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#include "camera.h"
#include <glm/gtx/transform.hpp> // IWYU pragma: keep
#include <maths.h>
#include <ray.hpp>
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};
return {position, glm::normalize(glm::unProject(mouse ^ 1, unView, projection, screen))};
}
void
Camera::updateView()
{
view = glm::lookAt(position, position + forward, up);
unView = glm::lookAt(::origin, forward, up);
viewProjection = projection * view;
inverseViewProjection = glm::inverse(viewProjection);
}
glm::vec3
Camera::upFromForward(const glm::vec3 & forward)
{
const auto right = glm::cross(forward, ::down);
return glm::cross(forward, right);
}
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