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omath/include/omath/projection/camera.hpp
2026-03-24 10:20:50 +03:00

536 lines
20 KiB
C++

//
// Created by Vlad on 27.08.2024.
//
#pragma once
#include "omath/3d_primitives/aabb.hpp"
#include "omath/linear_algebra/mat.hpp"
#include "omath/linear_algebra/triangle.hpp"
#include "omath/linear_algebra/vector3.hpp"
#include "omath/projection/error_codes.hpp"
#include <cmath>
#include <expected>
#include <omath/trigonometry/angle.hpp>
#include <type_traits>
#ifdef OMATH_BUILD_TESTS
// ReSharper disable CppInconsistentNaming
class UnitTestProjection_Projection_Test;
class UnitTestProjection_ScreenToNdcTopLeft_Test;
class UnitTestProjection_ScreenToNdcBottomLeft_Test;
// ReSharper restore CppInconsistentNaming
#endif
namespace omath::projection
{
class ViewPort final
{
public:
float m_width;
float m_height;
[[nodiscard]] constexpr float aspect_ratio() const
{
return m_width / m_height;
}
};
using FieldOfView = Angle<float, 0.f, 180.f, AngleFlags::Clamped>;
enum class ViewPortClipping
{
AUTO,
MANUAL,
};
template<class T, class MatType, class ViewAnglesType>
concept CameraEngineConcept =
requires(const Vector3<float>& cam_origin, const Vector3<float>& look_at, const ViewAnglesType& angles,
const FieldOfView& fov, const ViewPort& viewport, float znear, float zfar,
NDCDepthRange ndc_depth_range) {
// Presence + return types
{ T::calc_look_at_angle(cam_origin, look_at) } -> std::same_as<ViewAnglesType>;
{ T::calc_view_matrix(angles, cam_origin) } -> std::same_as<MatType>;
{ T::calc_projection_matrix(fov, viewport, znear, zfar, ndc_depth_range) } -> std::same_as<MatType>;
// Enforce noexcept as in the trait declaration
requires noexcept(T::calc_look_at_angle(cam_origin, look_at));
requires noexcept(T::calc_view_matrix(angles, cam_origin));
requires noexcept(T::calc_projection_matrix(fov, viewport, znear, zfar, ndc_depth_range));
};
template<class Mat4X4Type, class ViewAnglesType, class TraitClass, bool inverted_z = false,
NDCDepthRange depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE>
requires CameraEngineConcept<TraitClass, Mat4X4Type, ViewAnglesType>
class Camera final
{
#ifdef OMATH_BUILD_TESTS
friend UnitTestProjection_Projection_Test;
friend UnitTestProjection_ScreenToNdcTopLeft_Test;
friend UnitTestProjection_ScreenToNdcBottomLeft_Test;
#endif
public:
enum class ScreenStart
{
TOP_LEFT_CORNER,
BOTTOM_LEFT_CORNER,
};
~Camera() = default;
Camera(const Vector3<float>& position, const ViewAnglesType& view_angles, const ViewPort& view_port,
const FieldOfView& fov, const float near, const float far) noexcept
: m_view_port(view_port), m_field_of_view(fov), m_far_plane_distance(far), m_near_plane_distance(near),
m_view_angles(view_angles), m_origin(position)
{
}
void look_at(const Vector3<float>& target)
{
m_view_angles = TraitClass::calc_look_at_angle(m_origin, target);
m_view_projection_matrix = std::nullopt;
m_view_matrix = std::nullopt;
}
[[nodiscard]]
ViewAnglesType calc_look_at_angles(const Vector3<float>& look_to) const
{
return TraitClass::calc_look_at_angle(m_origin, look_to);
}
[[nodiscard]]
Vector3<float> get_forward() const noexcept
{
const auto& view_matrix = get_view_matrix();
if constexpr (inverted_z)
return -Vector3<float>{view_matrix[2, 0], view_matrix[2, 1], view_matrix[2, 2]};
return {view_matrix[2, 0], view_matrix[2, 1], view_matrix[2, 2]};
}
[[nodiscard]]
Vector3<float> get_right() const noexcept
{
const auto& view_matrix = get_view_matrix();
return {view_matrix[0, 0], view_matrix[0, 1], view_matrix[0, 2]};
}
[[nodiscard]]
Vector3<float> get_up() const noexcept
{
const auto& view_matrix = get_view_matrix();
return {view_matrix[1, 0], view_matrix[1, 1], view_matrix[1, 2]};
}
[[nodiscard]] const Mat4X4Type& get_view_projection_matrix() const noexcept
{
if (!m_view_projection_matrix.has_value())
m_view_projection_matrix = get_projection_matrix() * get_view_matrix();
return m_view_projection_matrix.value();
}
[[nodiscard]] const Mat4X4Type& get_view_matrix() const noexcept
{
if (!m_view_matrix.has_value())
m_view_matrix = TraitClass::calc_view_matrix(m_view_angles, m_origin);
return m_view_matrix.value();
}
[[nodiscard]] const Mat4X4Type& get_projection_matrix() const noexcept
{
if (!m_projection_matrix.has_value())
m_projection_matrix = TraitClass::calc_projection_matrix(m_field_of_view, m_view_port,
m_near_plane_distance, m_far_plane_distance,
depth_range);
return m_projection_matrix.value();
}
void set_field_of_view(const FieldOfView& fov) noexcept
{
m_field_of_view = fov;
m_view_projection_matrix = std::nullopt;
