Window resizing

This commit is contained in:
Ben
2019-10-19 14:07:20 +01:00
parent ea1982fca8
commit e13288a721
4 changed files with 59 additions and 8 deletions

View File

@@ -54,14 +54,21 @@ void Game::Setup(int w, int h) {
m_window = SDL_CreateWindow("Minecraft 1.14.2",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, w, h,
SDL_WINDOW_OPENGL);
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
// Create GL context
*m_logger << LOGGER_INFO << "Creating OpenGL context" << LOGGER_ENDL;
m_glContext = SDL_GL_CreateContext(m_window);
SDL_WarpMouseInWindow(m_window, w / 2, h / 2);
SDL_SetRelativeMouseMode(SDL_TRUE);
if (IsMouseActive) {
SDL_SetRelativeMouseMode(SDL_TRUE);
} else {
SDL_SetRelativeMouseMode(SDL_FALSE);
}
// Set VSYNC swap interval
SDL_GL_SetSwapInterval(1);
@@ -92,8 +99,8 @@ void Game::Setup(int w, int h) {
Texture texture;
m_world->TextureID = texture.LoadTextures(BlockDictionary->Textures);
for (int x = 0; x < 2; x++)
for (int y = 0; y < 2; y++) {
for (int x = 0; x < 1; x++)
for (int y = 0; y < 1; y++) {
m_world->Chunks.push_back(std::make_shared<Chunk>(x, y));
@@ -111,16 +118,34 @@ void Game::Input(SDL_Event* e) {
while (SDL_PollEvent(e)) {
m_activeCamera->HandleMouse(*e);
switch (e->type) {
case SDL_KEYDOWN:
{
if (state[SDL_SCANCODE_ESCAPE]) {
if (e->key.keysym.sym == SDLK_ESCAPE) {
IsDisplayOpen = false;
IsMouseActive = !IsMouseActive;
if (IsMouseActive)
SDL_SetRelativeMouseMode(SDL_TRUE);
else
SDL_SetRelativeMouseMode(SDL_FALSE);
}
break;
}
case SDL_WINDOWEVENT:
{
if (e->window.event == SDL_WINDOWEVENT_RESIZED) {
m_activeCamera->UpdateProjection(e->window.data1, e->window.data2);
glViewport(0, 0, e->window.data1, e->window.data2);
}
@@ -139,6 +164,8 @@ void Game::Input(SDL_Event* e) {
}
if (IsMouseActive) m_activeCamera->HandleMouse(*e);
}
m_activeCamera->MoveCamera(state);

View File

@@ -35,6 +35,7 @@ public:
void Run();
bool IsDisplayOpen = false;
bool IsMouseActive = true;
private:
SDL_Window* m_window = nullptr;

View File

@@ -10,9 +10,11 @@ Camera::Camera(int w, int h) {
eyeVector = {};
viewMatrix = {};
}
void Camera::UpdateView() {
// roll can be removed
glm::mat4 matRoll = glm::mat4(1.0f); //identity matrix;
glm::mat4 matPitch = glm::mat4(1.0f);//identity matrix
@@ -29,21 +31,35 @@ void Camera::UpdateView() {
translate = glm::translate(translate, -eyeVector);
viewMatrix = rotate * translate;
}
glm::mat4 Camera::GetViewMatrix() {
return viewMatrix;
}
glm::mat4 Camera::GetProjectionMatrix() {
return projMatrix;
}
void Camera::UpdateProjection(int width, int height) {
projMatrix = glm::perspective(glm::radians(45.0f), (float)width / (float)height, 0.1f, 1000.0f);
}
glm::vec3 Camera::GetPos() {
return eyeVector;
}
void Camera::HandleMouse(SDL_Event e) {
if (e.type != SDL_MOUSEMOTION)
return;
@@ -54,9 +70,11 @@ void Camera::HandleMouse(SDL_Event e) {
glm::vec2 mouseDelta{ mouseDX, mouseDY };
MouseMoved(mouseDelta);
}
void Camera::MoveCamera(Uint8* state) {
float dx = 0;
float dz = 0;
float dy = 0;
@@ -105,9 +123,11 @@ void Camera::MoveCamera(Uint8* state) {
eyeVector.y += dy * CameraSpeed;
// update the view matrix
UpdateView();
}
void Camera::MouseMoved(glm::vec2 mouseDelta) {
// note that yaw and pitch must be converted to radians.
// this is done in UpdateView() by glm::rotate
yaw += MouseSensitivity * (mouseDelta.x/100);
@@ -115,5 +135,6 @@ void Camera::MouseMoved(glm::vec2 mouseDelta) {
pitch = glm::clamp<float>(pitch, -M_PI/2, M_PI/2);
UpdateView();
}

View File

@@ -11,6 +11,8 @@ public:
glm::mat4 GetViewMatrix();
glm::mat4 GetProjectionMatrix();
void UpdateProjection(int width, int height);
glm::vec3 GetPos();
void HandleMouse(SDL_Event e);