#include "camera.h" #include #include // IWYU pragma: keep #include // IWYU pragma: keep #include #include Camera::Camera(Position3D pos, Angle fov, Angle aspect, Distance zNear, Distance 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)} { } Ray 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))}; } void Camera::updateView() { viewProjection = projection * glm::lookAt(position, position + forward, up); inverseViewProjection = glm::inverse(viewProjection); } glm::vec3 Camera::upFromForward(const glm::vec3 & forward) { const auto right = glm::cross(forward, ::down); return glm::cross(forward, right); } std::array Camera::extentsAtDist(const float 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; } } return target ^ dist; }; const auto depth = -(2.F * (dist - near) * far) / (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) { const glm::vec4 in {extent.first, extent.second, depth, 1.F}; return clampToSeaFloor(perspective_divide(inverseViewProjection * in)); }; }