m_projection_matrix = std::nullopt;
}
void set_near_plane(const float near_plane) noexcept
{
m_near_plane_distance = near_plane;
m_view_projection_matrix = std::nullopt;
m_projection_matrix = std::nullopt;
}
void set_far_plane(const float far_plane) noexcept
{
m_far_plane_distance = far_plane;
m_view_projection_matrix = std::nullopt;
m_projection_matrix = std::nullopt;
}
void set_view_angles(const ViewAnglesType& view_angles) noexcept
{
m_view_angles = view_angles;
m_view_projection_matrix = std::nullopt;
m_view_matrix = std::nullopt;
}
void set_origin(const Vector3<float>& origin) noexcept
{
m_origin = origin;
m_view_projection_matrix = std::nullopt;
m_view_matrix = std::nullopt;
}
void set_view_port(const ViewPort& view_port) noexcept
{
m_view_port = view_port;
m_view_projection_matrix = std::nullopt;
m_projection_matrix = std::nullopt;
}
[[nodiscard]] const FieldOfView& get_field_of_view() const noexcept
{
return m_field_of_view;
}
[[nodiscard]] const float& get_near_plane() const noexcept
{
return m_near_plane_distance;
}
[[nodiscard]] const float& get_far_plane() const noexcept
{
return m_far_plane_distance;
}
[[nodiscard]] const ViewAnglesType& get_view_angles() const noexcept
{
return m_view_angles;
}
[[nodiscard]] const Vector3<float>& get_origin() const noexcept
{
return m_origin;
}
template<ScreenStart screen_start = ScreenStart::TOP_LEFT_CORNER>
[[nodiscard]] std::expected<Vector3<float>, Error>
world_to_screen(const Vector3<float>& world_position) const noexcept
{
const auto normalized_cords = world_to_view_port(world_position);
if (!normalized_cords.has_value())
return std::unexpected{normalized_cords.error()};
if constexpr (screen_start == ScreenStart::TOP_LEFT_CORNER)
return ndc_to_screen_position_from_top_left_corner(*normalized_cords);
else if constexpr (screen_start == ScreenStart::BOTTOM_LEFT_CORNER)
return ndc_to_screen_position_from_bottom_left_corner(*normalized_cords);
else
std::unreachable();
}
template<ScreenStart screen_start = ScreenStart::TOP_LEFT_CORNER>
[[nodiscard]] std::expected<Vector3<float>, Error>
world_to_screen_unclipped(const Vector3<float>& world_position) const noexcept
{
const auto normalized_cords = world_to_view_port(world_position, ViewPortClipping::MANUAL);
if (!normalized_cords.has_value())
return std::unexpected{normalized_cords.error()};
if constexpr (screen_start == ScreenStart::TOP_LEFT_CORNER)
return ndc_to_screen_position_from_top_left_corner(*normalized_cords);
else if constexpr (screen_start == ScreenStart::BOTTOM_LEFT_CORNER)
return ndc_to_screen_position_from_bottom_left_corner(*normalized_cords);
else
std::unreachable();
}
[[nodiscard]] bool is_culled_by_frustum(const Triangle<Vector3<float>>& triangle) const noexcept
{
// Transform to clip space (before perspective divide)
auto to_clip = [this](const Vector3<float>& point)
{
auto clip = get_view_projection_matrix()
* mat_column_from_vector<float, Mat4X4Type::get_store_ordering()>(point);
return std::array<float, 4>{
clip.at(0, 0), // x
clip.at(1, 0), // y
clip.at(2, 0), // z
clip.at(3, 0) // w
};
};
const auto c0 = to_clip(triangle.m_vertex1);
const auto c1 = to_clip(triangle.m_vertex2);
const auto c2 = to_clip(triangle.m_vertex3);
// If all vertices are behind the camera (w <= 0), trivially reject
if (c0[3] <= 0.f && c1[3] <= 0.f && c2[3] <= 0.f)
return true;
// Helper: all three vertices outside the same clip plane
auto all_outside_plane = [](const int axis, const std::array<float, 4>& a, const std::array<float, 4>& b,
const std::array<float, 4>& c, const bool positive_side)
{
if (positive_side)
return a[axis] > a[3] && b[axis] > b[3] && c[axis] > c[3];
return a[axis] < -a[3] && b[axis] < -b[3] && c[axis] < -c[3];
};
// Clip volume in clip space:
// -w <= x <= w
// -w <= y <= w
// z_min <= z <= w (z_min = -w for [-1,1], 0 for [0,1])
// x and y planes
for (int i = 0; i < 2; i++)
{
if (all_outside_plane(i, c0, c1, c2, false))
return true;
if (all_outside_plane(i, c0, c1, c2, true))
return true;
}
// z far plane: z > w
if (all_outside_plane(2, c0, c1, c2, true))
return true;
// z near plane
if constexpr (depth_range == NDCDepthRange::ZERO_TO_ONE)
{
// 0 <= z, so reject if z < 0 for all vertices
if (c0[2] < 0.f && c1[2] < 0.f && c2[2] < 0.f)
return true;
}
else
{
// -w <= z
if (all_outside_plane(2, c0, c1, c2, false))
return true;
}
return false;
}
[[nodiscard]] bool is_aabb_culled_by_frustum(const primitives::Aabb<float>& aabb) const noexcept
{
const auto& m = get_view_projection_matrix();
// Gribb-Hartmann: extract 6 frustum planes from the view-projection matrix.
