We be kinda rendering
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195
destrum/src/Graphics/Camera.cpp
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195
destrum/src/Graphics/Camera.cpp
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#include <destrum/Graphics/Camera.h>
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#include <iostream>
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#include <glm/gtc/matrix_inverse.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtx/string_cast.hpp>
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Camera::Camera(const glm::vec3& position, const glm::vec3& up): m_position{position}, m_up{up} {
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}
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void Camera::Update(float deltaTime) {
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// const auto MyWindow = static_cast<Window*>(glfwGetWindowUserPointer(Window::gWindow));
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//
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// #pragma region Keyboard Movement
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// totalPitch = glm::clamp(totalPitch, -glm::half_pi<float>() + 0.01f, glm::half_pi<float>() - 0.01f);
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//
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// float MovementSpeed = m_movementSpeed;
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// if (glfwGetKey(Window::gWindow, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
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// MovementSpeed *= 2.0f;
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// }
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//
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// if (glfwGetKey(Window::gWindow, GLFW_KEY_W) == GLFW_PRESS) {
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// m_position += m_forward * deltaTime * MovementSpeed;
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// }
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// if (glfwGetKey(Window::gWindow, GLFW_KEY_A) == GLFW_PRESS) {
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// m_position -= m_right * deltaTime * MovementSpeed;
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// }
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// if (glfwGetKey(Window::gWindow, GLFW_KEY_S) == GLFW_PRESS) {
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// m_position -= m_forward * deltaTime * MovementSpeed;
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// }
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// if (glfwGetKey(Window::gWindow, GLFW_KEY_D) == GLFW_PRESS) {
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// m_position += m_right * deltaTime * MovementSpeed;
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// }
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// if (glfwGetKey(Window::gWindow, GLFW_KEY_E) == GLFW_PRESS) {
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// m_position += m_up * deltaTime * MovementSpeed;
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// }
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// if (glfwGetKey(Window::gWindow, GLFW_KEY_Q) == GLFW_PRESS) {
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// m_position -= m_up * deltaTime * MovementSpeed;
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// }
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//
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// // Looking around with arrow keys
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// constexpr float lookSpeed = 1.0f * glm::radians(1.f);
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// if (glfwGetKey(Window::gWindow, GLFW_KEY_UP) == GLFW_PRESS) {
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// totalPitch += lookSpeed;
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// }
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// if (glfwGetKey(Window::gWindow, GLFW_KEY_DOWN) == GLFW_PRESS) {
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// totalPitch -= lookSpeed;
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// }
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// if (glfwGetKey(Window::gWindow, GLFW_KEY_LEFT) == GLFW_PRESS) {
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// totalYaw -= lookSpeed;
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// }
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// if (glfwGetKey(Window::gWindow, GLFW_KEY_RIGHT) == GLFW_PRESS) {
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// totalYaw += lookSpeed;
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// }
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//
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// totalPitch = glm::clamp(totalPitch, -glm::half_pi<float>(), glm::half_pi<float>());
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//
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// const glm::mat4 yawMatrix = glm::rotate(glm::mat4(1.0f), -totalYaw, glm::vec3(0, 1, 0));
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// const glm::mat4 pitchMatrix = glm::rotate(glm::mat4(1.0f), totalPitch, glm::vec3(0, 0, 1));
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//
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// const glm::mat4 rotationMatrix = yawMatrix * pitchMatrix;
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//
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// m_forward = glm::vec3(rotationMatrix * glm::vec4(1, 0, 0, 0));
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// m_right = glm::normalize(glm::cross(m_forward, glm::vec3(0, 1, 0)));
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// m_up = glm::normalize(glm::cross(m_right, m_forward));
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// #pragma endregion
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//
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// #pragma region Mouse Looking
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// static bool wasCursorLockedLastFrame = false;
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// static double lastMouseX = 0.0;
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// static double lastMouseY = 0.0;
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// static bool firstMouse = true;
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//
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// bool isLocked = MyWindow->isCursorLocked();
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// if (isLocked) {
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// double mouseX, mouseY;
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// glfwGetCursorPos(Window::gWindow, &mouseX, &mouseY);
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//
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// // Reset mouse reference when locking the cursor (prevents jump)
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// if (!wasCursorLockedLastFrame) {
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// lastMouseX = mouseX;
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// lastMouseY = mouseY;
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// firstMouse = false;
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// }
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//
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// float xOffset = static_cast<float>(mouseX - lastMouseX);
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// float yOffset = static_cast<float>(lastMouseY - mouseY); // Reversed: y goes up
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//
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// lastMouseX = mouseX;
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// lastMouseY = mouseY;
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//
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// constexpr float sensitivity = 0.002f;
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// xOffset *= sensitivity;
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// yOffset *= sensitivity;
