1 | // |
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2 | // Lol Engine |
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3 | // |
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4 | // Copyright: (c) 2010-2013 Sam Hocevar <sam@hocevar.net> |
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5 | // This program is free software; you can redistribute it and/or |
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6 | // modify it under the terms of the Do What The Fuck You Want To |
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7 | // Public License, Version 2, as published by Sam Hocevar. See |
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8 | // http://www.wtfpl.net/ for more details. |
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9 | // |
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10 | |
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11 | #if defined HAVE_CONFIG_H |
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12 | # include "config.h" |
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13 | #endif |
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14 | |
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15 | #include <cstring> |
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16 | #include <cstdlib> |
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17 | |
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18 | #include "core.h" |
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19 | |
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20 | #if defined _WIN32 || defined _XBOX |
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21 | # define strcasecmp _stricmp |
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22 | # undef near |
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23 | # undef far |
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24 | #endif |
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25 | |
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26 | namespace lol |
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27 | { |
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28 | |
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29 | Camera::Camera(vec3 const &position, vec3 const &target, vec3 const &up) |
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30 | : m_target(target), |
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31 | m_up(up) |
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32 | { |
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33 | m_gamegroup = GAMEGROUP_BEFORE; |
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34 | m_drawgroup = DRAWGROUP_CAMERA; |
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35 | |
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36 | /* Create a default perspective */ |
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37 | SetPerspective(45.f, 800.f, 600.f, -1000.f, 1000.f); |
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38 | SetPosition(position); |
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39 | } |
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40 | |
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41 | Camera::~Camera() |
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42 | { |
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43 | } |
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44 | |
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45 | void Camera::SetPosition(vec3 const &pos) |
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46 | { |
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47 | m_position = pos; |
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48 | } |
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49 | |
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50 | void Camera::SetRotation(quat const &rot) |
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51 | { |
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52 | m_rotation = rot; |
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53 | } |
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54 | |
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55 | void Camera::SetOrtho(float width, float height, float near, float far) |
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56 | { |
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57 | m_proj_matrix = mat4::ortho(width, height, near, far); |
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58 | } |
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59 | |
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60 | void Camera::SetPerspective(float fov, float width, float height, |
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61 | float near, float far) |
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62 | { |
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63 | m_proj_matrix = mat4::perspective(fov, width, height, near, far); |
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64 | } |
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65 | |
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66 | void Camera::SetTarget(vec3 const &pos) |
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67 | { |
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68 | m_target = pos; |
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69 | } |
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70 | |
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71 | vec3 Camera::GetTarget() |
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72 | { |
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73 | return m_target; |
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74 | } |
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75 | vec3 Camera::GetPosition() |
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76 | { |
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77 | return m_position; |
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78 | } |
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79 | |
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80 | mat4 const &Camera::GetViewMatrix() |
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81 | { |
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82 | return m_view_matrix; |
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83 | } |
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84 | |
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85 | mat4 const &Camera::GetProjMatrix() |
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86 | { |
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87 | return m_proj_matrix; |
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88 | } |
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89 | |
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90 | void Camera::TickGame(float seconds) |
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91 | { |
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92 | WorldEntity::TickGame(seconds); |
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93 | |
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94 | #if 0 |
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95 | /* Hackish keyboard support */ |
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96 | float updown = 2.f * (Input::GetButtonState('w') |
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97 | + Input::GetButtonState('z') |
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98 | - Input::GetButtonState('s')); |
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99 | float rightleft = 2.f * (Input::GetButtonState('d') |
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100 | - Input::GetButtonState('q') |
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101 | - Input::GetButtonState('a')); |
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102 | float pgupdown = 2.f * (Input::GetButtonState('r') |
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103 | - Input::GetButtonState('f')); |
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104 | |
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105 | /* Hackish stick support */ |
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106 | static Stick *stick = NULL; |
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107 | if (!stick) |
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108 | stick = Input::TrackStick(); |
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109 | if (stick && stick->GetAxisCount() >= 2) |
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110 | { |
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111 | rightleft += 2.f * stick->GetAxis(0) * std::abs(stick->GetAxis(0)); |
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112 | updown += -2.f * stick->GetAxis(1) * std::abs(stick->GetAxis(1)); |
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113 | } |
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114 | |
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115 | m_position += vec3(rightleft, pgupdown, -updown) * 200.f * seconds; |
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116 | m_target += vec3(rightleft, 0, -updown) * 200.f * seconds; |
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117 | |
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118 | #endif |
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119 | m_view_matrix = mat4::lookat(m_position, m_target, m_up) |
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120 | * mat4(m_rotation); |
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121 | } |
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122 | |
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123 | void Camera::TickDraw(float seconds) |
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124 | { |
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125 | WorldEntity::TickDraw(seconds); |
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126 | |
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127 | Scene::GetDefault()->SetViewMatrix(m_view_matrix); |
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128 | Scene::GetDefault()->SetProjMatrix(m_proj_matrix); |
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129 | } |
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130 | |
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131 | } /* namespace lol */ |
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132 | |
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