namespace blank {
Camera::Camera()
-: FPSController()
-, fov(45.0f)
+: fov(45.0f)
, aspect(1.0f)
, near_clip(0.1f)
-, far_clip(100.0f)
-, projection(glm::perspective(fov, aspect, near_clip, far_clip))
-, view(glm::inverse(Transform()))
-, vp(projection) {
-
-}
-
-Camera::~Camera() {
+, far_clip(256.0f)
+, projection(glm::perspective(fov, aspect, near_clip, far_clip)) {
}
UpdateProjection();
}
-Ray Camera::Aim() const {
- const glm::mat4 inv_vp(glm::inverse(vp));
- glm::vec4 from = inv_vp * glm::vec4(0.0f, 0.0f, -1.0f, 1.0f);
- from /= from.w;
- glm::vec4 to = inv_vp * glm::vec4(0.0f, 0.0f, 1.0f, 1.0f);
- to /= to.w;
- return Ray{ glm::vec3(from), glm::normalize(glm::vec3(to - from)) };
-}
-
-
-void Camera::Update(int dt) {
- FPSController::Update(dt);
- view = glm::inverse(Transform());
- vp = projection * view;
-}
void Camera::UpdateProjection() {
projection = glm::perspective(fov, aspect, near_clip, far_clip);