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stgsharp/源代码/StgSharp/Math/Graphic/Camera.cs
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C#

//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="Camera.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Graphics;
using StgSharp.Graphics.ShaderEdit;
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Numerics;
using System.Runtime.InteropServices;
using System.Text;
namespace StgSharp.Graphic
{
public sealed class Camera : IglConvertable
{
Uniform<Matrix44>[] convertedUniform ;
glHandleSet uniformHandle;
internal bool _isLookAtAvailable;
internal Matrix44 cameraAtt;
internal vec3d cameraCoord;
internal Matrix44 _lookAt;
internal Matrix44 _projection;
public Camera()
{
cameraAtt = Matrix44.Unit;
cameraCoord = Vec3d.Unit;
_isLookAtAvailable = false;
_lookAt = Matrix44.Unit;
convertedUniform = new Uniform<Matrix44>[2];
}
public Camera(vec3d position, vec3d target, vec3d up) : this()
{
SetLookAt(position, target, up);
}
public Matrix44 LookAt
{
get
{
if (_isLookAtAvailable)
{
return _lookAt;
}
Matrix44 att = cameraAtt;
att.Colum1 = Linear.Normalize(att.Colum1);
Matrix44 coord = Matrix44.Unit;
coord.Colum3.vec -= cameraCoord.vec;
_lookAt = att.Transpose * coord;
_isLookAtAvailable = true;
return _lookAt;
}
}
public Matrix44 Projection
=> _projection;
public void MoveNear(float distance)
{
cameraCoord.Z -= distance;
}
public void MoveRight(float distance)
{
cameraCoord.X -= distance;
}
public void MoveUp(float distance)
{
cameraCoord.Y -= distance;
}
public void Perspective(Radius fovy, Vec2d size, float zNear, float zFar)
{
if (fovy == Radius.Zero)
{
fovy = new Radius(0.000001f);
}
if (zFar == zNear)
{
return;
}
float rad = fovy._radius;
float aspect = size.X / size.Y;
float tanHalfFovy = Scaler.Tan(rad / 2.0f);
tanHalfFovy = tanHalfFovy==float.PositiveInfinity? float.MaxValue : tanHalfFovy;
tanHalfFovy = tanHalfFovy == float.NegativeInfinity ? float.MinValue : tanHalfFovy;
_projection.Colum0.X = 1.0f / (aspect * tanHalfFovy);
_projection.Colum1.Y = 1.0f / tanHalfFovy;
_projection.Colum2.Z = (-(zFar + zNear)) / (zFar - zNear);
_projection.Colum3.W = -1.0f;
_projection.Colum2.Y = (-(2.0f * zFar * zNear)) / (zFar - zNear);
}
public void Pitch(Radius r)
{
Matrix32 partialCoord = new Matrix32(
cameraAtt.Colum1.vec,
cameraAtt.Colum2.vec
);
Matrix22 rotation = new Matrix22(
GeometryScaler.Cos(r), -GeometryScaler.Sin(r),
GeometryScaler.Sin(r), -GeometryScaler.Cos(r)
);
partialCoord *= rotation;
cameraAtt.Colum1.vec = partialCoord.colum0.vec;
cameraAtt.Colum2.vec = partialCoord.colum1.vec;
}
public void SetLookAt(vec3d position, vec3d target, vec3d up)
{
vec3d direction = target - position;
Linear.Normalize(ref direction, ref up);
vec3d right = Linear.Cross(up, direction);
cameraAtt.Colum0.vec = direction.vec;
cameraAtt.Colum1.vec = up.vec;
cameraAtt.Colum2.vec = right.vec;
}
public void DisplayGLtypeDefinition()
{
Console.WriteLine(
$"struct camera\n" +
"\t{{\n" +
"\tmatrix4x4 Perspective;\n" +
"\tmatrix4x4 View;\n" +
"\t}}\n"
);
}
/// <summary>
/// Get all uniform related to this <see cref="Camera"/>.
/// </summary>
/// <param name="source">Shader program requires this camera.</param>
/// <param name="uniformName">
/// Name of all related uniforms.
/// If you fallow form from <see cref="IglConvertable.DisplayGLtypeDefinition"/>
/// </param>
/// <exception cref="ArgumentException"></exception>
public unsafe void GainAllUniforms(ShaderProgram source, params string[] uniformName)
{
GLcontext* gl = GL.api;
uniformHandle = new glHandleSet(2);
byte[] name1;
byte[] name2;
Console.WriteLine(uniformName.Length);
switch (uniformName.Length)
{
case 2:
name1 = Encoding.UTF8.GetBytes(uniformName[0]);
name2 = Encoding.UTF8.GetBytes(uniformName[1]);
fixed (byte* namePtr = name1)
{
uniformHandle[(uint)0].Value = gl->glGetUniformLocation(
source.handle.Value, namePtr);
}
fixed (byte* namePtr = name2)
{
uniformHandle[(uint)1].Value = gl->glGetUniformLocation(
source.handle.Value, namePtr);
}
convertedUniform[0] = Uniform<Matrix44>.FromHandle(uniformHandle[(uint)0]);
convertedUniform[1] = Uniform<Matrix44>.FromHandle(uniformHandle[(uint)1]);
break;
case 1:
name1 = Encoding.UTF8.GetBytes($"{uniformName[0]}.Perspective");
name2 = Encoding.UTF8.GetBytes($"{uniformName[0]}.View");
fixed (byte* namePtr = name1)
{
uniformHandle[(uint)0].Value = gl->glGetUniformLocation(
source.handle.Value, namePtr);
}
fixed (byte* namePtr = name2)
{
uniformHandle[(uint)1].Value = gl->glGetUniformLocation(
source.handle.Value, namePtr);
}
convertedUniform[0] = Uniform<Matrix44>.FromHandle(uniformHandle[(uint)0]);
convertedUniform[1] = Uniform<Matrix44>.FromHandle(uniformHandle[(uint)1]);
break;
default:
throw new ArgumentException();
}
}
ShaderStruct IglConvertable.GetConvertedGLtype()
{
throw new NotImplementedException();
}
public unsafe void SetAllUniforms()
{
GL.SetValue(convertedUniform[0], _projection);
GL.SetValue(convertedUniform[1], LookAt);
}
~Camera()
{
if (uniformHandle != null)
{
uniformHandle.Release();
}
}
}
}