New input system

This commit is contained in:
2022-06-06 00:49:47 +02:00
parent 6f2e76a522
commit 16ff3760c8
7 changed files with 243 additions and 157 deletions

View File

@@ -1,7 +1,7 @@
---
BasedOnStyle: LLVM
AccessModifierOffset: '-4'
AllowShortFunctionsOnASingleLine: None
AllowShortFunctionsOnASingleLine: InlineOnly
AllowShortIfStatementsOnASingleLine: Never
AllowShortLoopsOnASingleLine: 'false'
AlwaysBreakTemplateDeclarations: 'true'

View File

@@ -1,12 +1,12 @@
#include "Camera.h"
#include <GLFW/glfw3.h>
#include <glm/ext/matrix_transform.hpp>
#include <glm/gtc/matrix_transform.hpp>
Camera::Camera(float fov, float aspectRatio)
Camera::Camera(float fov, float aspectRatio) : m_fov(fov)
{
this->m_fov = fov;
m_viewMatrix = glm::mat4(1.0f);
m_viewMatrix = glm::mat4(1.);
updateAspectRatio(aspectRatio);
updateVPM();
}
@@ -19,105 +19,107 @@ void Camera::updateVPM()
void Camera::updateAspectRatio(float aspectRatio)
{
// m_projectionMatrix = glm::ortho(-2.0f, 2.0f, -2.0f, 2.0f, -10.f, 100.0f);
m_projectionMatrix = glm::perspective(m_fov / 2.0f, aspectRatio, 0.1f, 1000.0f);
m_projectionMatrix = glm::perspective(m_fov / 2.F, aspectRatio, .1F, 1000.F);
updateVPM();
}
void Camera::translate(glm::vec3 translateVector)
{
m_position += translateVector;
m_viewMatrix = glm::translate(m_viewMatrix, translateVector * -1.0f);
m_viewMatrix = glm::translate(m_viewMatrix, translateVector * -1.F);
}
void Camera::lookAtTarget(glm::vec3 target)
{
m_viewMatrix = glm::lookAt(m_position, target, m_upVec);
m_viewMatrix = glm::lookAt(m_position, target, UP_VEC);
}
void Camera::lookForward()
{
m_viewMatrix = glm::lookAt(m_position, m_position + m_frontVec, m_upVec);
m_viewMatrix = glm::lookAt(m_position, m_position + m_front_vec, UP_VEC);
}
// void Camera::updatePositionFromKeyboardInput(const CameraActionMap &cameraActionMap, float deltaTime)
// {
// glm::vec3 frontVecWithoutY = glm::vec3(m_frontVec.x, 0.0f, m_frontVec.z);
void Camera::updatePositionFromKeyboardInput(KeyInput const &key_input, float deltaTime)
{
glm::vec3 frontVecWithoutY = glm::vec3(m_front_vec.x, 0., m_front_vec.z);
glm::vec3 deltaPos = glm::vec3(0., 0., 0.);
// glm::vec3 deltaPos = glm::vec3(0.0f, 0.0f, 0.0f);
for (auto const &[key, pressed] : key_input) {
if (key == GLFW_KEY_W && pressed) {
deltaPos += SPEED * deltaTime * glm::normalize(frontVecWithoutY);
}
if (key == GLFW_KEY_S && pressed) {
deltaPos -= SPEED * deltaTime * glm::normalize(frontVecWithoutY);
}
if (key == GLFW_KEY_A && pressed) {
deltaPos -= SPEED * deltaTime * glm::normalize(glm::cross(m_front_vec, UP_VEC));
}
if (key == GLFW_KEY_D && pressed) {
deltaPos += SPEED * deltaTime * glm::normalize(glm::cross(m_front_vec, UP_VEC));
}
if (key == GLFW_KEY_SPACE && pressed) {
deltaPos += SPEED * deltaTime * UP_VEC;
}
if (key == GLFW_KEY_LEFT_SHIFT && pressed) {
