I'm making a ray marching demo and I have a problem rotating the camera axis. I'm using quaternions to rotate the mouse and casts rays to that direction just fine. An example of the problem: If I turn 180° on yaw and press W it goes backwards instead of forward. I tried many things like translating and didn't work out for me.
I'm wondering if this is a wrong way to create a moving camera for a ray casting algorithm.
The lookAt function:
vec4 rotor = quatRotor(vec3(0., -1., 0.), -iMouse.x);
rotor = quatMult(rotor, quatRotor(vec3(1., 0., 0.), iMouse.y));
vec3 f = normalize(center - eye);
vec3 r = normalize(cross(vec3(0.0, 1.0, 0.0), f));
vec3 u = normalize(cross(f, r));
float fov = radians(45);
vec4 dir = vec4(normalize(uv.x * r + uv.y * u + f * fov), 1.0);
mat4 m;
m[ 0 ][ 0 ] = r.x;
m[ 0 ][ 1 ] = r.y;
m[ 0 ][ 2 ] = r.z;
m[ 1 ][ 0 ] = u.x;
m[ 1 ][ 1 ] = u.y;
m[ 1 ][ 2 ] = u.z;
m[ 2 ][ 0 ] = -f.x;
m[ 2 ][ 1 ] = -f.y;
m[ 2 ][ 2 ] = -f.z;
m[ 3 ][ 0 ] = center.x;
m[ 3 ][ 1 ] = center.y;
m[ 3 ][ 2 ] = center.z;
m[ 3 ][ 3 ] = 1.0;
dir = m * dir;
dir.xyz = quatRotate(dir.xyz, rotor);
return dir;
The eye variable holds the WASD key values which are uniforms. Their initialized values are vec3(0, 0, -1)
for xyz respectively.
The center is vec3(0,0,0)
and the uv variable is the current pixel I'm drawing.