2 * Copyright (c) 2017 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
25 #include <dali/integration-api/debug.h>
26 #include <dali/public-api/common/dali-common.h>
27 #include <dali/public-api/math/math-utils.h>
28 #include <dali/internal/update/nodes/node.h>
30 namespace // unnamed namespace
32 const unsigned int UPDATE_COUNT = 2u; // Update projection or view matrix this many frames after a change
33 const unsigned int COPY_PREVIOUS_MATRIX = 1u; // Copy view or projection matrix from previous frame
48 void LookAt(Matrix& result, const Vector3& eye, const Vector3& target, const Vector3& up)
50 Vector3 vZ = target - eye;
53 Vector3 vX = up.Cross(vZ);
56 Vector3 vY = vZ.Cross(vX);
59 result.SetInverseTransformComponents(vX, vY, vZ, eye);
63 void Frustum(Matrix& result, float left, float right, float bottom, float top, float near, float far, bool invertYAxis)
65 float deltaZ = far - near;
66 if ((near <= 0.0f) || (far <= 0.0f) || Equals(right, left) || Equals(bottom, top) || (deltaZ <= 0.0f))
68 DALI_LOG_ERROR("Invalid parameters passed into Frustum!\n");
69 DALI_ASSERT_DEBUG("Invalid parameters passed into Frustum!");
73 float deltaX = right - left;
74 float deltaY = invertYAxis ? bottom - top : top - bottom;
78 float* m = result.AsFloat();
79 m[0] = -2.0f * near / deltaX;
80 m[1] = m[2] = m[3] = 0.0f;
82 m[5] = -2.0f * near / deltaY;
83 m[4] = m[6] = m[7] = 0.0f;
85 m[8] = (right + left) / deltaX;
86 m[9] = (top + bottom) / deltaY;
87 m[10] = (near + far) / deltaZ;
90 m[14] = -2.0f * near * far / deltaZ;
91 m[12] = m[13] = m[15] = 0.0f;
94 void Perspective(Matrix& result, float fovy, float aspect, float near, float far, bool invertYAxis, const Vector2& stereoBias )
96 float frustumH = tanf( fovy * 0.5f ) * near;
97 float frustumW = frustumH * aspect;
98 Vector2 bias = stereoBias * 0.5f;
100 Frustum(result, -(frustumW + bias.x), frustumW - bias.x, -(frustumH + bias.y), frustumH - bias.y, near, far, invertYAxis);
103 void Orthographic(Matrix& result, float left, float right, float bottom, float top, float near, float far, bool invertYAxis)
105 if ( Equals(right, left) || Equals(top, bottom) || Equals(far, near) )
107 DALI_LOG_ERROR( "Cannot create orthographic projection matrix with a zero dimension.\n" );
108 DALI_ASSERT_DEBUG( "Cannot create orthographic projection matrix with a zero dimension." );
112 float deltaX = right - left;
113 float deltaY = invertYAxis ? bottom - top : top - bottom;
114 float deltaZ = far - near;
116 float *m = result.AsFloat();
117 m[0] = -2.0f / deltaX;
123 m[5] = -2.0f / deltaY;
129 m[10] = 2.0f / deltaZ;
131 m[12] = -(right + left) / deltaX;
132 m[13] = -(top + bottom) / deltaY;
133 m[14] = -(near + far) / deltaZ;
137 } // unnamed namespace
139 const Dali::Camera::Type Camera::DEFAULT_TYPE( Dali::Camera::FREE_LOOK );
140 const Dali::Camera::ProjectionMode Camera::DEFAULT_MODE( Dali::Camera::PERSPECTIVE_PROJECTION );
141 const bool Camera::DEFAULT_INVERT_Y_AXIS( false );
142 const float Camera::DEFAULT_FIELD_OF_VIEW( 45.0f*(M_PI/180.0f) );
143 const float Camera::DEFAULT_ASPECT_RATIO( 4.0f/3.0f );
144 const float Camera::DEFAULT_LEFT_CLIPPING_PLANE(-240.0f);
145 const float Camera::DEFAULT_RIGHT_CLIPPING_PLANE(240.0f);
146 const float Camera::DEFAULT_TOP_CLIPPING_PLANE(-400.0f);
147 const float Camera::DEFAULT_BOTTOM_CLIPPING_PLANE(400.0f);
148 const float Camera::DEFAULT_NEAR_CLIPPING_PLANE( 800.0f ); // default height of the screen
149 const float Camera::DEFAULT_FAR_CLIPPING_PLANE( DEFAULT_NEAR_CLIPPING_PLANE + 2.f * DEFAULT_NEAR_CLIPPING_PLANE );
