#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::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); } 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); } 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); } } // namespace hk