Added camera abstraction.
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51
camera.hpp
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51
camera.hpp
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#pragma once
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#ifndef CAMERA_HPP
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#define CAMERA_HPP
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include "ray.hpp"
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using glm::mat4;
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using glm::vec2;
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using glm::vec3;
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using glm::normalize;
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using glm::lookAt;
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using glm::inverse;
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class Camera {
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public:
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int m_h;
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int m_w;
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float m_fov;
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float m_a_ratio;
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vec3 m_eye;
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vec3 m_look;
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vec3 m_up;
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Camera(int h = 480, int w = 640, float fov = 90.0f, vec3 _e = vec3(0.0f), vec3 _l = vec3(0.0f, 0.0f, -1.0f), vec3 _u = vec3(0.0f, 1.0f, 0.0f)):
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m_h(h),
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m_w(w),
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m_fov(fov),
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m_eye(_e),
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m_look(_l),
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m_up(normalize(_u))
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{
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m_a_ratio = static_cast<float>(w) / static_cast<float>(h);
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m_inv_view_matrix = inverse(lookAt(_e, _l, _u));
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}
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void reset();
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void translate(vec3 t);
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void pitch(float angle);
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void yaw(float angle);
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void roll(float angle);
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vec2 sample_pixel(int i, int j) const;
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void view_to_world(Ray & r) const;
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private:
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mat4 m_inv_view_matrix;
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};
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#endif
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