diff options
Diffstat (limited to 'gfx/gl/camera.cpp')
-rw-r--r-- | gfx/gl/camera.cpp | 36 |
1 files changed, 18 insertions, 18 deletions
diff --git a/gfx/gl/camera.cpp b/gfx/gl/camera.cpp index 15f76c4..a0d76ab 100644 --- a/gfx/gl/camera.cpp +++ b/gfx/gl/camera.cpp @@ -1,14 +1,14 @@ #include "camera.h" #include <collections.h> -#include <glm/gtx/intersect.hpp> // IWYU pragma: keep -#include <glm/gtx/transform.hpp> // IWYU pragma: keep -#include <math.h> +#include <glm/gtx/transform.hpp> #include <maths.h> #include <ray.h> -Camera::Camera(Position3D pos, Angle fov, Angle aspect, Distance zNear, Distance 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 {}, inverseViewProjection {} + projection { + glm::perspective(fov, aspect, static_cast<RelativeDistance>(zNear), static_cast<RelativeDistance>(zFar))}, + viewProjection {}, inverseViewProjection {} { updateView(); } @@ -25,7 +25,7 @@ void Camera::updateView() { viewProjection = projection * glm::lookAt(origin, forward, up); - inverseViewProjection = glm::inverse(projection * glm::lookAt(position, position + forward, up)); + inverseViewProjection = glm::inverse(viewProjection); } Direction3D @@ -35,21 +35,21 @@ Camera::upFromForward(const Direction3D & forward) 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 Position3D & target) { - if (target.z < -1.5F) { - const auto vec = glm::normalize(target - position); - constexpr Position3D 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 auto diff = (target - position); + const auto something = (-1500 - position.z) / diff.z; + return {position + diff * something, dist}; } - 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) { |