FPS camera working

This commit is contained in:
Ben
2019-03-02 11:59:29 +00:00
parent 063a7ab947
commit 2b900c9b1f
8 changed files with 154 additions and 15 deletions

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@@ -5,10 +5,10 @@ in vec3 FragPos;
// in vec4 FragPosLightSpace;
uniform vec3 lightPos;
uniform vec3 viewPos;
out vec4 outColour;
vec3 viewPos = vec3(0.0, 0.0, 0.0);
vec3 objectColour = vec3(1.0, 1.0, 1.0);
vec3 lightColour = vec3(0.7, 0.3, 0.65);
// vec3 lightColour = vec3(0.3, 0.85, 1.0);

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@@ -1,7 +1,7 @@
#version 330
layout (location = 0) in vec3 position;
layout (location = 1)in vec3 normal;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec3 texCoord;
out vec3 Normal;

88
src/camera.cpp Normal file
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@@ -0,0 +1,88 @@
#include "camera.h"
Camera::Camera() {
}
void Camera::updateView() {
//roll can be removed from here. because is not actually used in FPS camera
glm::mat4 matRoll = glm::mat4(1.0f);//identity matrix;
glm::mat4 matPitch = glm::mat4(1.0f);//identity matrix
glm::mat4 matYaw = glm::mat4(1.0f);//identity matrix
//roll, pitch and yaw are used to store our angles in our class
matRoll = glm::rotate(matRoll, roll, glm::vec3(0.0f, 0.0f, 1.0f));
matPitch = glm::rotate(matPitch, pitch, glm::vec3(1.0f, 0.0f, 0.0f));
matYaw = glm::rotate(matYaw, yaw, glm::vec3(0.0f, 1.0f, 0.0f));
//order matters
glm::mat4 rotate = matRoll * matPitch * matYaw;
glm::mat4 translate = glm::mat4(1.0f);
translate = glm::translate(translate, -eyeVector);
viewMatrix = rotate * translate;
}
glm::mat4 Camera::getViewMatrix() {
return viewMatrix;
}
glm::vec3 Camera::getPos() {
return eyeVector;
}
void Camera::handleMouse(SDL_Event e) {
if (e.type != SDL_MOUSEMOTION)
return;
float mouseDX = e.motion.xrel;
float mouseDY = e.motion.yrel;
glm::vec2 mouseDelta {mouseDX, mouseDY};
mouseMoved(mouseDelta);
}
void Camera::moveCamera() {
float dx = 0; //how much we strafe on x
float dz = 0; //how much we walk on z
const Uint8* state = SDL_GetKeyboardState(NULL);
if (state[SDL_SCANCODE_W])
dz += 2;
if (state[SDL_SCANCODE_S])
dz += -2;
if (state[SDL_SCANCODE_A])
dx += -2;
if (state[SDL_SCANCODE_D])
dx += 2;
// if (state[SDL_SCANCODE_Z])
// if (state[SDL_SCANCODE_LSHIFT])
//get current view matrix
glm::mat4 mat = getViewMatrix();
//row major
glm::vec3 forward(mat[0][2], mat[1][2], mat[2][2]);
glm::vec3 strafe( mat[0][0], mat[1][0], mat[2][0]);
//forward vector must be negative to look forward.
//read :http://in2gpu.com/2015/05/17/view-matrix/
eyeVector += (-dz * forward + dx * strafe) * 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;
pitch += mouseSensitivity * mouseDelta.y;
updateView();
}

31
src/camera.h Normal file
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@@ -0,0 +1,31 @@
#ifndef SMHENGINE_SRC_CAMERA_H_
#define SMHENGINE_SRC_CAMERA_H_
#include <SDL2/SDL.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
class Camera {
public:
Camera();
void updateView();
glm::mat4 getViewMatrix();
glm::vec3 getPos();
void handleMouse(SDL_Event e);
void moveCamera();
void mouseMoved(glm::vec2 mouseDelta);
float mouseSensitivity = 0.0025f;
float cameraSpeed = 1.12f;
private:
float roll, pitch, yaw;
glm::vec3 eyeVector;
glm::mat4 viewMatrix;
};
#endif

