#include namespace inferno::graphics { typedef struct _CameraImpl { bool DidUpdate; std::mutex CamMutex; } _CameraImpl; std::unique_ptr camera_create() { std::unique_ptr camera = std::make_unique(); camera->_impl = std::make_unique<_CameraImpl>(); camera->Views = std::make_shared(); camera->Views->Raster = glm::ivec2(800, 600); camera->Views->Ray = glm::ivec2(800, 600); camera->ProjectionMatrix = glm::perspective( glm::radians(camera->FOV), 1.0f, 0.1f, 1000.0f); camera->ViewMatrix = {}; camera->Roll = 0.0f; camera->Pitch = 0.0f; camera->Yaw = 0.0f; camera->Position = {}; camera->LookDirection = {}; camera_update(camera); return camera; } void camera_cleanup(std::unique_ptr& camera) { camera->_impl.reset(); camera.reset(); } void camera_update(std::unique_ptr& camera) { glm::mat4 matRoll = glm::mat4(1.0f); glm::mat4 matPitch = glm::mat4(1.0f); glm::mat4 matYaw = glm::mat4(1.0f); matRoll = glm::rotate(matRoll, camera->Roll, glm::vec3(0.0f, 0.0f, 1.0f)); matPitch = glm::rotate(matPitch, camera->Pitch, glm::vec3(1.0f, 0.0f, 0.0f)); matYaw = glm::rotate(matYaw, camera->Yaw, glm::vec3(0.0f, 1.0f, 0.0f)); glm::mat4 rotate = matRoll * matPitch * matYaw; camera->LookMatrix = rotate; glm::mat4 translate = glm::mat4(1.0f); translate = glm::translate(translate, -camera->Position); std::lock_guard lock(camera->_impl->CamMutex); camera->ViewMatrix = rotate * translate; camera->ProjectionMatrix = glm::perspective( glm::radians(camera->FOV), static_cast(camera->Views->Raster.x) / static_cast(camera->Views->Raster.y), 0.1f, 1000.0f); // Work out Look Vector glm::mat4 inverseView = glm::inverse(camera->ViewMatrix); camera->LookDirection.x = inverseView[2][0]; camera->LookDirection.y = inverseView[2][1]; camera->LookDirection.z = inverseView[2][2]; camera->_impl->DidUpdate = true; } bool camera_did_update(std::unique_ptr& camera) { std::lock_guard lock(camera->_impl->CamMutex); return camera->_impl->DidUpdate; } void camera_new_frame(std::unique_ptr& camera) { std::lock_guard lock(camera->_impl->CamMutex); camera->_impl->DidUpdate = false; } glm::mat4 camera_get_view(std::unique_ptr& camera) { std::lock_guard lock(camera->_impl->CamMutex); return camera->ViewMatrix; } glm::mat4 camera_get_projection(std::unique_ptr& camera) { std::lock_guard lock(camera->_impl->CamMutex); return camera->ProjectionMatrix; } glm::mat4 camera_get_look(std::unique_ptr& camera) { std::lock_guard lock(camera->_impl->CamMutex); return camera->LookMatrix; } void raster_set_viewport(std::unique_ptr& camera, glm::ivec2 viewport) { std::lock_guard lock(camera->_impl->CamMutex); camera->Views->Raster = viewport; camera->ProjectionMatrix = glm::perspective( glm::radians(camera->FOV), static_cast(viewport.x) / static_cast(viewport.y), 0.1f, 1000.0f); } glm::ivec2 raster_get_viewport(std::unique_ptr& camera) { std::lock_guard lock(camera->_impl->CamMutex); return camera->Views->Raster; } void ray_set_viewport(std::unique_ptr& camera, glm::ivec2 viewport) { std::lock_guard lock(camera->_impl->CamMutex); camera->Views->Ray = viewport; } glm::ivec2 ray_get_viewport(std::unique_ptr& camera) { std::lock_guard lock(camera->_impl->CamMutex); return camera->Views->Ray; } void camera_move(std::unique_ptr& camera, uint8_t movement_delta) { if (movement_delta == 0) return; // Rotate by camera direction glm::vec3 delta(0.0f); glm::mat2 rotate { cos(camera->Yaw), -sin(camera->Yaw), sin(camera->Yaw), cos(camera->Yaw) }; glm::vec2 f(0.0, 1.0); f = f * rotate; if (movement_delta & 0x80) { delta.z -= f.y; delta.x -= f.x; } if (movement_delta & 0x20) { delta.z += f.y; delta.x += f.x; } if (movement_delta & 0x40) { delta.z += f.x; delta.x += -f.y; } if (movement_delta & 0x10) { delta.z -= f.x; delta.x -= -f.y; } if (movement_delta & 0x8) { delta.y += 1; } if (movement_delta & 0x4) { delta.y -= 1; } // get current view matrix glm::mat4 mat = camera_get_view(camera); 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/ camera->Position += delta * camera->Speed; // update the view matrix camera_update(camera); } void camera_mouse_move(std::unique_ptr& camera, glm::vec2 mouse_delta) { if (glm::length(mouse_delta) == 0) return; // note that yaw and pitch must be converted to radians. // this is done in update() by glm::rotate camera->Yaw += camera->MouseSensitivity * (mouse_delta.x / 100); camera->Pitch += camera->MouseSensitivity * (mouse_delta.y / 100); camera->Pitch = glm::clamp(camera->Pitch, -M_PI / 2, M_PI / 2); camera_update(camera); } void camera_set_position(std::unique_ptr& camera, glm::vec3 position) { camera->Position = position; camera_update(camera); } void camera_set_euler_look(std::unique_ptr& camera, float roll, float pitch, float yaw) { camera->Roll = roll; camera->Pitch = pitch; camera->Yaw = yaw; camera->LookDirection.x = cos(camera->Yaw) * cos(camera->Pitch); camera->LookDirection.y = sin(camera->Yaw) * cos(camera->Pitch); camera->LookDirection.z = sin(camera->Pitch); camera_update(camera); } void camera_set_look(std::unique_ptr& camera, glm::vec3 look_direction) { camera->LookDirection = look_direction; camera->Pitch = asin(-look_direction.y); camera->Yaw = atan2(look_direction.x, look_direction.z); camera_update(camera); } }