include "../../math/LVector.h"
- #include "../../math/FPlane3D.h"
- #include "../../math/Transform3D.h"
- #include "../math/scalar.h"
- #include "constants.h"
- #include "ProjectedPoint.h"
- #include <limits>
- namespace dsr {
- class ViewFrustum {
- private:
- FPlane3D planes[6];
- int planeCount;
- public:
- // Named indices to the different planes defining a view frustum.
- static const int view_left = 0;
- static const int view_right = 1;
- static const int view_top = 2;
- static const int view_bottom = 3;
- static const int view_near = 4;
- static const int view_far = 5;
- ViewFrustum() : planeCount(0) {}
- // Orthogonal view frustum in camera space
- ViewFrustum(float halfWidth, float halfHeight)
- : planeCount(4) {
- // Sides
- planes[view_left ] = FPlane3D(FVector3D(-1.0f, 0.0f, 0.0f), halfWidth);
- planes[view_right ] = FPlane3D(FVector3D(1.0f, 0.0f, 0.0f), halfWidth);
- planes[view_top ] = FPlane3D(FVector3D(0.0f, 1.0f, 0.0f), halfHeight);
- planes[view_bottom] = FPlane3D(FVector3D(0.0f, -1.0f, 0.0f), halfHeight);
- }
- // Perspective view frustum in camera space
- ViewFrustum(float nearClip, float farClip, float widthSlope, float heightSlope)
- : planeCount(farClip == std::numeric_limits<float>::infinity() ? 5 : 6) { // Skip the far clip plane if its distance is infinite.
- // Sides
- planes[view_left ] = FPlane3D(FVector3D(-1.0f, 0.0f, -widthSlope ), 0.0f);
- planes[view_right ] = FPlane3D(FVector3D( 1.0f, 0.0f, -widthSlope ), 0.0f);
- planes[view_top ] = FPlane3D(FVector3D( 0.0f, 1.0f, -heightSlope), 0.0f);
- planes[view_bottom] = FPlane3D(FVector3D( 0.0f, -1.0f, -heightSlope), 0.0f);
- // Near and far clip planes
- planes[view_near ] = FPlane3D(FVector3D(0.0f, 0.0f, -1.0f), -nearClip);
- planes[view_far ] = FPlane3D(FVector3D(0.0f, 0.0f, 1.0f), farClip);
- }
- inline int getPlaneCount() const {
- return this->planeCount;
- }
- inline FPlane3D getPlane(int sideIndex) const {
- assert(sideIndex >= 0 && sideIndex < this->planeCount);
- return planes[sideIndex];
- }
- // Quick estimation of potential visibility without caring about edges nor details.
- // The convex hull points to test are relative to the camera's location.
- // Returns 0 if all points are outside of the same plane, so that an object within the convex hull can not be visible.
- // Returns 1 if one or more points are outside of the view frustum but they are not all outside of the same plane, so it may or may not be visible.
- // Returns 2 if all points are inside of the view frustum, so that it is certainly visible, unless hidden by something else.
- int isConvexHullSeen(SafePointer<const FVector3D> cameraSpacePoints, int32_t pointCount) const {
- bool anyOutside = false;
- for (int s = 0; s < this->getPlaneCount(); s++) {
- FPlane3D plane = this->getPlane(s);
- // Check if any point is inside of the current plane.
- bool anyInside = false;
- for (int p = 0; p < pointCount; p++) {
- if (plane.inside(cameraSpacePoints[p])) {
- anyInside = true;
- } else {
- anyOutside = true;
- }
- }
- // If none was inside of the plane, then the point clound is not visible.
- if (!anyInside) {
- // All points were outside of the current side, so the hull is not visible.
- return 0;
- }
- }
- // Every side had at least one point inside, so the hull is visible.
- return anyOutside ? 1 : 2;
- }
- };
- // How much is the image region magnified for skipping entire triangles.
- // A small margin is needed to prevent missing pixels from rounding errors along the borders in high image resolutions.
- static const float cullRatio = 1.0001f;
- // How much is the image region magnified for clipping triangles.