deltaPos -= SPEED * deltaTime * UP_VEC;
}
}
m_position += deltaPos;
}
// if (cameraActionMap.at(CameraAction::Forward)) {
// deltaPos += m_speed * deltaTime * glm::normalize(frontVecWithoutY);
// }
// if (cameraActionMap.at(CameraAction::Backward)) {
// deltaPos -= m_speed * deltaTime * glm::normalize(frontVecWithoutY);
// }
// if (cameraActionMap.at(CameraAction::Left)) {
// deltaPos -= m_speed * deltaTime * glm::normalize(glm::cross(m_frontVec, m_upVec));
// }
// if (cameraActionMap.at(CameraAction::Right)) {
// deltaPos += m_speed * deltaTime * glm::normalize(glm::cross(m_frontVec, m_upVec));
// }
// if (cameraActionMap.at(CameraAction::Up)) {
// deltaPos += m_speed * deltaTime * m_upVec;
// }
// if (cameraActionMap.at(CameraAction::Down)) {
// deltaPos -= m_speed * deltaTime * m_upVec;
// }
void Camera::updateDirectionFromMouseInput(MouseCursorInput const &mouse_cursor_input)
{
auto [deltaX, deltaY] = mouse_cursor_input;
// m_position += deltaPos;
// }
if (deltaX == 0 && deltaY == 0) {
return;
}
// void Camera::updateDirectionFromMouseInput(const CameraMouseActionMap &cameraMouseActionMap)
// {
m_yaw += deltaX;
m_pitch += deltaY;
// if (cameraMouseActionMap.at(CameraMouseAction::DeltaX) == 0 &&
// cameraMouseActionMap.at(CameraMouseAction::DeltaY) == 0) {
// return;
// }
static constexpr float CLIP = 89.;
// m_yaw += cameraMouseActionMap.at(CameraMouseAction::DeltaX);
// m_pitch += cameraMouseActionMap.at(CameraMouseAction::DeltaY);
if (m_pitch > CLIP) {
m_pitch = CLIP;
}
if (m_pitch < -CLIP) {
m_pitch = -CLIP;
}
// if (m_pitch > 89.0f) {
// m_pitch = 89.0f;
// }
// if (m_pitch < -89.0f) {
// m_pitch = -89.0f;
// }
// glm::vec3 direction;
// direction.x = cos(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
// direction.y = sin(glm::radians(m_pitch));
// direction.z = sin(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
// m_frontVec = glm::normalize(direction);
// }
glm::vec3 direction;
direction.x = std::cos(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
direction.y = std::sin(glm::radians(m_pitch));
direction.z = std::sin(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
m_front_vec = glm::normalize(direction);
}
void Camera::setPosition(glm::vec3 position)
{
this->m_position = position;
}
glm::mat4 Camera::getView()
auto Camera::getView() const -> glm::mat4
{
return m_viewMatrix;
}
glm::mat4 Camera::getProj()
auto Camera::getProj() const -> glm::mat4
{
return m_projectionMatrix;
}
glm::mat4 Camera::getViewProj()
auto Camera::getViewProj() const -> glm::mat4
{
return m_viewProjectionMatrix;
}
glm::vec3 Camera::getPosition()
auto Camera::getPosition() const -> glm::vec3
{
return m_position;
}
glm::vec3 Camera::getDirection()
auto Camera::getDirection() const -> glm::vec3
{
return m_frontVec;
return m_front_vec;
}

