state
parent
96521c51be
commit
2afdfbf3a9
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@ -1,6 +1,6 @@
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cmake_minimum_required(VERSION 3.25)
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set(BLT_GRAPHICS_VERSION 0.12.1)
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set(BLT_GRAPHICS_VERSION 0.12.2)
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set(BLT_GRAPHICS_TEST_VERSION 0.0.1)
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project(BLT_WITH_GRAPHICS VERSION ${BLT_GRAPHICS_VERSION})
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@ -0,0 +1,49 @@
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#pragma once
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/*
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* Copyright (C) 2024 Brett Terpstra
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#ifndef BLT_GRAPHICS_RAYCAST_H
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#define BLT_GRAPHICS_RAYCAST_H
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#include <blt/math/vectors.h>
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#include <blt/math/matrix.h>
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namespace blt::gfx
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{
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blt::vec3 calculateRay3D(float mx, float my, float width, float height, const blt::mat4x4& view, const blt::mat4x4& proj);
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blt::vec3 calculateRay2D(float mx, float my, float width, float height, const blt::vec2 scale, const blt::mat4x4& view, const blt::mat4x4& proj);
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blt::vec3 calculateRay3D(float width, float height, const blt::mat4x4& view, const blt::mat4x4& proj);
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blt::vec3 calculateRay2D(float width, float height, const blt::vec2 scale, const blt::mat4x4& view, const blt::mat4x4& proj);
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namespace detail
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{
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blt::vec3 toWorldCoords(const blt::vec4& eyeCoords, const blt::mat4x4& view);
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blt::vec4 toEyeCoords(const blt::vec4& clipCoords, const blt::mat4x4& proj);
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inline blt::vec2 getNormalisedDeviceCoordinates(float mx, float my, float width, float height)
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{
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float x = (2.0f * mx) / width - 1.0f;
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float y = (2.0f * my) / height - 1.0f;
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return blt::vec2(x, y);
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}
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}
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}
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#endif //BLT_GRAPHICS_RAYCAST_H
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@ -97,6 +97,20 @@ namespace blt::gfx
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float ortho_near = 0, float ortho_far = 1.1);
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void update();
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const mat4x4& getView() const;
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const mat4x4& getOrtho() const;
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const mat4x4& getPerspective() const;
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const mat4x4& getPvm() const;
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const mat4x4& getOvm() const;
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const mat4x4& getView2D() const;
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const vec3& getScale2D() const;
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};
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}
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@ -1 +1 @@
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Subproject commit 133728b64100292779df64436c51c61317f608f5
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Subproject commit 0a04408e70f9aa20704b8d7db9ee248dd53d57e8
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@ -0,0 +1,82 @@
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/*
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* Copyright (C) 2024 Brett Terpstra
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#include <blt/gfx/raycast.h>
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#include <blt/gfx/window.h>
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#include <blt/std/logging.h>
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#include <blt/math/log_util.h>
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namespace blt::gfx
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{
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blt::vec3 calculateRay3D(float mx, float my, float width, float height, const mat4x4& view, const mat4x4& proj)
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{
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auto normalized_coords = detail::getNormalisedDeviceCoordinates(mx, my, width, height);
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blt::vec4 clip_coords(normalized_coords.x(), normalized_coords.y(), -1.0f, 1.0f);
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auto eye_coords = detail::toEyeCoords(clip_coords, proj);
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return detail::toWorldCoords(eye_coords, view);
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}
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blt::vec3 calculateRay3D(float width, float height, const blt::mat4x4& view, const blt::mat4x4& proj)
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{
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return calculateRay3D(static_cast<float>(getMouseX()), static_cast<float>(getMouseY()), width, height, view, proj);
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}
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blt::vec3 calculateRay2D(float mx, float my, float width, float height, const blt::vec2 scale, const mat4x4& view, const mat4x4& proj)
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{
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auto inv_p = proj.inverse();
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blt::mat4x4 inv_v = view.inverse();
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BLT_DEBUG_STREAM << inv_v << '\n';
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BLT_TRACE_STREAM << view << '\n';
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BLT_INFO_STREAM << (inv_v * view) << '\n';
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BLT_INFO_STREAM << (view * inv_v) << '\n';
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mat4x4 scale_mat;
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//scale_mat.scale(blt::vec3(scale.x(), scale.y(), 0));
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auto inv_s = scale_mat.inverse();
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//auto normalized_coords = detail::getNormalisedDeviceCoordinates(mx, my, width, height);
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blt::vec2 normalized_coords(mx * 2.0 / width, my * 2.0 / height);
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blt::vec4 clip_coords(normalized_coords.x(), normalized_coords.y(), 0.0, 1.0f);
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auto scaled_coords = inv_s * clip_coords;
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auto eye_coords = inv_p * scaled_coords;
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auto world_coords = inv_v * eye_coords;
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//auto world_coords = view * blt::vec4(-mx, my, 0, 1.0);
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return blt::vec3(world_coords.x(), world_coords.y(), world_coords.z());
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}
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blt::vec3 calculateRay2D(float width, float height, const blt::vec2 scale, const blt::mat4x4& view, const blt::mat4x4& proj)
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{
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return calculateRay2D(static_cast<float>(getMouseX()), static_cast<float>(getMouseY()), width, height, scale, view, proj);
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}
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blt::vec3 detail::toWorldCoords(const vec4& eyeCoords, const mat4x4& view)
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{
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mat4x4 inverted_view = view.inverse();
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auto ray_world = inverted_view * eyeCoords;
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return blt::vec3(ray_world.x(), ray_world.y(), ray_world.z()).normalize();
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}
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blt::vec4 detail::toEyeCoords(const vec4& clipCoords, const mat4x4& proj)
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{
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mat4x4 inverted_projection = proj.inverse();
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auto eye_coords = inverted_projection * clipCoords;
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return blt::vec4(eye_coords.x(), eye_coords.y(), -1.0f, 0.0f);
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}
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}
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@ -45,3 +45,38 @@ void blt::gfx::matrix_state_manager::update_perspectives(std::int32_t width, std
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ortho = blt::ortho(0, (float)width, (float)height, 0, ortho_near, ortho_far);
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}
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}
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const blt::mat4x4& blt::gfx::matrix_state_manager::getView() const
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{
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return view;
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}
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const blt::mat4x4& blt::gfx::matrix_state_manager::getOrtho() const
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{
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return ortho;
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}
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const blt::mat4x4& blt::gfx::matrix_state_manager::getPerspective() const
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{
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return perspective;
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}
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const blt::mat4x4& blt::gfx::matrix_state_manager::getPvm() const
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{
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return pvm;
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}
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const blt::mat4x4& blt::gfx::matrix_state_manager::getOvm() const
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{
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return ovm;
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}
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const blt::mat4x4& blt::gfx::matrix_state_manager::getView2D() const
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{
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return view_2d;
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}
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const blt::vec3& blt::gfx::matrix_state_manager::getScale2D() const
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{
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return scale_2d;
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}
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Reference in New Issue