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| author | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-02-28 13:30:46 +0000 |
|---|---|---|
| committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-02-28 13:41:37 +0000 |
| commit | 6b407b2778c69314ba034e9ea265697a51f331d4 (patch) | |
| tree | 7ee7d605a5b6d526fa8edef7359f4601242c4989 /gfx | |
| parent | Allow specifying all three partition functions independently (diff) | |
| download | ilt-6b407b2778c69314ba034e9ea265697a51f331d4.tar.bz2 ilt-6b407b2778c69314ba034e9ea265697a51f331d4.tar.xz ilt-6b407b2778c69314ba034e9ea265697a51f331d4.zip | |
Use RelativeDistance in Camera near/fear and expose member variables
Diffstat (limited to 'gfx')
| -rw-r--r-- | gfx/camera.cpp | 9 | ||||
| -rw-r--r-- | gfx/camera.h | 24 |
2 files changed, 25 insertions, 8 deletions
diff --git a/gfx/camera.cpp b/gfx/camera.cpp index 3bb785d..db748e9 100644 --- a/gfx/camera.cpp +++ b/gfx/camera.cpp @@ -4,13 +4,13 @@ #include <maths.h> #include <ray.h> -Camera::Camera(GlobalPosition3D pos, Angle fov, Angle aspect, GlobalDistance near, GlobalDistance far) : +Camera::Camera(GlobalPosition3D pos, Angle fov, Angle aspect, RelativeDistance near, RelativeDistance far) : Camera {pos, fov, aspect, near, far, glm::lookAt({}, ::north, ::up), glm::perspective(fov, aspect, static_cast<RelativeDistance>(near), static_cast<RelativeDistance>(far))} { } -Camera::Camera(GlobalPosition3D pos, Angle fov, Angle aspect, GlobalDistance near, GlobalDistance far, +Camera::Camera(GlobalPosition3D pos, Angle fov, Angle aspect, RelativeDistance near, RelativeDistance far, const glm::mat4 & view, const glm::mat4 & projection) : Frustum {pos, view, projection}, fov {fov}, aspect {aspect}, forward {::north}, up {::up}, near {near}, far {far} { @@ -58,9 +58,8 @@ Camera::extentsAtDist(const GlobalDistance dist) const } return {target, dist}; }; - const auto depth = -(2.F * (static_cast<float>(dist - near)) * static_cast<float>(far)) - / (static_cast<float>(dist) * (static_cast<float>(near - far))) - - 1.F; + const auto depth + = -(2.F * (static_cast<float>(dist) - near) * far) / (static_cast<float>(dist) * (near - far)) - 1.F; static constexpr const std::array extents {-1.F, 1.F}; static constexpr const auto cartesianExtents = extents * extents; return cartesianExtents * [&depth, this, &clampToSeaFloor](const auto & extent) { diff --git a/gfx/camera.h b/gfx/camera.h index b17bcbb..b78827a 100644 --- a/gfx/camera.h +++ b/gfx/camera.h @@ -8,7 +8,7 @@ class Camera : public Frustum { public: - Camera(GlobalPosition3D position, Angle fov, Angle aspect, GlobalDistance near, GlobalDistance far); + Camera(GlobalPosition3D position, Angle fov, Angle aspect, RelativeDistance near, RelativeDistance far); [[nodiscard]] Ray<GlobalPosition3D> unProject(const ScreenRelCoord &) const; @@ -61,17 +61,35 @@ public: return forward; } + [[nodiscard]] auto + getNear() const + { + return near; + } + + [[nodiscard]] auto + getFar() const + { + return far; + } + + [[nodiscard]] auto + getDepth() const + { + return far - near; + } + [[nodiscard]] std::array<GlobalPosition4D, 4> extentsAtDist(GlobalDistance) const; [[nodiscard]] static Direction3D upFromForward(const Direction3D & forward); private: - Camera(GlobalPosition3D position, Angle fov, Angle aspect, GlobalDistance near, GlobalDistance far, + Camera(GlobalPosition3D position, Angle fov, Angle aspect, RelativeDistance near, RelativeDistance far, const glm::mat4 & view, const glm::mat4 & projection); void updateView(); Angle fov, aspect; Direction3D forward; Direction3D up; - GlobalDistance near, far; + RelativeDistance near, far; }; |
