2025-05-07 19:21:51 +02:00
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/*
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Crafter®.Graphics
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Copyright (C) 2025 Catcrafts®
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Catcrafts.net
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3.0 of the License, or (at your option) any later version.
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This library 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 GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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2025-04-26 23:05:11 +02:00
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module;
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#include <cstdint>
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#include "VulkanBuffer.h"
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#include <vulkan/vulkan.h>
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2025-05-05 05:14:47 +02:00
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#include <iostream>
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#include <format>
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2025-04-26 23:05:11 +02:00
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module Crafter.Graphics;
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2025-05-04 05:15:31 +02:00
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import Crafter.Math;
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2025-05-05 06:00:35 +02:00
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import Crafter.Event;
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2025-04-26 23:05:11 +02:00
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using namespace Crafter;
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2025-05-04 05:15:31 +02:00
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Camera::Camera(float fov, float aspectRatio, float near, float far) {
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2025-05-05 05:14:47 +02:00
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projection = MatrixRowMajor<float, 4, 4, 1>::Perspective(fov, aspectRatio, near, far);
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2025-05-05 06:00:35 +02:00
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view = MatrixRowMajor<float, 4, 4, 1>::Identity();
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2025-05-05 05:14:47 +02:00
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}
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void Camera::Update() {
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projectionView = projection*view;
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2025-05-05 06:00:35 +02:00
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onUpdate.Invoke();
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2025-06-10 22:47:47 +02:00
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}
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Vector<float, 3> Camera::ToRay(uint32_t x, uint32_t y) {
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// // Normalize the screen coordinates
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// float mx = (2.0f * x) / sizeX - 1.0f;
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// float my = 1.0f - (2.0f * y) / sizeY;
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//
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// // Construct Ray in Homogeneous Clip Space
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// Vector<float, 3> rayOrigin = Vector<float, 3>(mx, my, 0.0f);
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// Vector<float, 3> rayEnd = Vector<float, 3>(mx, my, 1.0f);
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//
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// // Transform Ray to View Space
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// MatrixRowMajor<float, 4, 4, 1> invProjection = DirectX::XMMatrixInverse(NULL, projectionMatrix);
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// Vector<float, 3> rayOriginView = DirectX::XMVector3TransformCoord(rayOrigin, invProjection);
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// Vector<float, 3> rayEndView = DirectX::XMVector3TransformCoord(rayEnd, invProjection);
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//
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// // Transform Ray to World Space
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// DirectX::XMMATRIX viewMatrix = GetViewMatrix(); // Assuming this returns the view matrix
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// DirectX::XMMATRIX invView = DirectX::XMMatrixInverse(NULL, viewMatrix);
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// Vector<float, 3> rayOriginWorld = DirectX::XMVector3TransformCoord(rayOriginView, invView);
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// Vector<float, 3> rayEndWorld = DirectX::XMVector3TransformCoord(rayEndView, invView);
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//
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// // Compute Ray Direction
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// DirectX::XMVECTOR rayDirWorld = DirectX::XMVector3Normalize(DirectX::XMVectorSubtract(rayEndWorld, rayOriginWorld));
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//
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// return rayDirWorld;
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return Vector<float, 3>(0,0,0);
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}
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