umbra/projs/shadow/shadow-engine/shadow-renderer/inc/vlkx/render/Camera.h

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#pragma once
#include <optional>
#define GLM_FORCE_RADIAN
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <functional>
2022-11-29 17:52:54 +00:00
#include <memory>
namespace vlkx {
class Camera {
public:
enum class Input {
Up, Down, Left, Right
};
struct Movement {
float moveSpeed = 10;
float turnSpeed = 0.0005f;
std::optional<glm::vec3> center;
};
/**
* Camera configuration; with defaults.
* Left and forward vectors are calculated from up, pos and target.
*/
struct Config {
float nearPlane = 0.1f; // The nearest a vertex can be to the camera before being clipped
float farPlane = 100; // The furthest a vertex can be from the camera before clipped
glm::vec3 upV{0, 1, 0}; // The vector pointing straight up from the camera
glm::vec3 pos{0, 0, 0}; // The position of the camera in the world
glm::vec3 target{1, 0, 0}; // The point the camera is looking at
};
Camera(const Camera &) = delete;
Camera &operator=(const Camera &) = delete;
virtual ~Camera() = default;
Camera &move(const glm::vec3 &delta);
Camera &setPos(const glm::vec3 &pos);
Camera &up(const glm::vec3 &up);
Camera &forward(const glm::vec3 &forward);
glm::mat4 getViewMatrix() const;
glm::mat4 getSkyboxView() const {
return glm::mat4{glm::mat3{getViewMatrix()}};
}
virtual glm::mat4 getProjMatrix() const = 0;
const glm::vec3& getPosition() const { return position; }
const glm::vec3& getUp() const { return upVector; }
const glm::vec3& getForward() const { return frontVector; }
const glm::vec3& getRight() const { return rightVector; }
protected:
explicit Camera(const Config &conf) : nearPlane(conf.nearPlane), farPlane(conf.farPlane), position(conf.pos),
upVector(glm::normalize(conf.upV)) {
forward(conf.target - position);
}
const float nearPlane;
const float farPlane;
private:
glm::vec3 position;
glm::vec3 upVector;
glm::vec3 frontVector;
glm::vec3 rightVector;
};
class PerspectiveCamera : public Camera {
public:
struct Frustum {
float fov;
float aspect;
};
struct RT {
glm::vec3 up;
glm::vec3 forward;
glm::vec3 right;
};
PerspectiveCamera(const Camera::Config &conf, const Frustum &frus) :
Camera(conf), aspectRatio(frus.aspect), fov(frus.fov) {}
PerspectiveCamera(const PerspectiveCamera &) = delete;
PerspectiveCamera &operator=(const PerspectiveCamera &) = delete;
PerspectiveCamera &fieldOfView(float newFov);
RT getRT() const;
glm::mat4 getProjMatrix() const override;
float getFieldOfView() const { return fov; }
float getAspect() const { return aspectRatio; }
private:
const float aspectRatio;
float fov;
};
class OrthographicCamera : public Camera {
public:
struct OrthoConfig {
float width;
float aspect;
};
static OrthoConfig getFullscreenConfig() {
return {2, 1};
}
OrthographicCamera(const Camera::Config &config, const OrthoConfig &ortho)
: Camera(config), aspectRatio(ortho.aspect), width(ortho.width) {}
OrthographicCamera(const OrthographicCamera &) = delete;
OrthographicCamera &operator=(const OrthographicCamera &) = delete;
OrthographicCamera &setWidth(float width);
glm::mat4 getProjMatrix() const override;
float getWidth() const { return width; }
private:
const float aspectRatio;
float width;
};
template<typename Type>
class UserCamera {
public:
UserCamera(const UserCamera &) = delete;
UserCamera &operator=(const UserCamera &) = delete;
virtual ~UserCamera() = default;
void setInternal(std::function<void(Type *)> op);
void setPos(const glm::dvec2 &pos) { cursorPos = pos; }
void move(double x, double y);
bool scroll(double delta, double min, double max);
void press(Camera::Input key, float time);
void active(bool active) { isActive = active; }
const Type &getCamera() const { return *camera; }
UserCamera(const Camera::Movement &movement, std::unique_ptr<Type> &&cam)
: config(movement), camera(std::move(cam)) {
reset();
}
void reset();
private:
const Camera::Movement config;
bool isActive = false;
std::unique_ptr<Type> camera;
glm::dvec2 cursorPos;
glm::vec3 refForward;
glm::vec3 refLeft;
float pitch;
float yaw;
};
class UserPerspectiveCamera : public UserCamera<PerspectiveCamera> {
public:
static std::unique_ptr<UserPerspectiveCamera>
create(const Camera::Movement &movement, const Camera::Config &config,
const PerspectiveCamera::Frustum &frustum) {
return std::make_unique<UserPerspectiveCamera>(movement,
std::make_unique<PerspectiveCamera>(config, frustum));
}
protected:
using UserCamera<PerspectiveCamera>::UserCamera;
};
class UserOrthoCamera : public UserCamera<OrthographicCamera> {
public:
static std::unique_ptr<UserOrthoCamera> create(const Camera::Movement &movement, const Camera::Config &config,
const OrthographicCamera::OrthoConfig &ortho) {
return std::make_unique<UserOrthoCamera>(movement, std::make_unique<OrthographicCamera>(config, ortho));
}
protected:
using UserCamera<OrthographicCamera>::UserCamera;
};
}