150 const Vector2 Camera::DEFAULT_STEREO_BIAS( 0.0f, 0.0f );
151 const Vector3 Camera::DEFAULT_TARGET_POSITION( 0.0f, 0.0f, 0.0f );
155 : mUpdateViewFlag( UPDATE_COUNT ),
156 mUpdateProjectionFlag( UPDATE_COUNT ),
158 mType( DEFAULT_TYPE ),
159 mProjectionMode( DEFAULT_MODE ),
160 mInvertYAxis( DEFAULT_INVERT_Y_AXIS ),
161 mFieldOfView( DEFAULT_FIELD_OF_VIEW ),
162 mAspectRatio( DEFAULT_ASPECT_RATIO ),
163 mLeftClippingPlane( DEFAULT_LEFT_CLIPPING_PLANE ),
164 mRightClippingPlane( DEFAULT_RIGHT_CLIPPING_PLANE ),
165 mTopClippingPlane( DEFAULT_TOP_CLIPPING_PLANE ),
166 mBottomClippingPlane( DEFAULT_BOTTOM_CLIPPING_PLANE ),
167 mNearClippingPlane( DEFAULT_NEAR_CLIPPING_PLANE ),
168 mFarClippingPlane( DEFAULT_FAR_CLIPPING_PLANE ),
169 mStereoBias( DEFAULT_STEREO_BIAS ),
170 mTargetPosition( DEFAULT_TARGET_POSITION ),
173 mInverseViewProjection( Matrix::IDENTITY )
177 Camera* Camera::New()
186 void Camera::SetNode( const Node* node )
191 void Camera::SetType( Dali::Camera::Type type )
196 void Camera::SetProjectionMode( Dali::Camera::ProjectionMode mode )
198 mProjectionMode = mode;
199 mUpdateProjectionFlag = UPDATE_COUNT;
202 void Camera::SetInvertYAxis( bool invertYAxis )
204 mInvertYAxis = invertYAxis;
205 mUpdateProjectionFlag = UPDATE_COUNT;
208 void Camera::SetFieldOfView( float fieldOfView )
210 mFieldOfView = fieldOfView;
211 mUpdateProjectionFlag = UPDATE_COUNT;
214 void Camera::SetAspectRatio( float aspectRatio )
216 mAspectRatio = aspectRatio;
217 mUpdateProjectionFlag = UPDATE_COUNT;
220 void Camera::SetStereoBias( const Vector2& stereoBias )
222 mStereoBias = stereoBias;
223 mUpdateProjectionFlag = UPDATE_COUNT;
226 void Camera::SetLeftClippingPlane( float leftClippingPlane )
228 mLeftClippingPlane = leftClippingPlane;
229 mUpdateProjectionFlag = UPDATE_COUNT;
232 void Camera::SetRightClippingPlane( float rightClippingPlane )
234 mRightClippingPlane = rightClippingPlane;
235 mUpdateProjectionFlag = UPDATE_COUNT;
238 void Camera::SetTopClippingPlane( float topClippingPlane )
240 mTopClippingPlane = topClippingPlane;
241 mUpdateProjectionFlag = UPDATE_COUNT;
244 void Camera::SetBottomClippingPlane( float bottomClippingPlane )
246 mBottomClippingPlane = bottomClippingPlane;
247 mUpdateProjectionFlag = UPDATE_COUNT;
250 void Camera::SetNearClippingPlane( float nearClippingPlane )
252 mNearClippingPlane = nearClippingPlane;
253 mUpdateProjectionFlag = UPDATE_COUNT;
256 void Camera::SetFarClippingPlane( float farClippingPlane )
258 mFarClippingPlane = farClippingPlane;
259 mUpdateProjectionFlag = UPDATE_COUNT;
262 void Camera::SetTargetPosition( const Vector3& targetPosition )
264 mTargetPosition = targetPosition;
265 mUpdateViewFlag = UPDATE_COUNT;
268 const Matrix& Camera::GetProjectionMatrix( BufferIndex bufferIndex ) const
270 return mProjectionMatrix[ bufferIndex ];
273 const Matrix& Camera::GetViewMatrix( BufferIndex bufferIndex ) const
275 return mViewMatrix[ bufferIndex ];
278 const Matrix& Camera::GetInverseViewProjectionMatrix( BufferIndex bufferIndex ) const
280 return mInverseViewProjection[ bufferIndex ];
283 const PropertyInputImpl* Camera::GetProjectionMatrix() const
285 return &mProjectionMatrix;
288 const PropertyInputImpl* Camera::GetViewMatrix() const
293 void Camera::Update( BufferIndex updateBufferIndex )
295 // if owning node has changes in world position we need to update camera for next 2 frames
296 if( mNode->IsLocalMatrixDirty() )
298 mUpdateViewFlag = UPDATE_COUNT;
300 if( mNode->GetDirtyFlags() & VisibleFlag )
302 // If the visibility changes, the projection matrix needs to be re-calculated.