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//
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// totalYaw += xOffset;
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// totalPitch += yOffset;
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//
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// totalPitch = glm::clamp(totalPitch, -glm::half_pi<float>() + 0.01f, glm::half_pi<float>() - 0.01f);
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//
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// m_frustum.update(m_projectionMatrix * m_viewMatrix);
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// }
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//
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// wasCursorLockedLastFrame = isLocked;
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// #pragma endregion
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//
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// #pragma region Controller Movement
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//
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// if (glfwJoystickIsGamepad(GLFW_JOYSTICK_1)) {
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// GLFWgamepadstate state;
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// if (glfwJoystickIsGamepad(GLFW_JOYSTICK_1) && glfwGetGamepadState(GLFW_JOYSTICK_1, &state)) {
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// float moveSpeed = MovementSpeed * deltaTime;
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// const float rotSpeed = 1.5f * deltaTime;
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//
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//
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// //TODO: god knows what this is
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// auto deadzone = [] (float value, float threshold = 0.1f) {
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// if (fabs(value) < threshold)
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// return 0.0f;
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// const float sign = (value > 0) ? 1.0f : -1.0f;
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// return sign * (fabs(value) - threshold) / (1.0f - threshold);
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// };
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//
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// //LT is x2 speed
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// const bool isLTPressed = state.buttons[GLFW_GAMEPAD_BUTTON_LEFT_BUMPER] == GLFW_PRESS;
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// if (isLTPressed) {
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// moveSpeed *= 3.0f;
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// }
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//
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// const float lx = deadzone(state.axes[GLFW_GAMEPAD_AXIS_LEFT_X]);
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// const float ly = deadzone(state.axes[GLFW_GAMEPAD_AXIS_LEFT_Y]);
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// const float rx = deadzone(state.axes[GLFW_GAMEPAD_AXIS_RIGHT_X]);
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// const float ry = deadzone(state.axes[GLFW_GAMEPAD_AXIS_RIGHT_Y]);
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//
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// m_position += m_forward * (-ly * moveSpeed);
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// m_position += m_right * (lx * moveSpeed);
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//
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// const float lTrigger = (state.axes[GLFW_GAMEPAD_AXIS_LEFT_TRIGGER] + 1.0f) / 2.0f;
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// const float rTrigger = (state.axes[GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER] + 1.0f) / 2.0f;
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// const float vertical = (rTrigger - lTrigger);
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// m_position += m_up * vertical * moveSpeed;
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//
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// totalYaw += rx * rotSpeed;
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// totalPitch -= ry * rotSpeed;
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// }
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// }
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// #pragma endregion
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CalculateProjectionMatrix();
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CalculateViewMatrix();
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}
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void Camera::CalculateViewMatrix() {
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if (m_useTarget) {
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m_forward = glm::normalize(m_target - m_position);
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m_right = glm::normalize(glm::cross(m_forward, glm::vec3(0, 1, 0)));
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m_up = glm::normalize(glm::cross(m_right, m_forward));
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m_viewMatrix = glm::lookAt(m_position, m_target, m_up);
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} else {
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m_viewMatrix = glm::lookAt(m_position, m_position + m_forward, m_up);
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}
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m_invMatrix = glm::inverse(m_viewMatrix);
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}
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void Camera::CalculateProjectionMatrix() {
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m_projectionMatrix = glm::perspectiveRH_ZO(glm::radians(fovAngle), m_aspectRatio, m_zNear, m_zFar);
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}
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void Camera::ClearTarget() {
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m_useTarget = false;
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m_forward = glm::normalize(m_target - m_position);
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m_right = glm::normalize(glm::cross(m_forward, glm::vec3(0, 1, 0)));
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m_up = glm::normalize(glm::cross(m_right, m_forward));
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}
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void Camera::SetTarget(const glm::vec3& target) {
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m_target = target;
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m_useTarget = true;
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// m_forward = glm::normalize(m_target - m_position);
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// m_right = glm::normalize(glm::cross(m_forward, glm::vec3(0, 1, 0)));
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// m_up = glm::normalize(glm::cross(m_right, m_forward));
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}
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void Camera::Target(const glm::vec3& target) {
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glm::vec3 directionToTarget = glm::normalize(target - m_position);
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m_forward = glm::normalize(target - m_position);
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m_right = glm::normalize(glm::cross(m_forward, glm::vec3(0, 1, 0)));
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m_up = glm::normalize(glm::cross(m_right, m_forward));
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m_viewMatrix = glm::lookAt(m_position, m_position + m_forward, m_up);
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m_invMatrix = glm::inverse(m_viewMatrix);
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}
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