View File

@@ -1,28 +1,29 @@
#pragma once
#include "Window.h"
#include <glm/glm.hpp>
class Camera
{
public:
Camera(float fov, float aspectRatio);
~Camera() = default;
void updateVPM();
void updateAspectRatio(float aspectRatio);
// void updatePositionFromKeyboardInput(const CameraActionMap &cameraActionMap, float deltaTime);
// void updateDirectionFromMouseInput(const CameraMouseActionMap &cameraMouseActionMap);
void updatePositionFromKeyboardInput(KeyInput const &key_input, float deltaTime);
void updateDirectionFromMouseInput(MouseCursorInput const &mouse_cursor_input);
void translate(glm::vec3 translateVector);
void lookAtTarget(glm::vec3 target);
void lookForward();
glm::mat4 getView();
glm::mat4 getProj();
glm::mat4 getViewProj();
glm::vec3 getPosition();
glm::vec3 getDirection();
[[nodiscard]] auto getView() const -> glm::mat4;
[[nodiscard]] auto getProj() const -> glm::mat4;
[[nodiscard]] auto getViewProj() const -> glm::mat4;
[[nodiscard]] auto getPosition() const -> glm::vec3;
[[nodiscard]] auto getDirection() const -> glm::vec3;
void setPosition(glm::vec3 position);
@@ -31,14 +32,15 @@ private:
glm::mat4 m_projectionMatrix;
glm::mat4 m_viewProjectionMatrix;
glm::vec3 m_position = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 m_frontVec = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 m_upVec = glm::vec3(0.0f, 1.0f, 0.0f);
glm::vec3 m_position = glm::vec3(0., 0., 0.);
glm::vec3 m_front_vec = glm::vec3(0., 0., -1.);
float m_pitch = 0.0f;
float m_yaw = -90.0f;
static constexpr glm::vec3 UP_VEC = glm::vec3(0., 1., 0.);
static constexpr float SPEED = 2.;
static constexpr float DEFAULT_YAW = -90.;
float m_speed = 2.0f;
float m_pitch{};
float m_yaw = DEFAULT_YAW;
float m_fov;
};

