added back legacy code
This commit is contained in:
191
legacy/src/renderer/camera.cpp
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191
legacy/src/renderer/camera.cpp
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#include "camera.hpp"
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Camera::Camera() {
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projMatrix = glm::perspective(glm::radians(45.0f), 1.0f, 0.1f, 1000.0f);
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Roll = 0.0f;
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Pitch = 0.0f;
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Yaw = 0.0f;
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Position = {};
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LookDirection = {};
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viewMatrix = {};
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UpdateView();
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}
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Camera::Camera(int w, int h) {
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projMatrix = glm::perspective(glm::radians(45.0f), (float)w / float(h), 0.1f, 1000.0f);
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Roll = 0.0f;
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Pitch = 0.0f;
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Yaw = 0.0f;
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Position = {};
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LookDirection = {};
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viewMatrix = {};
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UpdateView();
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}
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void Camera::UpdateView() {
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// roll can be removed
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glm::mat4 matRoll = glm::mat4(1.0f); //identity matrix;
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glm::mat4 matPitch = glm::mat4(1.0f);//identity matrix
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glm::mat4 matYaw = glm::mat4(1.0f); //identity matrix
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// roll, pitch and yaw
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matRoll = glm::rotate(matRoll, Roll, glm::vec3(0.0f, 0.0f, 1.0f));
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matPitch = glm::rotate(matPitch, Pitch, glm::vec3(1.0f, 0.0f, 0.0f));
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matYaw = glm::rotate(matYaw, Yaw, glm::vec3(0.0f, 1.0f, 0.0f));
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glm::mat4 rotate = matRoll * matPitch * matYaw;
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glm::mat4 translate = glm::mat4(1.0f);
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translate = glm::translate(translate, -Position);
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viewMatrix = rotate * translate;
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// Work out Look Vector
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glm::mat4 inverseView = glm::inverse(viewMatrix);
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LookDirection.x = inverseView[2][0];
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LookDirection.y = inverseView[2][1];
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LookDirection.z = inverseView[2][2];
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}
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glm::mat4 Camera::GetViewMatrix() {
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return viewMatrix;
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}
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glm::mat4 Camera::GetProjectionMatrix() {
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return projMatrix;
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}
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void Camera::UpdateProjection(int width, int height) {
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projMatrix = glm::perspective(glm::radians(45.0f), (float)width / (float)height, 0.1f, 1000.0f);
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}
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void Camera::HandleMouse(SDL_Event e) {
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if (e.type != SDL_MOUSEMOTION)
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return;
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float mouseDX = e.motion.xrel;
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float mouseDY = e.motion.yrel;
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glm::vec2 mouseDelta{ mouseDX, mouseDY };
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MouseMoved(mouseDelta);
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}
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void Camera::MoveCamera(Uint8* state) {
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float dx = 0;
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float dz = 0;
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float dy = 0;
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// Rotate by camera direction
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glm::mat2 rotate {
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cos(Yaw), -sin(Yaw),
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sin(Yaw), cos(Yaw)
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};
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glm::vec2 f(0.0, 1.0);
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f = f * rotate;
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if (state[SDL_SCANCODE_W]) {
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dz -= f.y;
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dx -= f.x;
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}
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if (state[SDL_SCANCODE_S]) {
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dz += f.y;
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dx += f.x;
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}
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if (state[SDL_SCANCODE_A]) {
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dz += f.x;
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dx += -f.y;
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}
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if (state[SDL_SCANCODE_D]) {
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dz -= f.x;
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dx -= -f.y;
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}
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if (state[SDL_SCANCODE_SPACE]) {
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dy += 1;
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}
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if (state[SDL_SCANCODE_LSHIFT]) {
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dy -= 1;
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}
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// get current view matrix
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glm::mat4 mat = GetViewMatrix();
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glm::vec3 forward(mat[0][2], mat[1][2], mat[2][2]);
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glm::vec3 strafe(mat[0][0], mat[1][0], mat[2][0]);
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// forward vector must be negative to look forward.
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// read :http://in2gpu.com/2015/05/17/view-matrix/
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Position.x += dx * CameraSpeed;
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Position.z += dz * CameraSpeed;
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Position.y += dy * CameraSpeed;
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// update the view matrix
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UpdateView();
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}
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void Camera::MouseMoved(glm::vec2 mouseDelta) {
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// note that yaw and pitch must be converted to radians.
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// this is done in UpdateView() by glm::rotate
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Yaw += MouseSensitivity * (mouseDelta.x/100);
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Pitch += MouseSensitivity * (mouseDelta.y/100);
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Pitch = glm::clamp<float>(Pitch, -M_PI/2, M_PI/2);
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UpdateView();
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}
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void Camera::UpdatePosition(glm::vec3 position) {
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Position = position;
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UpdateView();
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}
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void Camera::UpdateEulerLookDirection(float roll, float pitch, float yaw) {
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Roll = roll; Pitch = pitch; Yaw = yaw;
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LookDirection.x = cos(Yaw) * cos(Pitch);
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LookDirection.y = sin(Yaw) * cos(Pitch);
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LookDirection.z = sin(Pitch);
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UpdateView();
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}
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void Camera::UpdateLookDirection(glm::vec3 lookDirection) {
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LookDirection = lookDirection;
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Pitch = asin(-lookDirection.y);
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Yaw = atan2(lookDirection.x, lookDirection.z);
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UpdateView();
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}
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