| 130 | } |
| 131 | |
| 132 | vec2 Camera::eyeToScreen( const vec3 &eyeCoord, const vec2 &screenSizePixels ) const |
| 133 | { |
| 134 | vec4 ndc = getProjectionMatrix() * vec4( eyeCoord, 1 ); |
| 135 | ndc.x /= ndc.w; |
| 136 | ndc.y /= ndc.w; |
| 137 | ndc.z /= ndc.w; |
| 138 | |
| 139 | return vec2( ( ndc.x + 1.0f ) / 2.0f * screenSizePixels.x, ( 1.0f - ( ndc.y + 1.0f ) / 2.0f ) * screenSizePixels.y ); |
| 140 | } |
| 141 | |
| 142 | float Camera::worldToEyeDepth( const vec3 &worldCoord ) const |
| 143 | { |
nothing calls this directly
no test coverage detected