View File

@@ -19,8 +19,7 @@
#include <glm/gtc/matrix_transform.hpp>
Controller::Controller()
: m_gameWindow(std::make_shared<Window>()),
m_camera(std::make_shared<Camera>(90.0f, m_gameWindow->getWindowAspectRatio()))
: m_gameWindow(std::make_shared<Window>()), m_camera(std::make_shared<Camera>(90., m_gameWindow->aspectRatio()))
{
std::array shaderProgramPrototypes{
ShaderProgram::Prototype{"defaultProgram", "data/shaders/basic.vert", "data/shaders/basic.frag", ""},
@@ -39,8 +38,8 @@ Controller::Controller()
Log::logger().info("Loaded shaderprogram \"{}\"", prototype.name);
}
m_postProcessFrameBuffer =
std::make_shared<FrameBuffer>(m_gameWindow->getWindowWidth(), m_gameWindow->getWindowHeight(),
auto dimensions = m_gameWindow->dimensions();
m_postProcessFrameBuffer = std::make_shared<FrameBuffer>(dimensions.first, dimensions.second,
getShaderProgramByName("postProcessingProgram").get());
m_scene = std::make_shared<Scene>(m_shaderPrograms);
@@ -51,42 +50,29 @@ void Controller::run()
updateExposure(*getShaderProgramByName("postProcessingProgram"));
auto lightSource = m_scene->getEntityByName("light");
lightSource->setScale(0.1f);
lightSource->setRotation(glm::vec3(0.f));
lightSource->setPosition(glm::vec3(-2.f, 1.5f, 2.f));
lightSource->setScale(.1);
lightSource->setRotation(glm::vec3(0.));
lightSource->setPosition(glm::vec3(-2., 1.5, 2.));
m_camera->translate(glm::vec3(0.0f, 1.5f, 5.0f));
m_camera->translate(glm::vec3(0., 1.5, 5.));
bool drawShadows = false;
float intensity = 7.5;
static constexpr float INTENSITY = 7.5;
glm::vec3 lightColor{1., 1., 1.};
// This is the game loop
while (!glfwWindowShouldClose(m_gameWindow->getGLFWwindow())) {
while (!glfwWindowShouldClose(m_gameWindow->glfw_window().get())) {
// --- Timing ---
limit_framerate();
// --- Update game ---
m_scene->updatePointLight(0, true, m_scene->getEntityByName("light")->getPosition(), lightColor, intensity);
m_scene->updatePointLight(0, true, m_scene->getEntityByName("light")->getPosition(), lightColor, INTENSITY);
m_scene->updateDirectionalLight(true, m_scene->getDirectionalLight()->getDirection(), lightColor);
getShaderProgramByName("lightProgram")->bind();
getShaderProgramByName("lightProgram")->setUniform("v_lightColor", glm::vec3{1., 1., 1.} * 100.0f);
getShaderProgramByName("lightProgram")->unbind();
// --- Render and buffer swap ---
// Calc shadows
getShaderProgramByName("defaultProgram")->bind();
getShaderProgramByName("defaultProgram")->setUniform("b_drawShadows", (int)drawShadows);
getShaderProgramByName("defaultProgram")->unbind();
// static bool firstRun = true;
// if (drawShadows || firstRun) {
// firstRun = false;
// m_scene->calculateShadows(getShaderProgramByName("directionalShadowDepthProgram"),
// getShaderProgramByName("pointShadowDepthProgram"));
// }
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_postProcessFrameBuffer->bind();
@@ -101,16 +87,27 @@ void Controller::run()
m_postProcessFrameBuffer->unbind();
m_postProcessFrameBuffer->drawOnEntireScreen();
glfwSwapBuffers(m_gameWindow->getGLFWwindow());
glfwSwapBuffers(m_gameWindow->glfw_window().get());
// Update window size
if (m_gameWindow->isWindowResized()) {
m_gameWindow->updateWindowDimensions();
updateWindowDimensions();
if (m_gameWindow->dimensions_changed()) {
m_gameWindow->update_dimensions();
update_window_dimensions();
}
// --- Check events, handle input ---
m_gameWindow->clear_mouse_cursor_input();
glfwPollEvents();
auto const &key_input = m_gameWindow->key_input();
auto const &mouse_cursor_input = m_gameWindow->mouse_cursor_input();
auto const &mouse_button_input = m_gameWindow->mouse_button_input();
m_camera->updatePositionFromKeyboardInput(key_input, (float)m_deltaTime);
if (m_gameWindow->cursor_catched()) {
m_camera->updateDirectionFromMouseInput(mouse_cursor_input);
}
}
}
@@ -131,12 +128,13 @@ void Controller::limit_framerate()
startingTime = glfwGetTime();
}
void Controller::updateWindowDimensions()
void Controller::update_window_dimensions()
{
m_camera->updateAspectRatio(m_gameWindow->getWindowAspectRatio());
m_camera->updateAspectRatio(m_gameWindow->aspectRatio());
// m_gameEventHandler->setFirstMouseInput(1);
m_postProcessFrameBuffer->changeDimensions(m_gameWindow->getWindowWidth(), m_gameWindow->getWindowHeight());
auto dimensions = m_gameWindow->dimensions();
m_postProcessFrameBuffer->changeDimensions(dimensions.first, dimensions.second);
}
void Controller::updateExposure(ShaderProgram &shaderProgram)

