ref: afc811ce9e8b8a1a3d83b3855f4a9e63ba5a2c7b
dir: /camera.c/
#include <u.h> #include <libc.h> #include <thread.h> #include <draw.h> #include <memdraw.h> #include <geometry.h> #include "libobj/obj.h" #include "graphics.h" #include "internal.h" static void updatestats(Camera *c, uvlong v) { c->stats.v = v; c->stats.n++; c->stats.acc += v; c->stats.avg = c->stats.acc/c->stats.n; c->stats.min = v < c->stats.min || c->stats.n == 1? v: c->stats.min; c->stats.max = v > c->stats.max || c->stats.n == 1? v: c->stats.max; c->stats.nframes++; } static void updatetimes(Camera *c, Renderjob *j) { c->times.R[c->times.cur] = j->times.R; c->times.E[c->times.cur] = j->times.E; c->times.Tn[c->times.cur] = j->times.Tn; c->times.Rn[c->times.cur] = j->times.Rn; c->times.cur = ++c->times.cur % nelem(c->times.R); } static void verifycfg(Camera *c) { assert(c->vp != nil); if(c->projtype == PERSPECTIVE) assert(c->fov > 0 && c->fov < 360*DEG); assert(c->clip.n > 0 && c->clip.n < c->clip.f); } void configcamera(Camera *c, Viewport *v, double fov, double n, double f, Projection p) { c->vp = v; c->fov = fov; c->clip.n = n; c->clip.f = f; c->projtype = p; reloadcamera(c); } void placecamera(Camera *c, Point3 p, Point3 focus, Point3 up) { c->p = p; c->bz = focus.w == 0? focus: normvec3(subpt3(c->p, focus)); c->bx = normvec3(crossvec3(up, c->bz)); c->by = crossvec3(c->bz, c->bx); } void aimcamera(Camera *c, Point3 focus) { placecamera(c, c->p, focus, c->by); } void reloadcamera(Camera *c) { double a; double l, r, b, t; verifycfg(c); switch(c->projtype){ case ORTHOGRAPHIC: r = Dx(c->vp->fbctl->fb[0]->r)/2; t = Dy(c->vp->fbctl->fb[0]->r)/2; l = -r; b = -t; orthographic(c->proj, l, r, b, t, c->clip.n, c->clip.f); break; case PERSPECTIVE: a = (double)Dx(c->vp->fbctl->fb[0]->r)/Dy(c->vp->fbctl->fb[0]->r); perspective(c->proj, c->fov, a, c->clip.n, c->clip.f); break; default: sysfatal("unknown projection type"); } } void shootcamera(Camera *c, Shadertab *s) { Renderjob *job; uvlong t0, t1; job = emalloc(sizeof *job); memset(job, 0, sizeof *job); job->fb = c->vp->fbctl->getbb(c->vp->fbctl); job->scene = c->s; job->shaders = s; job->donec = chancreate(sizeof(void*), 0); c->vp->fbctl->reset(c->vp->fbctl); t0 = nanosec(); sendp(c->rctl->c, job); recvp(job->donec); t1 = nanosec(); c->vp->fbctl->swap(c->vp->fbctl); updatestats(c, t1-t0); updatetimes(c, job); chanfree(job->donec); free(job); }