working raycasting

main
Brett 2024-05-01 12:46:26 -04:00
parent 2afdfbf3a9
commit a066d8f6e4
4 changed files with 8 additions and 16 deletions

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@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 3.25)
set(BLT_GRAPHICS_VERSION 0.12.2)
set(BLT_GRAPHICS_VERSION 0.12.3)
set(BLT_GRAPHICS_TEST_VERSION 0.0.1)
project(BLT_WITH_GRAPHICS VERSION ${BLT_GRAPHICS_VERSION})

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@ -26,9 +26,9 @@ namespace blt::gfx
{
blt::vec3 calculateRay3D(float mx, float my, float width, float height, const blt::mat4x4& view, const blt::mat4x4& proj);
blt::vec3 calculateRay2D(float mx, float my, float width, float height, const blt::vec2 scale, const blt::mat4x4& view, const blt::mat4x4& proj);
blt::vec3 calculateRay3D(float width, float height, const blt::mat4x4& view, const blt::mat4x4& proj);
blt::vec3 calculateRay2D(float width, float height, const blt::vec2 scale, const blt::mat4x4& view, const blt::mat4x4& proj);
blt::vec3 calculateRay2D(float mx, float my, float width, float height, const blt::vec3 scale, const blt::mat4x4& view, const blt::mat4x4& proj);
blt::vec3 calculateRay2D(float width, float height, const blt::vec3 scale, const blt::mat4x4& view, const blt::mat4x4& proj);
namespace detail
{

@ -1 +1 @@
Subproject commit 0a04408e70f9aa20704b8d7db9ee248dd53d57e8
Subproject commit e6b4c4a3302c0dbc5decc506dfc4916634b049f5

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@ -35,33 +35,25 @@ namespace blt::gfx
return calculateRay3D(static_cast<float>(getMouseX()), static_cast<float>(getMouseY()), width, height, view, proj);
}
blt::vec3 calculateRay2D(float mx, float my, float width, float height, const blt::vec2 scale, const mat4x4& view, const mat4x4& proj)
blt::vec3 calculateRay2D(float mx, float my, float width, float height, const blt::vec3 scale, const mat4x4& view, const mat4x4& proj)
{
auto inv_p = proj.inverse();
blt::mat4x4 inv_v = view.inverse();
BLT_DEBUG_STREAM << inv_v << '\n';
BLT_TRACE_STREAM << view << '\n';
BLT_INFO_STREAM << (inv_v * view) << '\n';
BLT_INFO_STREAM << (view * inv_v) << '\n';
mat4x4 scale_mat;
//scale_mat.scale(blt::vec3(scale.x(), scale.y(), 0));
scale_mat.scale(scale);
auto inv_s = scale_mat.inverse();
//auto normalized_coords = detail::getNormalisedDeviceCoordinates(mx, my, width, height);
blt::vec2 normalized_coords(mx * 2.0 / width, my * 2.0 / height);
auto normalized_coords = detail::getNormalisedDeviceCoordinates(mx, height - my, width, height);
blt::vec4 clip_coords(normalized_coords.x(), normalized_coords.y(), 0.0, 1.0f);
auto scaled_coords = inv_s * clip_coords;
auto eye_coords = inv_p * scaled_coords;
auto world_coords = inv_v * eye_coords;
//auto world_coords = view * blt::vec4(-mx, my, 0, 1.0);
return blt::vec3(world_coords.x(), world_coords.y(), world_coords.z());
}
blt::vec3 calculateRay2D(float width, float height, const blt::vec2 scale, const blt::mat4x4& view, const blt::mat4x4& proj)
blt::vec3 calculateRay2D(float width, float height, const blt::vec3 scale, const blt::mat4x4& view, const blt::mat4x4& proj)
{
return calculateRay2D(static_cast<float>(getMouseX()), static_cast<float>(getMouseY()), width, height, scale, view, proj);
}