scummvm/engines/myst3/gfx_opengl_shaders.cpp

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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
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// Matrix calculations taken from the glm library
// Which is covered by the MIT license
// And has this additional copyright note:
/* Copyright (c) 2005 - 2012 G-Truc Creation
*
* 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.
*/
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#if defined(WIN32)
#include <windows.h>
// winnt.h defines ARRAYSIZE, but we want our own one...
#undef ARRAYSIZE
#endif
#include "common/rect.h"
#include "common/textconsole.h"
#if defined(USE_GLES2) || defined(USE_OPENGL_SHADERS)
#include "graphics/colormasks.h"
#include "graphics/surface.h"
#include "math/vector2d.h"
#include "math/rect2d.h"
#include "math/quat.h"
#include "graphics/opengles2/shader.h"
#include "engines/myst3/gfx.h"
#include "engines/myst3/gfx_opengl_texture.h"
#include "engines/myst3/gfx_opengl_shaders.h"
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namespace Myst3 {
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Renderer *CreateGfxOpenGLShader(OSystem *system) {
return new ShaderRenderer(system);
}
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static const GLfloat box_vertices[] = {
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// XS YT
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
1.0, 1.0,
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};
static const GLfloat cube_vertices[] = {
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// S T X Y Z
0.0f, 1.0f, -1.0f, -1.0f, 1.0f,
1.0f, 1.0f, -1.0f, -1.0f, -1.0f,
0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
1.0f, 0.0f, -1.0f, 1.0f, -1.0f,
0.0f, 1.0f, 1.0f, -1.0f, -1.0f,
1.0f, 1.0f, 1.0f, -1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f, -1.0f,
1.0f, 0.0f, 1.0f, 1.0f, 1.0f,
0.0f, 1.0f, 1.0f, -1.0f, -1.0f,
1.0f, 1.0f, -1.0f, -1.0f, -1.0f,
0.0f, 0.0f, 1.0f, -1.0f, 1.0f,
1.0f, 0.0f, -1.0f, -1.0f, 1.0f,
0.0f, 1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, -1.0f, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f, -1.0f,
1.0f, 0.0f, -1.0f, 1.0f, -1.0f,
0.0f, 1.0f, -1.0f, -1.0f, -1.0f,
1.0f, 1.0f, 1.0f, -1.0f, -1.0f,
0.0f, 0.0f, -1.0f, 1.0f, -1.0f,
1.0f, 0.0f, 1.0f, 1.0f, -1.0f,
0.0f, 1.0f, 1.0f, -1.0f, 1.0f,
1.0f, 1.0f, -1.0f, -1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
1.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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};
void ShaderRenderer::setupQuadEBO() {
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unsigned short quad_indices[6 * 100];
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unsigned short start = 0;
for (unsigned short *p = quad_indices; p < &quad_indices[6 * 100]; p += 6) {
p[0] = p[3] = start++;
p[1] = start++;
p[2] = p[4] = start++;
p[5] = start++;
}
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_quadEBO = Graphics::Shader::createBuffer(GL_ELEMENT_ARRAY_BUFFER, sizeof(quad_indices), quad_indices, GL_STATIC_DRAW);
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}
static Math::Vector2d scaled(float x, float y) {
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return Math::Vector2d(x / Renderer::kOriginalWidth, y / Renderer::kOriginalHeight);
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}
ShaderRenderer::ShaderRenderer(OSystem *system) :
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BaseRenderer(system),
_prevText(""),
_prevTextPosition(0,0),
_viewport(Math::Vector2d(0.0, 0.0), Math::Vector2d(kOriginalWidth, kOriginalHeight)),
_box_shader(nullptr),
_cube_shader(nullptr),
_rect3d_shader(nullptr),
_text_shader(nullptr),
_boxVBO(0),
_cubeVBO(0),
_rect3dVBO(0),
_textVBO(0),
_quadEBO(0) {
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}
ShaderRenderer::~ShaderRenderer() {
Graphics::Shader::freeBuffer(_boxVBO);
Graphics::Shader::freeBuffer(_cubeVBO);
Graphics::Shader::freeBuffer(_rect3dVBO);
Graphics::Shader::freeBuffer(_textVBO);
Graphics::Shader::freeBuffer(_quadEBO);
delete _box_shader;
delete _cube_shader;
delete _rect3d_shader;
delete _text_shader;
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}
Texture *ShaderRenderer::createTexture(const Graphics::Surface *surface) {
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return new OpenGLTexture(surface);
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}
void ShaderRenderer::freeTexture(Texture *texture) {
