diff options
Diffstat (limited to 'gfx/gl/camera.cpp')
-rw-r--r-- | gfx/gl/camera.cpp | 48 |
1 files changed, 24 insertions, 24 deletions
diff --git a/gfx/gl/camera.cpp b/gfx/gl/camera.cpp index c4c9544..d362b94 100644 --- a/gfx/gl/camera.cpp +++ b/gfx/gl/camera.cpp @@ -1,55 +1,55 @@ #include "camera.h" #include <collections.h> -#include <glm/gtx/intersect.hpp> // IWYU pragma: keep -#include <glm/gtx/transform.hpp> // IWYU pragma: keep +#include <glm/gtx/transform.hpp> #include <maths.h> #include <ray.h> -Camera::Camera(glm::vec3 pos, float fov, float aspect, float zNear, float zFar) : +Camera::Camera(GlobalPosition3D pos, Angle fov, Angle aspect, GlobalDistance zNear, GlobalDistance zFar) : position {pos}, forward {::north}, up {::up}, near {zNear}, far {zFar}, - projection {glm::perspective(fov, aspect, zNear, zFar)}, - viewProjection {projection * glm::lookAt(position, position + forward, up)}, - inverseViewProjection {glm::inverse(viewProjection)} + projection { + glm::perspective(fov, aspect, static_cast<RelativeDistance>(zNear), static_cast<RelativeDistance>(zFar))}, + viewProjection {}, inverseViewProjection {} { + updateView(); } Ray -Camera::unProject(const glm::vec2 & mouse) const +Camera::unProject(const ScreenRelCoord & mouse) const { static constexpr const glm::vec4 screen {0, 0, 1, 1}; - const auto mouseProjection = glm::lookAt(::origin, forward, up); - return {position, glm::normalize(glm::unProject(mouse ^ 1, mouseProjection, projection, screen))}; + const auto mouseProjection = glm::lookAt({}, forward, up); + return {position, glm::normalize(glm::unProject(mouse || 1.F, mouseProjection, projection, screen))}; } void Camera::updateView() { - viewProjection = projection * glm::lookAt(position, position + forward, up); + viewProjection = projection * glm::lookAt({}, forward, up); inverseViewProjection = glm::inverse(viewProjection); } -glm::vec3 -Camera::upFromForward(const glm::vec3 & forward) +Direction3D +Camera::upFromForward(const Direction3D & forward) { const auto right = glm::cross(forward, ::down); return glm::cross(forward, right); } -std::array<glm::vec4, 4> -Camera::extentsAtDist(const float dist) const +std::array<GlobalPosition4D, 4> +Camera::extentsAtDist(const GlobalDistance dist) const { - const auto clampToSeaFloor = [this, dist](const glm::vec3 & target) { - if (target.z < -1.5F) { - const auto vec = glm::normalize(target - position); - constexpr glm::vec3 seafloor {0, 0, -1.5F}; - float outdist; - if (glm::intersectRayPlane(position, vec, seafloor, ::up, outdist)) { - return (vec * outdist + position) ^ outdist; - } + const auto clampToSeaFloor = [this, dist](GlobalPosition3D target) -> GlobalPosition4D { + target += position; + if (target.z < -1500) { + const CalcPosition3D diff = target - position; + const CalcDistance limit = -1500 - position.z; + return {position + GlobalPosition3D((limit * diff) / diff.z), (limit * dist) / diff.z}; } - return target ^ dist; + return {target, dist}; }; - const auto depth = -(2.F * (dist - near) * far) / (dist * (near - far)) - 1.F; + 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; 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) { |