mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-05-07 09:33:51 +00:00
setPosition/setRotation/setAspectRatio/setFov now reject: - NaN/inf inputs (would produce NaN view/proj matrix → frozen GPU on some drivers, garbage frustum culling everywhere) - aspectRatio <= 0 (degenerate perspective) - fov <= 0 or >= 180 (degenerate perspective) Camera is constructed and set from many code paths; pushing the guards into the setters means none of them need to remember.
81 lines
2.9 KiB
C++
81 lines
2.9 KiB
C++
#pragma once
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <cmath>
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namespace wowee {
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namespace rendering {
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struct Ray {
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glm::vec3 origin;
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glm::vec3 direction;
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};
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class Camera {
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public:
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Camera();
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void setPosition(const glm::vec3& pos) {
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// Reject NaN/inf — would produce a NaN view matrix and freeze the
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// GPU in some drivers, or produce garbage frustum culling.
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if (!std::isfinite(pos.x) || !std::isfinite(pos.y) || !std::isfinite(pos.z)) return;
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position = pos; updateViewMatrix();
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}
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void setRotation(float yaw, float pitch) {
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if (!std::isfinite(yaw) || !std::isfinite(pitch)) return;
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this->yaw = yaw; this->pitch = pitch; updateViewMatrix();
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}
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void setAspectRatio(float aspect) {
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// glm::perspective with aspect <= 0 produces NaN in the projection.
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if (!std::isfinite(aspect) || aspect <= 0.0f) return;
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aspectRatio = aspect; updateProjectionMatrix();
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}
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void setFov(float fov) {
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// glm::perspective(0) is degenerate; >180 wraps the trig.
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if (!std::isfinite(fov) || fov <= 0.0f || fov >= 180.0f) return;
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this->fov = fov; updateProjectionMatrix();
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}
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const glm::vec3& getPosition() const { return position; }
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const glm::mat4& getViewMatrix() const { return viewMatrix; }
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const glm::mat4& getProjectionMatrix() const { return projectionMatrix; }
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const glm::mat4& getUnjitteredProjectionMatrix() const { return unjitteredProjectionMatrix; }
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glm::mat4 getViewProjectionMatrix() const { return projectionMatrix * viewMatrix; }
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glm::mat4 getUnjitteredViewProjectionMatrix() const { return unjitteredProjectionMatrix * viewMatrix; }
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float getAspectRatio() const { return aspectRatio; }
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float getFovDegrees() const { return fov; }
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float getNearPlane() const { return nearPlane; }
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float getFarPlane() const { return farPlane; }
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// Sub-pixel jitter for temporal upscaling (FSR 2)
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void setJitter(float jx, float jy);
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void clearJitter();
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glm::vec2 getJitter() const { return jitterOffset; }
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glm::vec3 getForward() const;
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glm::vec3 getRight() const;
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glm::vec3 getUp() const;
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Ray screenToWorldRay(float screenX, float screenY, float screenW, float screenH) const;
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private:
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void updateViewMatrix();
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void updateProjectionMatrix();
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glm::vec3 position = glm::vec3(0.0f);
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float yaw = 0.0f;
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float pitch = 0.0f;
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float fov = 45.0f;
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float aspectRatio = 16.0f / 9.0f;
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float nearPlane = 0.5f;
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float farPlane = 30000.0f; // Improves depth precision vs extremely large far clip
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glm::mat4 viewMatrix = glm::mat4(1.0f);
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glm::mat4 projectionMatrix = glm::mat4(1.0f);
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glm::mat4 unjitteredProjectionMatrix = glm::mat4(1.0f);
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glm::vec2 jitterOffset = glm::vec2(0.0f); // NDC jitter (applied to projection)
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};
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} // namespace rendering
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} // namespace wowee
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