// Each plane is (a, b, c, d) such that ax + by + cz + d >= 0 means inside.
// For a 4x4 matrix with rows r0..r3:
// Left = r3 + r0
// Right = r3 - r0
// Bottom = r3 + r1
// Top = r3 - r1
// Near = r3 + r2 ([-1,1]) or r2 ([0,1])
// Far = r3 - r2
struct Plane final
{
float a, b, c, d;
};
const auto extract_plane = [&m](const int sign, const int row) -> Plane
{
return {
m.at(3, 0) + static_cast<float>(sign) * m.at(row, 0),
m.at(3, 1) + static_cast<float>(sign) * m.at(row, 1),
m.at(3, 2) + static_cast<float>(sign) * m.at(row, 2),
m.at(3, 3) + static_cast<float>(sign) * m.at(row, 3),
};
};
std::array<Plane, 6> planes = {
extract_plane(1, 0), // left
extract_plane(-1, 0), // right
extract_plane(1, 1), // bottom
extract_plane(-1, 1), // top
extract_plane(-1, 2), // far
};
// Near plane depends on NDC depth range
if constexpr (depth_range == NDCDepthRange::ZERO_TO_ONE)
planes[5] = {m.at(2, 0), m.at(2, 1), m.at(2, 2), m.at(2, 3)};
else
planes[5] = extract_plane(1, 2);
// For each plane, find the AABB corner most in the direction of the plane normal
// (the "positive vertex"). If it's outside, the entire AABB is outside.
for (const auto& [a, b, c, d] : planes)
{
const float px = a >= 0.f ? aabb.max.x : aabb.min.x;
const float py = b >= 0.f ? aabb.max.y : aabb.min.y;
const float pz = c >= 0.f ? aabb.max.z : aabb.min.z;
if (a * px + b * py + c * pz + d < 0.f)
return true;
}
return false;
}
[[nodiscard]] std::expected<Vector3<float>, Error>
world_to_view_port(const Vector3<float>& world_position,
const ViewPortClipping& clipping = ViewPortClipping::AUTO) const noexcept
{
auto projected = get_view_projection_matrix()
* mat_column_from_vector<float, Mat4X4Type::get_store_ordering()>(world_position);
const auto& w = projected.at(3, 0);
constexpr auto eps = std::numeric_limits<float>::epsilon();
if (w <= eps)
return std::unexpected(Error::PERSPECTIVE_DIVIDER_LESS_EQ_ZERO);
projected /= w;
// ReSharper disable once CppTooWideScope
const auto clipped_automatically = clipping == ViewPortClipping::AUTO && is_ndc_out_of_bounds(projected);
if (clipped_automatically)
return std::unexpected(Error::WORLD_POSITION_IS_OUT_OF_SCREEN_BOUNDS);
// ReSharper disable once CppTooWideScope
constexpr auto z_min = depth_range == NDCDepthRange::ZERO_TO_ONE ? 0.0f : -1.0f;
const auto clipped_manually = clipping == ViewPortClipping::MANUAL && (projected.at(2, 0) < z_min - eps
|| projected.at(2, 0) > 1.0f + eps);
if (clipped_manually)
return std::unexpected(Error::WORLD_POSITION_IS_OUT_OF_SCREEN_BOUNDS);
return Vector3<float>{projected.at(0, 0), projected.at(1, 0), projected.at(2, 0)};
}
[[nodiscard]]
std::expected<Vector3<float>, Error> view_port_to_world(const Vector3<float>& ndc) const noexcept
{
const auto inv_view_proj = get_view_projection_matrix().inverted();
if (!inv_view_proj)
return std::unexpected(Error::INV_VIEW_PROJ_MAT_DET_EQ_ZERO);
auto inverted_projection =
inv_view_proj.value() * mat_column_from_vector<float, Mat4X4Type::get_store_ordering()>(ndc);
const auto& w = inverted_projection.at(3, 0);
if (std::abs(w) < std::numeric_limits<float>::epsilon())
return std::unexpected(Error::WORLD_POSITION_IS_OUT_OF_SCREEN_BOUNDS);
