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https://github.com/Kelsidavis/WoWee.git
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61 lines
2 KiB
C++
61 lines
2 KiB
C++
#include "rendering/camera.hpp"
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/constants.hpp>
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namespace wowee {
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namespace rendering {
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Camera::Camera() {
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updateViewMatrix();
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updateProjectionMatrix();
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}
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void Camera::updateViewMatrix() {
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glm::vec3 front = getForward();
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// Use Z-up for WoW coordinate system
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viewMatrix = glm::lookAt(position, position + front, glm::vec3(0.0f, 0.0f, 1.0f));
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}
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void Camera::updateProjectionMatrix() {
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projectionMatrix = glm::perspective(glm::radians(fov), aspectRatio, nearPlane, farPlane);
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// Vulkan clip-space has Y pointing down; flip the projection's Y axis.
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projectionMatrix[1][1] *= -1.0f;
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}
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glm::vec3 Camera::getForward() const {
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// WoW coordinate system: X/Y horizontal, Z vertical
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glm::vec3 front;
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front.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
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front.y = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
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front.z = sin(glm::radians(pitch));
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return glm::normalize(front);
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}
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glm::vec3 Camera::getRight() const {
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// Use Z-up for WoW coordinate system
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return glm::normalize(glm::cross(getForward(), glm::vec3(0.0f, 0.0f, 1.0f)));
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}
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glm::vec3 Camera::getUp() const {
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return glm::normalize(glm::cross(getRight(), getForward()));
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}
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Ray Camera::screenToWorldRay(float screenX, float screenY, float screenW, float screenH) const {
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float ndcX = (2.0f * screenX / screenW) - 1.0f;
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// Vulkan Y-flip is baked into projectionMatrix, so NDC Y maps directly:
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// screen top (y=0) → NDC -1, screen bottom (y=H) → NDC +1
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float ndcY = (2.0f * screenY / screenH) - 1.0f;
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glm::mat4 invVP = glm::inverse(projectionMatrix * viewMatrix);
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// Vulkan / GLM_FORCE_DEPTH_ZERO_TO_ONE: NDC z ∈ [0, 1]
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glm::vec4 nearPt = invVP * glm::vec4(ndcX, ndcY, 0.0f, 1.0f);
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glm::vec4 farPt = invVP * glm::vec4(ndcX, ndcY, 1.0f, 1.0f);
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nearPt /= nearPt.w;
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farPt /= farPt.w;
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return { glm::vec3(nearPt), glm::normalize(glm::vec3(farPt - nearPt)) };
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}
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} // namespace rendering
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} // namespace wowee
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