#include "camera.h" #include // IWYU pragma: keep #include // IWYU pragma: keep #include #include Camera::Camera(glm::vec3 pos, float fov, float aspect, float zNear, float zFar) : position {pos}, forward {::north}, up {::up}, fov {fov}, aspect {aspect}, near {zNear}, far {zFar}, projection {glm::perspective(fov, aspect, zNear, zFar)} { updateView(); } Ray Camera::unProject(const glm::vec2 & 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 adjustToSeafloor = [this](glm::vec3 & target) { const auto vec = glm::normalize(target - position); constexpr glm::vec3 seafloor {0, 0, -1.5}; float outdist; if (glm::intersectRayPlane(position, vec, seafloor, ::up, outdist)) { target = vec * outdist + position; } }; const auto depth = -(2.f * (dist - near) * far) / (dist * (near - far)) - 1.f; static constexpr const std::array extents {-1.F, 1.F}; std::array out {}; auto outitr = out.begin(); for (auto x : extents) { for (auto y : extents) { const glm::vec4 in {x, y, depth, 1.f}; const auto out = inverseViewProjection * in; *outitr = out / out.w; if (outitr->z < -1.5f) { adjustToSeafloor(*outitr); } outitr++; } } return out; }