inverted_projection /= w;
return Vector3<float>{inverted_projection.at(0, 0), inverted_projection.at(1, 0),
inverted_projection.at(2, 0)};
}
template<ScreenStart screen_start = ScreenStart::TOP_LEFT_CORNER>
[[nodiscard]]
std::expected<Vector3<float>, Error> screen_to_world(const Vector3<float>& screen_pos) const noexcept
{
return view_port_to_world(screen_to_ndc<screen_start>(screen_pos));
}
template<ScreenStart screen_start = ScreenStart::TOP_LEFT_CORNER>
[[nodiscard]]
std::expected<Vector3<float>, Error> screen_to_world(const Vector2<float>& screen_pos) const noexcept
{
const auto& [x, y] = screen_pos;
return screen_to_world<screen_start>({x, y, 1.f});
}
protected:
ViewPort m_view_port{};
Angle<float, 0.f, 180.f, AngleFlags::Clamped> m_field_of_view;
mutable std::optional<Mat4X4Type> m_view_projection_matrix;
mutable std::optional<Mat4X4Type> m_projection_matrix;
mutable std::optional<Mat4X4Type> m_view_matrix;
float m_far_plane_distance;
float m_near_plane_distance;
ViewAnglesType m_view_angles;
Vector3<float> m_origin;
private:
template<class Type>
[[nodiscard]] constexpr static bool is_ndc_out_of_bounds(const Type& ndc) noexcept
{
constexpr auto eps = std::numeric_limits<float>::epsilon();
const auto& data = ndc.raw_array();
// x and y are always in [-1, 1]
if (data[0] < -1.0f - eps || data[0] > 1.0f + eps)
return true;
if (data[1] < -1.0f - eps || data[1] > 1.0f + eps)
return true;
return is_ndc_z_value_out_of_bounds(data[2]);
}
template<class ZType>
[[nodiscard]]
constexpr static bool is_ndc_z_value_out_of_bounds(const ZType& z_ndc) noexcept
{
constexpr auto eps = std::numeric_limits<float>::epsilon();
if constexpr (depth_range == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return z_ndc < -1.0f - eps || z_ndc > 1.0f + eps;
if constexpr (depth_range == NDCDepthRange::ZERO_TO_ONE)
return z_ndc < 0.0f - eps || z_ndc > 1.0f + eps;
std::unreachable();
}
// NDC REPRESENTATION:
/*
^
| y
1 |
|
|
-1 ---------0--------- 1 --> x
|
|
-1 |
v
*/
[[nodiscard]] Vector3<float>
ndc_to_screen_position_from_top_left_corner(const Vector3<float>& ndc) const noexcept
{
/*
+------------------------>
| (0, 0)
|
|
|
|
|
|
*/
return {(ndc.x + 1.f) / 2.f * m_view_port.m_width, (ndc.y / -2.f + 0.5f) * m_view_port.m_height, ndc.z};
}
[[nodiscard]] Vector3<float>
ndc_to_screen_position_from_bottom_left_corner(const Vector3<float>& ndc) const noexcept
{
/*
^
|
|
|
|
|
|
| (0, 0)
+------------------------>
*/
return {(ndc.x + 1.f) / 2.f * m_view_port.m_width, (ndc.y / 2.f + 0.5f) * m_view_port.m_height, ndc.z};
}
template<ScreenStart screen_start = ScreenStart::TOP_LEFT_CORNER>
[[nodiscard]] Vector3<float> screen_to_ndc(const Vector3<float>& screen_pos) const noexcept
{
if constexpr (screen_start == ScreenStart::TOP_LEFT_CORNER)
return {screen_pos.x / m_view_port.m_width * 2.f - 1.f, 1.f - screen_pos.y / m_view_port.m_height * 2.f,
screen_pos.z};
else if constexpr (screen_start == ScreenStart::BOTTOM_LEFT_CORNER)
return {screen_pos.x / m_view_port.m_width * 2.f - 1.f,
(screen_pos.y / m_view_port.m_height - 0.5f) * 2.f, screen_pos.z};
else
std::unreachable();
}
};
} // namespace omath::projection