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OpenGLTexture *glTexture = static_cast<OpenGLTexture *>(texture);
delete glTexture;
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}
void ShaderRenderer::init(Graphics::PixelBuffer &screenBuffer) {
debug("Initializing OpenGL Renderer with shaders");
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glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
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static const char* attributes[] = { "position", "texcoord", NULL };
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_box_shader = Graphics::Shader::fromFiles("myst3_box", attributes);
_boxVBO = Graphics::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(box_vertices), box_vertices);
_box_shader->enableVertexAttribute("position", _boxVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
_box_shader->enableVertexAttribute("texcoord", _boxVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
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_cube_shader = Graphics::Shader::fromFiles("myst3_cube", attributes);
_cubeVBO = Graphics::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices);
_cube_shader->enableVertexAttribute("texcoord", _cubeVBO, 2, GL_FLOAT, GL_TRUE, 5 * sizeof(float), 0);
_cube_shader->enableVertexAttribute("position", _cubeVBO, 3, GL_FLOAT, GL_TRUE, 5 * sizeof(float), 2 * sizeof(float));
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_rect3d_shader = Graphics::Shader::fromFiles("myst3_cube", attributes);
_rect3dVBO = Graphics::Shader::createBuffer(GL_ARRAY_BUFFER, 20 * sizeof(float), NULL);
_rect3d_shader->enableVertexAttribute("texcoord", _rect3dVBO, 2, GL_FLOAT, GL_TRUE, 5 * sizeof(float), 0);
_rect3d_shader->enableVertexAttribute("position", _rect3dVBO, 3, GL_FLOAT, GL_TRUE, 5 * sizeof(float), 2 * sizeof(float));
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_text_shader = Graphics::Shader::fromFiles("myst3_text", attributes);
_textVBO = Graphics::Shader::createBuffer(GL_ARRAY_BUFFER, 100 * 16 * sizeof(float), NULL, GL_DYNAMIC_DRAW);
_text_shader->enableVertexAttribute("texcoord", _textVBO, 2, GL_FLOAT, GL_TRUE, 4 * sizeof(float), 0);
_text_shader->enableVertexAttribute("position", _textVBO, 2, GL_FLOAT, GL_TRUE, 4 * sizeof(float), 2 * sizeof(float));
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setupQuadEBO();
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}
void ShaderRenderer::clear() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
void ShaderRenderer::setupCameraOrtho2D() {
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glViewport(0, 0, kOriginalWidth, kOriginalHeight);
_viewport = Math::Rect2d(Math::Vector2d(0, 0), Math::Vector2d(kOriginalWidth, kOriginalHeight));
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}
void ShaderRenderer::setupCameraPerspective(float pitch, float heading, float fov) {
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// TODO: Find a correct and exact formula for the FOV
GLfloat glFOV = 0.63 * fov; // Approximative and experimental formula
if (fov > 79.0 && fov < 81.0)
glFOV = 50.5; // Somewhat good value for fov == 80
else if (fov > 59.0 && fov < 61.0)
glFOV = 36.0; // Somewhat good value for fov == 60
glViewport(0, kBottomBorderHeight, kOriginalWidth, kFrameHeight);
const Math::Vector2d topLeft = Math::Vector2d(0, kBottomBorderHeight + kFrameHeight);
const Math::Vector2d bottomRight = Math::Vector2d(kOriginalWidth, kBottomBorderHeight);
_viewport = Math::Rect2d(topLeft, bottomRight);
float nclip = 1.0, fclip = 10000.0;
float aspect = _viewport.getWidth() / _viewport.getHeight();
float range = nclip * tan(glFOV / 2 * (LOCAL_PI / 180));
float left = -range * aspect;
float right = range * aspect;
float bottom = -range;
float top = range;
Math::Matrix4 proj;
proj(0,0) = (2.0f * nclip) / (right - left);
proj(1,1) = (2.0f * nclip) / (top - bottom);
proj(2,0) = (right + left) / (right - left);
proj(2,1) = 0.0f; // (top + bottom) / (top - bottom);
proj(2,2) = -(fclip + nclip) / (fclip - nclip);
proj(2,3) = -1.0f;
proj(3,2) = -(2.0f * fclip * nclip) / (fclip - nclip);
proj(3,3) = 0.0f;
proj.transpose();
Math::Matrix4 model(180.0f - heading, pitch, 0.0f, Math::EO_YXZ);
model.transpose();
_mvpMatrix = proj * model;
_mvpMatrix.transpose();
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}
void ShaderRenderer::drawRect2D(const Common::Rect &rect, uint32 color) {
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uint8 a, r, g, b;
