lots of code for mesh management rendering and window input

This commit is contained in:
Ben Kyd
2022-10-25 17:59:22 +01:00
parent 0bdbd96c67
commit ec69a90b29
13 changed files with 359 additions and 32 deletions

View File

@@ -0,0 +1,140 @@
#include <scene/camera.hpp>
using namespace inferno;
Camera::Camera()
{
projMatrix = glm::perspective( glm::radians( 45.0f ), 1.0f, 0.1f, 1000.0f );
Roll = 0.0f;
Pitch = 0.0f;
Yaw = 0.0f;
Position = {};
LookDirection = {};
viewMatrix = {};
UpdateView();
}
Camera::Camera(int w, int h)
{
projMatrix = glm::perspective(glm::radians(45.0f), (float)w / (float)h, 0.1f, 1000.0f);
Roll = 0.0f;
Pitch = 0.0f;
Yaw = 0.0f;
Position = {};
LookDirection = {};
viewMatrix = {};
UpdateView();
}
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
glm::mat4 matYaw = glm::mat4(1.0f); //identity matrix
// roll, pitch and yaw
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));
glm::mat4 rotate = matRoll * matPitch * matYaw;
glm::mat4 translate = glm::mat4(1.0f);
translate = glm::translate(translate, -Position);
viewMatrix = rotate * translate;
// Work out Look Vector
glm::mat4 inverseView = glm::inverse(viewMatrix);
LookDirection.x = inverseView[2][0];
LookDirection.y = inverseView[2][1];
LookDirection.z = inverseView[2][2];
}
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);
}
void Camera::MoveCamera(glm::vec3 posDelta)
{
// Rotate by camera direction
glm::mat2 rotate {
cos(Yaw), -sin(Yaw),
sin(Yaw), cos(Yaw)
};
glm::vec2 f(0.0, 1.0);
f = f * rotate;
// get current view matrix
glm::mat4 mat = GetViewMatrix();
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/
Position.x += posDelta.x * CameraSpeed;
Position.z += posDelta.z * CameraSpeed;
Position.y += posDelta.y * 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);
Pitch += MouseSensitivity * (mouseDelta.y / 100);
Pitch = glm::clamp<float>(Pitch, -M_PI / 2, M_PI / 2);
UpdateView();
}
void Camera::UpdatePosition(glm::vec3 position)
{
Position = position;
UpdateView();
}
void Camera::UpdateEulerLookDirection(float roll, float pitch, float yaw)
{
Roll = roll; Pitch = pitch; Yaw = yaw;
LookDirection.x = cos(Yaw) * cos(Pitch);
LookDirection.y = sin(Yaw) * cos(Pitch);
LookDirection.z = sin(Pitch);
UpdateView();
}
void Camera::UpdateLookDirection(glm::vec3 lookDirection)
{
LookDirection = lookDirection;
Pitch = asin(-lookDirection.y);
Yaw = atan2(lookDirection.x, lookDirection.z);
UpdateView();
}