#include "camera.hpp" #include "ray.hpp" Camera::Camera(int width, int height) : position({0,0,0}), direction({0,0,1}), right({(float)width/(float)height,0,0}), up({0,1,0}), width(width), height(height) { } Camera::Camera(glm::vec3 position, glm::vec3 direction, glm::vec3 right, glm::vec3 up) : position(position), direction(direction), right(right), up(up) { } Camera::Camera(glm::vec3 position, int width, int height) : position(position), direction({0,0,1}), right({(float)width/(float)height,0,0}), up({0,1,0}), width(width), height(height) { } void Camera::LookAt(glm::vec3 position, glm::vec3 sky, glm::vec3 lookAt, float angle, int width, int height) { float rightL = width / (float) height; float dirL = 0.5f * rightL / tan(angle / 2.0f); direction = glm::normalize(glm::vec3 {position.x - lookAt.x, position.y - lookAt.y, position.z - lookAt.z}) * dirL; right = glm::normalize(glm::cross(sky, direction)) * rightL; up = glm::normalize(glm::cross(direction, right)); } Ray Camera::CastRay(int x, int y, float spX, float spY) { // TODO: ACTUALLY GET A WORKING CAMERA float camX = (((float)x + spX) / (float)width * 2.0f - 1.0f) * getAspectRatio(width, height) * getFovAdjustment(80.0f); // 1.0 is taken first here as y is in the vertical float camY = (1.0f - ((float)y + spY) / (float)height * 2.0f) * getFovAdjustment(80.0f); Ray ray{ {0.0f, 0.0f, 0.0f}, {camX, camY, -1.0f} }; ray.direction = glm::normalize(ray.direction); return ray; // glm::vec3 value = direction + (right * ((float)x + spX)) + (up * ((float)y + spY)); // glm::normalize(value); // return {position, value}; }