#include "camera.h" #include #include #include #include Camera::Camera(GlobalPosition3D pos, Angle fov, Angle aspect, GlobalDistance near, GlobalDistance far) : Camera {pos, near, far, glm::lookAt({}, ::north, ::up), glm::perspective(fov, aspect, static_cast(near), static_cast(far))} { } Camera::Camera(GlobalPosition3D pos, GlobalDistance near, GlobalDistance far, const glm::mat4 & view, const glm::mat4 & projection) : Frustum {pos, view, projection}, forward {::north}, up {::up}, near {near}, far {far} { } Ray 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() { Frustum::updateView(glm::lookAt({}, forward, up)); } Direction3D Camera::upFromForward(const Direction3D & forward) { const auto right = crossProduct(forward, ::down); return crossProduct(forward, right); } std::array 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(dist - near)) * static_cast(far)) / (static_cast(dist) * (static_cast(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)); }; }