Graphics::colorToARGB< Graphics::ColorMasks<8888> >(color, a, r, g, b);
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_box_shader->use();
_box_shader->setUniform("textured", false);
_box_shader->setUniform("color", Math::Vector4d(r / 255.0, g / 255.0, b / 255.0, a / 255.0));
_box_shader->setUniform("verOffsetXY", scaled(rect.left, rect.top));
_box_shader->setUniform("verSizeWH", scaled(rect.width(), rect.height()));
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glDisable(GL_TEXTURE_2D);
glDepthMask(GL_FALSE);
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if (a != 255) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
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}
void ShaderRenderer::drawTexturedRect2D(const Common::Rect &screenRect, const Common::Rect &textureRect,
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Texture *texture, float transparency, bool additiveBlending) {
OpenGLTexture *glTexture = static_cast<OpenGLTexture *>(texture);
const float tLeft = textureRect.left / (float)glTexture->internalWidth;
const float tWidth = textureRect.width() / (float)glTexture->internalWidth;
const float tTop = textureRect.top / (float)glTexture->internalHeight;
const float tHeight = textureRect.height() / (float)glTexture->internalHeight;
const float sLeft = screenRect.left;
const float sTop = screenRect.top;
const float sWidth = screenRect.width();
const float sHeight = screenRect.height();
if (transparency >= 0.0) {
if (additiveBlending) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
} else {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
glEnable(GL_BLEND);
} else {
transparency = 1.0;
}
_box_shader->use();
_box_shader->setUniform("textured", true);
_box_shader->setUniform("color", Math::Vector4d(1.0f, 1.0f, 1.0f, transparency));
_box_shader->setUniform("verOffsetXY", scaled(sLeft, sTop));
_box_shader->setUniform("verSizeWH", scaled(sWidth, sHeight));
_box_shader->setUniform("texOffsetXY", Math::Vector2d(tLeft, tTop));
_box_shader->setUniform("texSizeWH", Math::Vector2d(tWidth, tHeight));
glEnable(GL_TEXTURE_2D);
glDepthMask(GL_FALSE);
glBindTexture(GL_TEXTURE_2D, glTexture->id);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
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}
void ShaderRenderer::draw2DText(const Common::String &text, const Common::Point &position) {
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OpenGLTexture *glFont = static_cast<OpenGLTexture *>(_font);
// The font only has uppercase letters
Common::String textToDraw = text;
textToDraw.toUppercase();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
if (_prevText != textToDraw || _prevTextPosition != position) {
_prevText = textToDraw;
_prevTextPosition = position;
float x = position.x / _viewport.getWidth();
float y = position.y / _viewport.getHeight();
float *bufData = new float[16 * textToDraw.size()];
float *cur = bufData;
for (uint i = 0; i < textToDraw.size(); i++) {
Common::Rect textureRect = getFontCharacterRect(textToDraw[i]);
float w = textureRect.width() / _viewport.getWidth();
float h = textureRect.height() / _viewport.getHeight();
float cw = textureRect.width() / (float)glFont->internalWidth;
float ch = textureRect.height() / (float)glFont->internalHeight;
float cx = textureRect.left / (float)glFont->internalWidth;
float cy = textureRect.top / (float)glFont->internalHeight;
const float charData[] = {
cx, cy + ch, x, y,
cx + cw, cy + ch, x + w, y,
cx + cw, cy, x + w, y + h,
cx, cy, x, y + h,
};
memcpy(cur, charData, 16 * sizeof(float));
cur += 16;
x += (textureRect.width() - 3) / _viewport.getWidth();
}
glBindBuffer(GL_ARRAY_BUFFER, _textVBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, textToDraw.size() * 16 * sizeof(float), bufData);
delete[] bufData;
}
_text_shader->use();
glBindTexture(GL_TEXTURE_2D, glFont->id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _quadEBO);
glDrawElements(GL_TRIANGLES, 6 * textToDraw.size(), GL_UNSIGNED_SHORT, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
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}
void ShaderRenderer::drawCube(Texture **textures) {
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OpenGLTexture *texture0 = static_cast<OpenGLTexture *>(textures[0]);
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glEnable(GL_TEXTURE_2D);
glDepthMask(GL_FALSE);
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_cube_shader->use();
_cube_shader->setUniform1f("verScale", 256.0f);