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@@ -68,6 +68,9 @@ Display::Display(std::string name, Logger& logger, int w, int h,
logger << LOGGER_INFO << "Creating OpenGL context" << LOGGER_ENDL;
glContext = SDL_GL_CreateContext(window);
SDL_WarpMouseInWindow(window, w / 2, h / 2);
SDL_SetRelativeMouseMode(SDL_TRUE);
// Set VSYNC swap interval
if (vsyncMode == VSYNC_DEFAULT || vsyncMode == VSYNC_ENABLED) {
SDL_GL_SetSwapInterval(1);
@@ -84,6 +87,8 @@ Display::Display(std::string name, Logger& logger, int w, int h,
gladLoadGLLoader(SDL_GL_GetProcAddress);
glEnable(GL_MULTISAMPLE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
logger << LOGGER_INFO << "Loaded OpenGL" << LOGGER_ENDL;
logger << LOGGER_ENDL;
isClosed = false;
@@ -161,6 +166,9 @@ Display::Display(std::string name, Logger& logger, int w, int h,
logger << LOGGER_INFO << "Creating OpenGL context" << LOGGER_ENDL;
glContext = SDL_GL_CreateContext(window);
SDL_WarpMouseInWindow(window, w / 2, h / 2);
SDL_SetRelativeMouseMode(SDL_TRUE);
// Set VSYNC swap interval
if (vsyncMode == VSYNC_DEFAULT || vsyncMode == VSYNC_ENABLED) {
SDL_GL_SetSwapInterval(1);
@@ -177,6 +185,8 @@ Display::Display(std::string name, Logger& logger, int w, int h,
gladLoadGLLoader(SDL_GL_GetProcAddress);
glEnable(GL_MULTISAMPLE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
logger << LOGGER_INFO << "Loaded OpenGL" << LOGGER_ENDL;
logger << LOGGER_ENDL;
isClosed = false;

View File

@@ -26,6 +26,10 @@ int main (int argc, char** argv) {
Display display{"SMH Engine", logger, 1280, 720, MXAA_16X, VSYNC_ENABLED};
Camera camera;
camera.mouseSensitivity = 0.0012f;
camera.cameraSpeed = 1.0f;
Shader shader;
shader.load("./resources/shaders/phong").attatch().link().use();
@@ -34,7 +38,10 @@ int main (int argc, char** argv) {
SDL_Event e;
while (!display.isClosed) {
camera.moveCamera();
while (SDL_PollEvent(&e)) {
camera.handleMouse(e);
if (e.type == SDL_QUIT || e.key.keysym.sym == SDLK_ESCAPE)
display.isClosed = true;
}
@@ -50,7 +57,7 @@ int main (int argc, char** argv) {
}
mesh.bind();
mesh.render(shader);
mesh.render(shader, camera);`
mesh.unbind();
display.update();

View File

@@ -87,26 +87,25 @@ void Mesh::bind() {
glBindVertexArray(VAOid);
}
void Mesh::render(Shader& shader) {
void Mesh::render(Shader& shader, Camera& camera) {
// Model matrice
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, { -170.0f, -170.0f, -170.0f });
model = glm::rotate(model, glm::radians(-160.0f + this->rotation), glm::vec3(0.0f, 1.0f, 0.0f));
// Gets uniform for model matrice, to be used later
GLint uniTrans = glGetUniformLocation(shader.getProgram(), "model");
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
// View matrice
glm::mat4 view = glm::lookAt(
glm::vec3(1.0f, 1.0f, 1.0f),
glm::vec3(0.0f, 0.4f, 0.0f),
glm::vec3(0.0f, 1.0f, 0.0f)
);
// // View matrice
// glm::mat4 view = glm::lookAt(
// glm::vec3(1.0f, 1.0f, 1.0f),
// glm::vec3(0.0f, 0.4f, 0.0f),
// glm::vec3(0.0f, 1.0f, 0.0f)
// );
// Get uniform and send it to the GPU
GLint uniView = glGetUniformLocation(shader.getProgram(), "view");
glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(camera.getViewMatrix()));
// Projection matrice
glm::mat4 proj = glm::perspective(glm::radians(45.0f), 1280.0f / 720.0f, 1.0f, 1000.0f);//camera.perspective;
@@ -115,11 +114,14 @@ void Mesh::render(Shader& shader) {
glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
glm::vec3 lightPos = { -2.0f, 4.0f, -1.0f };
glm::vec3 lightPos = { -270.0f, -270.0f, -1.0f };
GLint uniLight = glGetUniformLocation(shader.getProgram(), "lightpos");
GLint uniLight = glGetUniformLocation(shader.getProgram(), "lightPos");
glUniformMatrix3fv(uniLight, 1, GL_FALSE, glm::value_ptr(lightPos));
GLint uniCamPos = glGetUniformLocation(shader.getProgram(), "viewPos");
glUniformMatrix3fv(uniLight, 1, GL_FALSE, glm::value_ptr(camera.getPos()));
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
}

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@@ -13,6 +13,7 @@
#include <tiny_obj_loader.h>
#include <logger.h>
#include "camera.h"
#include "shader.h"
#include "./util/util.h"
@@ -44,7 +45,7 @@ public:
void setup();
void bind();
void render(Shader& shader);
void render(Shader& shader, Camera& camera);
static void unbind();
GLuint VAOid;