vktutorial/hk_camera.cpp

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#include "hk_camera.hpp"
namespace hk
{
void Camera::setOrthographicProjection(float left, float right, float top, float bottom, float near, float far)
{
m_projectionMatrix = glm::mat4{1.0f};
m_projectionMatrix[0][0] = 2.f / (right - left);
m_projectionMatrix[1][1] = 2.f / (bottom - top);
m_projectionMatrix[2][2] = 1.f / (far - near);
m_projectionMatrix[3][0] = -(right + left) / (right - left);
m_projectionMatrix[3][1] = -(bottom + top) / (bottom - top);
m_projectionMatrix[3][2] = -near / (far - near);
}
void Camera::setPerspectiveProjection(float fovY, float aspect, float near, float far)
{
assert(glm::abs(aspect - std::numeric_limits<float>::epsilon()) > 0.0f);
const float tanHalfFovy = tan(fovY / 2.f);
m_projectionMatrix = glm::mat4{0.0f};
m_projectionMatrix[0][0] = 1.f / (aspect * tanHalfFovy);
m_projectionMatrix[1][1] = 1.f / (tanHalfFovy);
m_projectionMatrix[2][2] = far / (far - near);
m_projectionMatrix[2][3] = 1.f;
m_projectionMatrix[3][2] = -(far * near) / (far - near);
}
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void Camera::setViewDirection(glm::vec3 position, glm::vec3 direction, glm::vec3 up)
{
const glm::vec3 w = glm::normalize(direction);
const glm::vec3 u = glm::normalize(glm::cross(w, up));
const glm::vec3 v = glm::cross(w, u);
m_viewMatrix = glm::mat4{1.0f};
m_viewMatrix[0][0] = u.x;
m_viewMatrix[1][0] = u.y;
m_viewMatrix[2][0] = u.z;
m_viewMatrix[0][1] = v.x;
m_viewMatrix[1][1] = v.y;
m_viewMatrix[2][1] = v.z;
m_viewMatrix[0][2] = w.x;
m_viewMatrix[1][2] = w.y;
m_viewMatrix[2][2] = w.z;
m_viewMatrix[3][0] = -glm::dot(u, position);
m_viewMatrix[3][1] = -glm::dot(v, position);
m_viewMatrix[3][2] = -glm::dot(w, position);
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m_inverseViewMatrix = glm::mat4{1.0f};
m_inverseViewMatrix[0][0] = u.x;
m_inverseViewMatrix[0][1] = u.y;
m_inverseViewMatrix[0][2] = u.z;
m_inverseViewMatrix[1][0] = v.x;
m_inverseViewMatrix[1][1] = v.y;
m_inverseViewMatrix[1][2] = v.z;
m_inverseViewMatrix[2][0] = w.x;
m_inverseViewMatrix[2][1] = w.y;
m_inverseViewMatrix[2][2] = w.z;
m_inverseViewMatrix[3][0] = position.x;
m_inverseViewMatrix[3][1] = position.y;
m_inverseViewMatrix[3][2] = position.z;
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}
void Camera::setViewTarget(glm::vec3 position, glm::vec3 target, glm::vec3 up)
{
setViewDirection(position, target - position, up);
}
void Camera::setViewYXZ(glm::vec3 position, glm::vec3 rotation)
{
const float c3 = glm::cos(rotation.z);
const float s3 = glm::sin(rotation.z);
const float c2 = glm::cos(rotation.x);
const float s2 = glm::sin(rotation.x);
const float c1 = glm::cos(rotation.y);
const float s1 = glm::sin(rotation.y);
const glm::vec3 u{(c1 * c3 + s1 * s2 * s3), (c2 * s3), (c1 * s2 * s3 - c3 * s1)};
const glm::vec3 v{(c3 * s1 * s2 - c1 * s3), (c2 * c3), (c1 * c3 * s2 + s1 * s3)};
const glm::vec3 w{(c2 * s1), (-s2), (c1 * c2)};
m_viewMatrix = glm::mat4{1.0f};
m_viewMatrix[0][0] = u.x;
m_viewMatrix[1][0] = u.y;
m_viewMatrix[2][0] = u.z;
m_viewMatrix[0][1] = v.x;
m_viewMatrix[1][1] = v.y;
m_viewMatrix[2][1] = v.z;
m_viewMatrix[0][2] = w.x;
m_viewMatrix[1][2] = w.y;
m_viewMatrix[2][2] = w.z;
m_viewMatrix[3][0] = -glm::dot(u, position);
m_viewMatrix[3][1] = -glm::dot(v, position);
m_viewMatrix[3][2] = -glm::dot(w, position);
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m_inverseViewMatrix = glm::mat4{1.0f};
m_inverseViewMatrix[0][0] = u.x;
m_inverseViewMatrix[0][1] = u.y;
m_inverseViewMatrix[0][2] = u.z;
m_inverseViewMatrix[1][0] = v.x;
m_inverseViewMatrix[1][1] = v.y;
m_inverseViewMatrix[1][2] = v.z;
m_inverseViewMatrix[2][0] = w.x;
m_inverseViewMatrix[2][1] = w.y;
m_inverseViewMatrix[2][2] = w.z;
m_inverseViewMatrix[3][0] = position.x;
m_inverseViewMatrix[3][1] = position.y;
m_inverseViewMatrix[3][2] = position.z;
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}
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} // namespace hk