_cube_shader->setUniform1f("texScale", texture0->width / (float) texture0->internalWidth);
_cube_shader->setUniform1f("texClamp", (texture0->width - 1) / (float) texture0->internalWidth);
_cube_shader->setUniform("mvpMatrix", _mvpMatrix);
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glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[4])->id);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[3])->id);
glDrawArrays(GL_TRIANGLE_STRIP, 4, 4);
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glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[1])->id);
glDrawArrays(GL_TRIANGLE_STRIP, 8, 4);
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glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[5])->id);
glDrawArrays(GL_TRIANGLE_STRIP, 12, 4);
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glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[0])->id);
glDrawArrays(GL_TRIANGLE_STRIP, 16, 4);
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glBindTexture(GL_TEXTURE_2D, static_cast<OpenGLTexture *>(textures[2])->id);
glDrawArrays(GL_TRIANGLE_STRIP, 20, 4);
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glDepthMask(GL_TRUE);
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}
void ShaderRenderer::drawTexturedRect3D(const Math::Vector3d &topLeft, const Math::Vector3d &bottomLeft,
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const Math::Vector3d &topRight, const Math::Vector3d &bottomRight, Texture *texture) {
OpenGLTexture *glTexture = static_cast<OpenGLTexture *>(texture);
const float w = glTexture->width / (float)glTexture->internalWidth;
const float h = glTexture->height / (float)glTexture->internalHeight;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
glBindTexture(GL_TEXTURE_2D, glTexture->id);
const GLfloat vertices[] = {
// S T X Y Z
0, 0, -topLeft.x(), topLeft.y(), topLeft.z(),
0, h, -bottomLeft.x(), bottomLeft.y(), bottomLeft.z(),
w, 0, -topRight.x(), topRight.y(), topRight.z(),
w, h, -bottomRight.x(), bottomRight.y(), bottomRight.z(),
};
_rect3d_shader->use();
_rect3d_shader->setUniform1f("verScale", 1.0f);
_rect3d_shader->setUniform1f("texScale", 1.0f);
_rect3d_shader->setUniform1f("texClamp", 1.0f);
_rect3d_shader->setUniform("mvpMatrix", _mvpMatrix);
glBindBuffer(GL_ARRAY_BUFFER, _rect3dVBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, 20 * sizeof(float), vertices);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
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}
Graphics::Surface *ShaderRenderer::getScreenshot() {
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Graphics::Surface *s = new Graphics::Surface();
s->create(kOriginalWidth, kOriginalHeight, Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24));
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glReadPixels(0, 0, kOriginalWidth, kOriginalHeight, GL_RGBA, GL_UNSIGNED_BYTE, s->getPixels());
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return s;
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}
void ShaderRenderer::screenPosToDirection(const Common::Point screen, float &pitch, float &heading) {
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double x, y, z;
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x = screen.x;
y = kOriginalHeight - screen.y;
z = 0.9f;
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const Math::Vector2d tl = _viewport.getTopLeft();
x = 2 * double(x - tl.getX()) / _viewport.getWidth() - 1.0f;
y = 2 * double(y - tl.getY()) / _viewport.getHeight() - 1.0f;
z = 2 * z - 1.0f;
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// Screen coords to 3D coords
Math::Vector4d point = Math::Vector4d(x, y, z, 1.0f);
point = _mvpMatrix * point;
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// 3D coords to polar coords
Math::Vector3d v = Math::Vector3d(point.x(), point.y(), point.z());
v.normalize();
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Math::Vector2d horizontalProjection = Math::Vector2d(v.x(), v.z());
horizontalProjection.normalize();
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pitch = 90 - Math::Angle::arcCosine(v.y()).getDegrees();
heading = Math::Angle::arcCosine(horizontalProjection.getY()).getDegrees();
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if (horizontalProjection.getX() > 0.0)
heading = 360 - heading;
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}
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} // End of namespace Myst3
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#endif