- // The larger you make the clip region, the less triangles you have to apply clipping to.
- // The triangle rasterization can handle clipping triangles in integer coordinates,
- // but there are limits to how large those integers can become before overflowing.
- static const float clipRatio = 2.0f;
- // To prevent division by zero, a near clipping distance is slightly above zero to
- // clip triangles in 3D camera space before projecting the coordinates to the target image.
- static const float defaultNearClip = 0.01f;
- static const float defaultFarClip = 1000.0f;
- // Just create a new camera on stack memory every time you need to render something.
- class Camera {
- public: // Do not modify individual settings without assigning whole new cameras.
- bool perspective; // When off, widthSlope and heightSlope will be used as halfWidth and halfHeight.
- Transform3D location; // Only translation and rotation allowed. Scaling and tilting will obviously not work for cameras.
- float widthSlope, heightSlope, invWidthSlope, invHeightSlope, imageWidth, imageHeight, nearClip, farClip;
- // The tight view frustum, used for skipping rendering as soon as something is fully out of sight.
- ViewFrustum cullFrustum;
- // The extra large frustum outside of the visible border, used to clip rendering of partial visibility to prevent integer overflow in perspective projection.
- // The clip frustum is much larger than the cull frustum because clipping is expensive and can not be done using exact integers.
- ViewFrustum clipFrustum;
- Camera() :
- perspective(true), location(Transform3D()), widthSlope(0.0f), heightSlope(0.0f),
- invWidthSlope(0.0f), invHeightSlope(0.0f), imageWidth(0), imageHeight(0),
- nearClip(0.0f), farClip(0.0f), cullFrustum(ViewFrustum()), clipFrustum(ViewFrustum()) {}
- Camera(bool perspective, const Transform3D &location, float imageWidth, float imageHeight, float widthSlope, float heightSlope, float nearClip, float farClip, const ViewFrustum &cullFrustum, const ViewFrustum &clipFrustum) :
- perspective(perspective), location(location), widthSlope(widthSlope), heightSlope(heightSlope),
- invWidthSlope(0.5f / widthSlope), invHeightSlope(0.5f / heightSlope), imageWidth(imageWidth), imageHeight(imageHeight),
- nearClip(nearClip), farClip(farClip), cullFrustum(cullFrustum), clipFrustum(clipFrustum) {}
- public:
- static Camera createPerspective(const Transform3D &location, float imageWidth, float imageHeight, float widthSlope = 1.0f, float nearClip = defaultNearClip, float farClip = defaultFarClip) {
- float heightSlope = widthSlope * imageHeight / imageWidth;
- return Camera(true, location, imageWidth, imageHeight, widthSlope, heightSlope, nearClip, farClip,
- ViewFrustum(nearClip, farClip, widthSlope * cullRatio, heightSlope * cullRatio),
- ViewFrustum(nearClip, farClip, widthSlope * clipRatio, heightSlope * clipRatio));
- }
- // Orthogonal cameras doesn't have any near or far clip planes
- static Camera createOrthogonal(const Transform3D &location, float imageWidth, float imageHeight, float halfWidth) {
- float halfHeight = halfWidth * imageHeight / imageWidth;
- return Camera(false, location, imageWidth, imageHeight, halfWidth, halfHeight, -std::numeric_limits<float>::max(), std::numeric_limits<float>::max(),
- ViewFrustum(halfWidth * cullRatio, halfHeight * cullRatio),
- ViewFrustum(halfWidth * clipRatio, halfHeight * clipRatio));
- }
- inline FVector3D worldToCamera(const FVector3D &worldSpace) const {
- return this->location.transformPointTransposedInverse(worldSpace);
- }
- ProjectedPoint cameraToScreen(const FVector3D &cameraSpace) const {
- // Camera to image space
- if (this->perspective) {
