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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-01-02 21:07:37 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-01-02 21:07:37 +0000 |
commit | 7c8b8a39fd36e190578587d8d92f28f460a1fc4b (patch) | |
tree | 03c0943bcec657992aa92afb91a3613eb1c8423b /gfx | |
parent | No need to pass GameState around, it has a global pointer (diff) | |
download | ilt-7c8b8a39fd36e190578587d8d92f28f460a1fc4b.tar.bz2 ilt-7c8b8a39fd36e190578587d8d92f28f460a1fc4b.tar.xz ilt-7c8b8a39fd36e190578587d8d92f28f460a1fc4b.zip |
Encapsulate Ray
Diffstat (limited to 'gfx')
-rw-r--r-- | gfx/gl/camera.cpp | 5 | ||||
-rw-r--r-- | gfx/gl/camera.h | 3 |
2 files changed, 5 insertions, 3 deletions
diff --git a/gfx/gl/camera.cpp b/gfx/gl/camera.cpp index 905f78e..c751ba8 100644 --- a/gfx/gl/camera.cpp +++ b/gfx/gl/camera.cpp @@ -1,6 +1,7 @@ #include "camera.h" #include <glm/gtx/transform.hpp> // IWYU pragma: keep #include <maths.h> +#include <ray.hpp> Camera::Camera(glm::vec3 pos, float fov, float aspect, float zNear, float zFar) : pos {pos}, forward {::north}, up {::up}, projection {glm::perspective(fov, aspect, zNear, zFar)} @@ -13,9 +14,9 @@ Camera::GetViewProjection() const return projection * glm::lookAt(pos, pos + forward, up); } -glm::vec3 +Ray Camera::unProject(const glm::vec2 & mouse) const { static constexpr const glm::vec4 screen {0, 0, 1, 1}; - return glm::normalize(glm::unProject(mouse ^ 1, glm::lookAt(::origin, forward, up), projection, screen)); + return {pos, glm::normalize(glm::unProject(mouse ^ 1, glm::lookAt(::origin, forward, up), projection, screen))}; } diff --git a/gfx/gl/camera.h b/gfx/gl/camera.h index 9fbb0a1..b4dd0d5 100644 --- a/gfx/gl/camera.h +++ b/gfx/gl/camera.h @@ -1,13 +1,14 @@ #pragma once
#include <glm/glm.hpp>
+#include <ray.hpp>
class Camera {
public:
Camera(glm::vec3 pos, float fov, float aspect, float zNear, float zFar);
[[nodiscard]] glm::mat4 GetViewProjection() const;
- [[nodiscard]] glm::vec3 unProject(const glm::vec2 &) const;
+ [[nodiscard]] Ray unProject(const glm::vec2 &) const;
glm::vec3 pos;
glm::vec3 forward;
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