72 lines
1.3 KiB
C++
72 lines
1.3 KiB
C++
#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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// Camera vector disposition:
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// up^
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// |
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// |
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// eye)-------->* look
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//
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class Camera {
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public:
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vec3 m_eye; // Eye position.
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vec3 m_look; // Look-up position.
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vec3 m_up; // Up vector.
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Camera(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_eye(_e),
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m_look(_l),
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m_up(normalize(_u)),
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m_inv_view_matrix(inverse(lookAt(_e, _l, normalize(_u))))
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{ }
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/**
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* Restores the view matrix undoing any transformation.
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*/
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void reset();
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/**
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* Translate the eye position.
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*/
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void translate(vec3 t);
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/**
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* Rotate view direction around left vector (cross product of up vector and view direction).
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*/
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void pitch(float angle);
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/**
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* Rotate view direction around up vector.
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*/
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void yaw(float angle);
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/**
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* Rotate up vector around view direction.
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*/
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void roll(float angle);
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/**
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* Apply the inverse view matrix to a ray to take it from view space to world space.
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*/
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void view_to_world(Ray & r) const;
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private:
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// Inverse view matrix.
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mat4 m_inv_view_matrix;
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};
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#endif
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