#pragma once /* * Copyright (C) 2024 Brett Terpstra * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #ifndef BLT_GRAPHICS_RAYCAST_H #define BLT_GRAPHICS_RAYCAST_H #include #include #include namespace blt::gfx { template inline const bool not_float_v = (std::is_arithmetic_v && ...) && (!std::is_same_v && ...); blt::vec3 calculateRay3D(float mx, float my, float width, float height, 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 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); template, bool> = true> inline blt::vec3 calculateRay2D(T width, G height, const blt::vec3& scale, const blt::mat4x4& view, const blt::mat4x4& proj) { return calculateRay2D(static_cast(width), static_cast(height), scale, view, proj); } template, bool> = true> inline blt::vec3 calculateRay2D(T mx, G my, V width, N height, const blt::vec3& scale, const blt::mat4x4& view, const blt::mat4x4& proj) { return calculateRay2D(static_cast(mx), static_cast(my), static_cast(width), static_cast(height), scale, view, proj); } template, bool> = true> inline blt::vec3 calculateRay3D(T width, G height, const blt::mat4x4& view, const blt::mat4x4& proj) { return calculateRay3D(static_cast(width), static_cast(height), view, proj); } template, bool> = true> inline blt::vec3 calculateRay3D(T mx, G my, V width, N height, const blt::mat4x4& view, const blt::mat4x4& proj) { return calculateRay3D(static_cast(mx), static_cast(my), static_cast(width), static_cast(height), view, proj); } namespace detail { blt::vec3 toWorldCoords(const blt::vec4& eyeCoords, const blt::mat4x4& view); blt::vec4 toEyeCoords(const blt::vec4& clipCoords, const blt::mat4x4& proj); inline blt::vec2 getNormalisedDeviceCoordinates(float mx, float my, float width, float height) { float x = (2.0f * mx) / width - 1.0f; float y = (2.0f * my) / height - 1.0f; return blt::vec2(x, y); } } } #endif //BLT_GRAPHICS_RAYCAST_H