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-rw-r--r--gfx/gl/camera.cpp67
-rw-r--r--gfx/gl/camera.h94
-rw-r--r--gfx/gl/sceneRenderer.h2
-rw-r--r--gfx/gl/shadowMapper.cpp2
4 files changed, 2 insertions, 163 deletions
diff --git a/gfx/gl/camera.cpp b/gfx/gl/camera.cpp
deleted file mode 100644
index 9e165fa..0000000
--- a/gfx/gl/camera.cpp
+++ /dev/null
@@ -1,67 +0,0 @@
-#include "camera.h"
-#include <collections.h>
-#include <glm/gtx/transform.hpp>
-#include <maths.h>
-#include <ray.h>
-
-Camera::Camera(GlobalPosition3D pos, Angle fov, Angle aspect, GlobalDistance zNear, GlobalDistance zFar) :
- position {pos}, forward {::north}, up {::up}, near {zNear}, far {zFar}, view {},
- projection {
- glm::perspective(fov, aspect, static_cast<RelativeDistance>(zNear), static_cast<RelativeDistance>(zFar))},
- viewProjection {}, inverseViewProjection {}
-{
- updateView();
-}
-
-Ray<GlobalPosition3D>
-Camera::unProject(const ScreenRelCoord & mouse) const
-{
- static constexpr const glm::vec4 SCREEN {0, 0, 1, 1};
- return {
- .start = position,
- .direction = glm::normalize(glm::unProject(mouse || 1.F, view, projection, SCREEN)),
- };
-}
-
-void
-Camera::updateView()
-{
- view = glm::lookAt({}, forward, up);
- viewProjection = projection * view;
- inverseViewProjection = glm::inverse(viewProjection);
- static constexpr auto PLANES = std::array {0, 1, 2} * std::array {1.F, -1.F};
- std::ranges::transform(PLANES, frustumPlanes.begin(), [vpt = glm::transpose(viewProjection)](const auto & idxs) {
- const auto [idx, sgn] = idxs;
- return vpt[3] + (vpt[idx] * sgn);
- });
-}
-
-Direction3D
-Camera::upFromForward(const Direction3D & forward)
-{
- const auto right = crossProduct(forward, ::down);
- return crossProduct(forward, right);
-}
-
-std::array<GlobalPosition4D, 4>
-Camera::extentsAtDist(const GlobalDistance dist) const
-{
- 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 + ((limit * diff) / diff.z), (limit * dist) / diff.z};
- }
- 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;
- 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) {
- const glm::vec4 in {extent.first, extent.second, depth, 1.F};
- return clampToSeaFloor(perspective_divide(inverseViewProjection * in));
- };
-}
diff --git a/gfx/gl/camera.h b/gfx/gl/camera.h
deleted file mode 100644
index d4fe6de..0000000
--- a/gfx/gl/camera.h
+++ /dev/null
@@ -1,94 +0,0 @@
-#pragma once
-
-#include "config/types.h"
-#include <glm/glm.hpp>
-#include <maths.h>
-#include <ray.h>
-
-class Camera {
-public:
- Camera(GlobalPosition3D, Angle fov, Angle aspect, GlobalDistance zNear, GlobalDistance zFar);
-
- [[nodiscard]] glm::mat4
- getViewProjection() const
- {
- return viewProjection;
- }
-
- [[nodiscard]] Ray<GlobalPosition3D> unProject(const ScreenRelCoord &) const;
-
- void
- setPosition(const GlobalPosition3D & p)
- {
- position = p;
- updateView();
- }
-
- void
- setForward(const Direction3D & f)
- {
- setForward(f, upFromForward(f));
- }
-
- void
- setForward(const Direction3D & f, const Direction3D & u)
- {
- forward = f;
- up = u;
- updateView();
- }
-
- void
- setView(const GlobalPosition3D & p, const Direction3D & f)
- {
- position = p;
- setForward(f);
- }
-
- void
- setView(const GlobalPosition3D & p, const Direction3D & f, const Direction3D & u)
- {
- position = p;
- setView(f, u);
- }
-
- void
- lookAt(const GlobalPosition3D & target)
- {
- setForward(glm::normalize(RelativePosition3D(target - position)));
- }
-
- [[nodiscard]] auto
- getForward() const
- {
- return forward;
- }
-
- [[nodiscard]] auto
- getPosition() const
- {
- return position;
- }
-
- [[nodiscard]] auto &
- getFrustumPlanes() const
- {
- return frustumPlanes;
- }
-
- [[nodiscard]] std::array<GlobalPosition4D, 4> extentsAtDist(GlobalDistance) const;
-
- [[nodiscard]] static Direction3D upFromForward(const Direction3D & forward);
-
-private:
- void updateView();
-
- GlobalPosition3D position;
- Direction3D forward;
- Direction3D up;
-
- GlobalDistance near, far;
- glm::mat4 view, projection;
- glm::mat4 viewProjection, inverseViewProjection;
- std::array<glm::vec4, 6> frustumPlanes;
-};
diff --git a/gfx/gl/sceneRenderer.h b/gfx/gl/sceneRenderer.h
index 93470f5..4649a68 100644
--- a/gfx/gl/sceneRenderer.h
+++ b/gfx/gl/sceneRenderer.h
@@ -1,12 +1,12 @@
#pragma once
-#include "camera.h"
#include "gfx/lightDirection.h"
#include "glArrays.h"
#include "program.h"
#include "sceneProvider.h"
#include "sceneShader.h"
#include "shadowMapper.h"
+#include <gfx/camera.h>
#include <glm/fwd.hpp>
class SceneRenderer {
diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp
index 1b95aa3..908dbdb 100644
--- a/gfx/gl/shadowMapper.cpp
+++ b/gfx/gl/shadowMapper.cpp
@@ -1,5 +1,4 @@
#include "shadowMapper.h"
-#include "camera.h"
#include "collections.h"
#include "game/gamestate.h"
#include "gfx/gl/shaders/fs-shadowDynamicPointInstWithTextures.h"
@@ -21,6 +20,7 @@
#include "sceneProvider.h"
#include "sceneShader.h"
#include "sorting.h"
+#include <gfx/camera.h>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/transform.hpp>
#include <glm/matrix.hpp>