- float invDepth;
- if (cameraSpace.z > 0.0f) {
- invDepth = 1.0f / cameraSpace.z;
- } else {
- invDepth = 0.0f;
- }
- float centerShear = cameraSpace.z * 0.5f;
- FVector2D preProjection = FVector2D(
- ( cameraSpace.x * this->invWidthSlope + centerShear) * this->imageWidth,
- (-cameraSpace.y * this->invHeightSlope + centerShear) * this->imageHeight
- );
- FVector2D projectedFloat = preProjection * invDepth;
- FVector2D subPixel = projectedFloat * constants::unitsPerPixel;
- LVector2D rounded = LVector2D(int64_t(subPixel.x), int64_t(subPixel.y));
- return ProjectedPoint(cameraSpace, projectedFloat, rounded);
- } else {
- FVector2D projectedFloat = FVector2D(
- ( cameraSpace.x * this->invWidthSlope + 0.5f) * this->imageWidth,
- (-cameraSpace.y * this->invHeightSlope + 0.5f) * this->imageHeight
- );
- FVector2D subPixel = projectedFloat * constants::unitsPerPixel;
- LVector2D rounded = LVector2D(int64_t(subPixel.x), int64_t(subPixel.y));
- return ProjectedPoint(cameraSpace, projectedFloat, rounded);
- }
- }
- inline ProjectedPoint worldToScreen(const FVector3D &worldSpace) const {
- return this->cameraToScreen(this->worldToCamera(worldSpace));
- }
- // Get the number of planes in the clipping or culling frustum.
- inline int getFrustumPlaneCount(bool clipping = false) const {
- return clipping ? this->clipFrustum.getPlaneCount() : this->cullFrustum.getPlaneCount();
- }
- // Get a certain plane from the clipping or culling frustum.
- // The plane is expressed in camera space.
- inline FPlane3D getFrustumPlane(int sideIndex, bool clipping = false) const {
- return clipping ? this->clipFrustum.getPlane(sideIndex) : this->cullFrustum.getPlane(sideIndex);
- }
- // Returns 0 iff the model inside of the bound can clearly not be visible, 1 if it intersects with the view frustum, or 2 if fully in view.
- // by having all corners outside of the same side in the camera's culling frustum.
- int isBoxSeen(const FVector3D& minModelSpaceBound, const FVector3D& maxModelSpaceBound, const Transform3D &modelToWorld) const {
- // Allocate memory for the corners.
- FVector3D cornerBuffer[8];
- SafePointer<FVector3D> corners = SafePointer<FVector3D>("corners in Camera::isBoxSeen", cornerBuffer, sizeof(cornerBuffer));
- // Convert from model space bounds to camera space point cloud.
- corners[0] = this->worldToCamera(modelToWorld.transformPoint(FVector3D(minModelSpaceBound.x, minModelSpaceBound.y, minModelSpaceBound.z)));
- corners[1] = this->worldToCamera(modelToWorld.transformPoint(FVector3D(maxModelSpaceBound.x, minModelSpaceBound.y, minModelSpaceBound.z)));
- corners[2] = this->worldToCamera(modelToWorld.transformPoint(FVector3D(minModelSpaceBound.x, maxModelSpaceBound.y, minModelSpaceBound.z)));
- corners[3] = this->worldToCamera(modelToWorld.transformPoint(FVector3D(maxModelSpaceBound.x, maxModelSpaceBound.y, minModelSpaceBound.z)));
- corners[4] = this->worldToCamera(modelToWorld.transformPoint(FVector3D(minModelSpaceBound.x, minModelSpaceBound.y, maxModelSpaceBound.z)));
- corners[5] = this->worldToCamera(modelToWorld.transformPoint(FVector3D(maxModelSpaceBound.x, minModelSpaceBound.y, maxModelSpaceBound.z)));
- corners[6] = this->worldToCamera(modelToWorld.transformPoint(FVector3D(minModelSpaceBound.x, maxModelSpaceBound.y, maxModelSpaceBound.z)));
- corners[7] = this->worldToCamera(modelToWorld.transformPoint(FVector3D(maxModelSpaceBound.x, maxModelSpaceBound.y, maxModelSpaceBound.z)));
- // Apply a fast visibility test, which might return true even when the object is not visible.
- return this->cullFrustum.isConvexHullSeen(corners, 8);
- }
- };
- }
- #endif
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