Crafter.Graphics/implementations/Crafter.Graphics-Camera.cpp
2025-11-16 15:32:11 +01:00

66 lines
2.5 KiB
C++

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