303 // It may happen the first time an actor is rendered it's rendered only once and becomes invisible,
304 // in the following update the node will be skipped leaving the projection matrix (double buffered)
305 // with the Identity.
306 mUpdateProjectionFlag = UPDATE_COUNT;
309 // if either matrix changed, we need to recalculate the inverse matrix for hit testing to work
310 unsigned int viewUpdateCount = UpdateViewMatrix( updateBufferIndex );
311 unsigned int projectionUpdateCount = UpdateProjection( updateBufferIndex );
313 // if model or view matrix changed we need to either recalculate the inverse VP or copy previous
314 if( viewUpdateCount > COPY_PREVIOUS_MATRIX || projectionUpdateCount > COPY_PREVIOUS_MATRIX )
316 // either has actually changed so recalculate
317 Matrix::Multiply( mInverseViewProjection[ updateBufferIndex ], mViewMatrix[ updateBufferIndex ], mProjectionMatrix[ updateBufferIndex ] );
318 UpdateFrustum( updateBufferIndex );
320 // ignore the error, if the view projection is incorrect (non inversible) then you will have tough times anyways
321 static_cast< void >( mInverseViewProjection[ updateBufferIndex ].Invert() );
323 else if( viewUpdateCount == COPY_PREVIOUS_MATRIX || projectionUpdateCount == COPY_PREVIOUS_MATRIX )
325 // neither has actually changed, but we might copied previous frames value so need to
326 // copy the previous inverse and frustum as well
327 mInverseViewProjection[updateBufferIndex] = mInverseViewProjection[updateBufferIndex ? 0 : 1];
328 mFrustum[ updateBufferIndex ] = mFrustum[ updateBufferIndex ? 0 : 1 ];
332 bool Camera::ViewMatrixUpdated()
334 return 0u != mUpdateViewFlag;
337 unsigned int Camera::UpdateViewMatrix( BufferIndex updateBufferIndex )
339 unsigned int retval( mUpdateViewFlag );
340 if( 0u != mUpdateViewFlag )
342 if( COPY_PREVIOUS_MATRIX == mUpdateViewFlag )
344 // The projection matrix was updated in the previous frame; copy it
345 mViewMatrix.CopyPrevious( updateBufferIndex );
347 else // UPDATE_COUNT == mUpdateViewFlag
351 // camera orientation taken from node - i.e. look in abitrary, unconstrained direction
352 case Dali::Camera::FREE_LOOK:
354 Matrix& viewMatrix = mViewMatrix.Get( updateBufferIndex );
355 viewMatrix = mNode->GetWorldMatrix( updateBufferIndex );
357 mViewMatrix.SetDirty( updateBufferIndex );
360 // camera orientation constrained to look at a target
361 case Dali::Camera::LOOK_AT_TARGET:
363 const Matrix& owningNodeMatrix( mNode->GetWorldMatrix( updateBufferIndex ) );
364 Vector3 position, scale;
365 Quaternion orientation;
366 owningNodeMatrix.GetTransformComponents( position, orientation, scale );
367 Matrix& viewMatrix = mViewMatrix.Get( updateBufferIndex );
368 LookAt( viewMatrix, position, mTargetPosition, orientation.Rotate( Vector3::YAXIS ) );
369 mViewMatrix.SetDirty( updateBufferIndex );
379 void Camera::UpdateFrustum( BufferIndex updateBufferIndex, bool normalize )
382 // Extract the clip matrix planes
384 Matrix::Multiply( clipMatrix, mViewMatrix[ updateBufferIndex ], mProjectionMatrix[ updateBufferIndex ] );
386 const float* cm = clipMatrix.AsFloat();
387 FrustumPlanes& planes = mFrustum[ updateBufferIndex ];
390 planes.mPlanes[ 0 ].mNormal.x = cm[ 3 ] + cm[ 0 ]; // column 4 + column 1
391 planes.mPlanes[ 0 ].mNormal.y = cm[ 7 ] + cm[ 4 ];
392 planes.mPlanes[ 0 ].mNormal.z = cm[ 11 ] + cm[ 8 ];
393 planes.mPlanes[ 0 ].mDistance = cm[ 15 ] + cm[ 12 ];
396 planes.mPlanes[ 1 ].mNormal.x = cm[ 3 ] - cm[ 0 ]; // column 4 - column 1
