rewrite, simplify

This commit is contained in:
Irlan 2018-04-12 15:38:13 -03:00
parent e5f49c53dd
commit 52e15063ac

View File

@ -45,15 +45,17 @@ Camera::Camera()
b3Mat44 Camera::BuildProjectionMatrix() const
{
float32 w = m_width, h = m_height;
float32 t = tan(0.5f * m_fovy);
float32 ratio = w / h;
float32 sx = 1.0f / (ratio * t);
float32 sy = 1.0f / t;
float32 aspect = m_width / m_height;
float32 sx = 1.0f / (aspect * t);
float32 invRange = 1.0f / (m_zNear - m_zFar);
float32 sz = invRange * (m_zNear + m_zFar);
float32 tz = invRange * m_zNear * m_zFar;
float32 inv_range = 1.0f / (m_zNear - m_zFar);
float32 sz = inv_range * (m_zNear + m_zFar);
float32 tz = inv_range * m_zNear * m_zFar;
b3Mat44 m;
m.x = b3Vec4(sx, 0.0f, 0.0f, 0.0f);
@ -116,20 +118,23 @@ b3Vec2 Camera::ConvertWorldToScreen(const b3Vec3& pw3) const
Ray3 Camera::ConvertScreenToWorld(const b3Vec2& ps) const
{
// Essential Math, page 250.
float32 w = m_width, h = m_height;
float32 t = tan(0.5f * m_fovy);
float32 aspect = m_width / m_height;
b3Vec3 pv;
pv.x = 2.0f * aspect * ps.x / m_width - aspect;
pv.y = -2.0f * ps.y / m_height + 1.0f;
pv.z = -1.0f / t;
float32 ratio = w / h;
b3Vec3 vv;
vv.x = 2.0f * ratio * ps.x / w - ratio;
vv.y = -2.0f * ps.y / h + 1.0f;
vv.z = -1.0f / t;
b3Transform xf = BuildWorldTransform();
b3Vec3 pw = xf * pv;
b3Vec3 vw = xf.rotation * vv;
vw.Normalize();
Ray3 rw;
rw.direction = b3Normalize(pw - xf.position);
rw.direction = vw;
rw.origin = xf.position;
rw.fraction = m_zFar;
return rw;