397 planes.mPlanes[ 1 ].mNormal.y = cm[ 7 ] - cm[ 4 ];
398 planes.mPlanes[ 1 ].mNormal.z = cm[ 11 ] - cm[ 8 ];
399 planes.mPlanes[ 1 ].mDistance = cm[ 15 ] - cm[ 12 ];
402 planes.mPlanes[ 2 ].mNormal.x = cm[ 3 ] + cm[ 1 ]; // column 4 + column 2
403 planes.mPlanes[ 2 ].mNormal.y = cm[ 7 ] + cm[ 5 ];
404 planes.mPlanes[ 2 ].mNormal.z = cm[ 11 ] + cm[ 9 ];
405 planes.mPlanes[ 2 ].mDistance = cm[ 15 ] + cm[ 13 ];
408 planes.mPlanes[ 3 ].mNormal.x = cm[ 3 ] - cm[ 1 ]; // column 4 - column 2
409 planes.mPlanes[ 3 ].mNormal.y = cm[ 7 ] - cm[ 5 ];
410 planes.mPlanes[ 3 ].mNormal.z = cm[ 11 ] - cm[ 9 ];
411 planes.mPlanes[ 3 ].mDistance = cm[ 15 ] - cm[ 13 ];
414 planes.mPlanes[ 4 ].mNormal.x = cm[ 3 ] + cm[ 2 ]; // column 4 + column 3
415 planes.mPlanes[ 4 ].mNormal.y = cm[ 7 ] + cm[ 6 ];
416 planes.mPlanes[ 4 ].mNormal.z = cm[ 11 ] + cm[ 10 ];
417 planes.mPlanes[ 4 ].mDistance = cm[ 15 ] + cm[ 14 ];
420 planes.mPlanes[ 5 ].mNormal.x = cm[ 3 ] - cm[ 2 ]; // column 4 - column 3
421 planes.mPlanes[ 5 ].mNormal.y = cm[ 7 ] - cm[ 6 ];
422 planes.mPlanes[ 5 ].mNormal.z = cm[ 11 ] - cm[ 10 ];
423 planes.mPlanes[ 5 ].mDistance = cm[ 15 ] - cm[ 14 ];
427 for ( unsigned int i = 0; i < 6; ++i )
429 // Normalize planes to ensure correct bounding distance checking
430 Plane& plane = planes.mPlanes[ i ];
431 float l = 1.0f / plane.mNormal.Length();
433 plane.mDistance *= l;
435 planes.mSign[i] = Vector3( Sign(plane.mNormal.x), Sign(plane.mNormal.y), Sign(plane.mNormal.z) );
440 for ( unsigned int i = 0; i < 6; ++i )
442 planes.mSign[i] = Vector3( Sign(planes.mPlanes[ i ].mNormal.x), Sign(planes.mPlanes[ i ].mNormal.y), Sign(planes.mPlanes[ i ].mNormal.z) );
445 mFrustum[ updateBufferIndex ? 0 : 1 ] = planes;
448 bool Camera::CheckSphereInFrustum( BufferIndex bufferIndex, const Vector3& origin, float radius )
450 const FrustumPlanes& planes = mFrustum[ bufferIndex ];
451 for ( uint32_t i = 0; i < 6; ++i )
453 if ( ( planes.mPlanes[ i ].mDistance + planes.mPlanes[ i ].mNormal.Dot( origin ) ) < -radius )
461 bool Camera::CheckAABBInFrustum( BufferIndex bufferIndex, const Vector3& origin, const Vector3& halfExtents )
463 const FrustumPlanes& planes = mFrustum[ bufferIndex ];
464 for ( uint32_t i = 0; i < 6; ++i )
466 if( planes.mPlanes[ i ].mNormal.Dot( origin + (halfExtents * planes.mSign[i]) ) > -(planes.mPlanes[ i ].mDistance) )
476 unsigned int Camera::UpdateProjection( BufferIndex updateBufferIndex )
478 unsigned int retval( mUpdateProjectionFlag );
479 // Early-exit if no update required
480 if ( 0u != mUpdateProjectionFlag )
482 if ( COPY_PREVIOUS_MATRIX == mUpdateProjectionFlag )
484 // The projection matrix was updated in the previous frame; copy it
485 mProjectionMatrix.CopyPrevious( updateBufferIndex );
487 else // UPDATE_COUNT == mUpdateProjectionFlag
489 switch( mProjectionMode )
491 case Dali::Camera::PERSPECTIVE_PROJECTION:
493 Matrix &projectionMatrix = mProjectionMatrix.Get( updateBufferIndex );
494 Perspective( projectionMatrix,
503 case Dali::Camera::ORTHOGRAPHIC_PROJECTION:
505 Matrix &projectionMatrix = mProjectionMatrix.Get( updateBufferIndex );
506 Orthographic( projectionMatrix,
507 mLeftClippingPlane, mRightClippingPlane,
508 mBottomClippingPlane, mTopClippingPlane,
509 mNearClippingPlane, mFarClippingPlane,
515 mProjectionMatrix.SetDirty( updateBufferIndex );
517 --mUpdateProjectionFlag;
522 } // namespace SceneGraph
524 } // namespace Internal