View File

@@ -26,7 +26,7 @@ public:
private:
void limit_framerate();
void updateWindowDimensions();
void update_window_dimensions();
std::shared_ptr<Window> m_gameWindow;
std::shared_ptr<Scene> m_scene;
@@ -38,7 +38,7 @@ private:
std::shared_ptr<FrameBuffer> m_postProcessFrameBuffer;
static constexpr unsigned MAX_FPS = 60;
double m_deltaTime;
float m_exposure = 1.0f;
double m_deltaTime{};
float m_exposure = 1.0;
};

View File

@@ -9,8 +9,9 @@
Window::Window()
{
// Initialize GLFW
if (!glfwInit())
exit(-1);
if (glfwInit() == 0) {
std::terminate();
}
m_width = INIT_WINDOW_WIDTH;
m_height = INIT_WINDOW_HEIGHT;
@@ -27,32 +28,34 @@ Window::Window()
glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE);
#endif
m_window = glfwCreateWindow(m_width, m_height, "OpenGL", NULL, NULL);
if (!m_window)
m_glfw_window = std::shared_ptr<GLFWwindow>(glfwCreateWindow(m_width, m_height, "OpenGL", nullptr, nullptr),
[](GLFWwindow *window) { glfwDestroyWindow(window); });
if (!m_glfw_window) {
Log::logger().critical("Failed to create window");
}
// Wait for window to maximize (in case)
// Helper::sleep(1000);
glfwGetWindowPos(m_window, &m_posX, &m_posY);
glfwGetWindowSize(m_window, &m_width, &m_height);
glfwGetWindowPos(m_glfw_window.get(), &m_posX, &m_posY);
glfwGetWindowSize(m_glfw_window.get(), &m_width, &m_height);
// Create OpenGL context
glfwMakeContextCurrent(m_window);
glfwMakeContextCurrent(m_glfw_window.get());
// Initialize GLAD
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
if (gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) == 0) {
Log::logger().critical("Failed to initialize GLAD");
exit(-1);
std::terminate();
}
#ifdef _DEBUG
Log::logger().debug("OpenGL version: {}", glGetString(GL_VERSION));
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glDebugMessageCallback(Helper::gl_debug_callback, NULL);
glDebugMessageCallback(Helper::gl_debug_callback, nullptr);
// Disable mouse cursor
m_mouseCatched = false;
m_mouse_catched = false;
#endif
// Enable z buffer
@@ -69,52 +72,55 @@ Window::Window()
// Disable VSync since my sleep function handles this
glfwSwapInterval(0);
setCatchedCursor(m_mouseCatched);
set_catched_cursor(m_mouse_catched);
glViewport(0, 0, m_width, m_height);
glfwSetWindowUserPointer(m_glfw_window.get(), this);
glfwSetKeyCallback(m_glfw_window.get(), key_callback);
glfwSetMouseButtonCallback(m_glfw_window.get(), mouse_button_callback);
glfwSetCursorPosCallback(m_glfw_window.get(), mouse_cursor_callback);
// Tell GLFW which function to call when window is resized
// glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
}
Window::~Window()
{
glfwDestroyWindow(m_window);
}
bool Window::isWindowResized()
auto Window::dimensions_changed() const -> bool
{
int new_width{};
int new_height{};
int new_posx{};
int new_posy{};
glfwGetFramebufferSize(m_window, &new_width, &new_height);
glfwGetWindowPos(m_window, &new_posx, &new_posy);
glfwGetFramebufferSize(m_glfw_window.get(), &new_width, &new_height);
glfwGetWindowPos(m_glfw_window.get(), &new_posx, &new_posy);
return !(new_width == m_width && new_height == m_height && new_posx == m_posX && new_posy == m_posY);
}
void Window::updateWindowDimensions()
void Window::update_dimensions()
{
glfwGetFramebufferSize(m_window, &m_width, &m_height);
glfwGetWindowPos(m_window, &m_posX, &m_posY);
glfwGetFramebufferSize(m_glfw_window.get(), &m_width, &m_height);
glfwGetWindowPos(m_glfw_window.get(), &m_posX, &m_posY);
glViewport(0, 0, m_width, m_height);
}
void Window::setCatchedCursor(bool value)
void Window::set_catched_cursor(bool value)
{
if (value) {
glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetInputMode(m_glfw_window.get(), GLFW_CURSOR, GLFW_CURSOR_DISABLED);
} else {
glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
glfwSetInputMode(m_glfw_window.get(), GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
m_mouse_catched = value;
}
// GLFW error function
void Window::glfw_error_callback(int error, const char *description)
{
fprintf(stderr, "[Error] GLFW Error %d: %s\n", error, description);
Log::logger().warn("GLFW [%d]: %s\n", error, description);
}
// This function is called when the window gets resized (currently not used)
@@ -124,22 +130,73 @@ void Window::framebuffer_size_callback(GLFWwindow *window, int width, int height
glViewport(0, 0, width, height);
}
GLFWwindow *Window::getGLFWwindow()
void Window::key_callback(GLFWwindow *glfw_window, int key, int scancode, int action,
int mods) // NOLINT(bugprone-easily-swappable-parameters)
{
return m_window;
(void)mods;
(void)scancode;
auto &window = *static_cast<Window *>(glfwGetWindowUserPointer(glfw_window));
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
glfwSetWindowShouldClose(glfw_window, GLFW_TRUE);
} else if (key == GLFW_KEY_LEFT_CONTROL && action == GLFW_PRESS) {
window.set_catched_cursor(!window.m_mouse_catched);
} else if (key == GLFW_KEY_O && action == GLFW_PRESS) {
window.m_wire_frame_mode = !window.m_wire_frame_mode;
glPolygonMode(GL_FRONT_AND_BACK, window.m_wire_frame_mode ? GL_LINE : GL_FILL);
} else if (action == GLFW_PRESS || action == GLFW_RELEASE) {
window.m_key_input[key] = (action == GLFW_PRESS);
}
}
int Window::getWindowWidth()
void Window::mouse_button_callback(GLFWwindow *glfw_window, int button, int action,
int mods) // NOLINT(bugprone-easily-swappable-parameters)
{
return m_width;
(void)mods;
(void)button;
(void)action;
auto &window = *static_cast<Window *>(glfwGetWindowUserPointer(glfw_window));
(void)window;
}
int Window::getWindowHeight()
void Window::mouse_cursor_callback(GLFWwindow *glfw_window, double xpos, double ypos)
{
return m_height;
auto &window = *static_cast<Window *>(glfwGetWindowUserPointer(glfw_window));
double deltaCursorPosX = xpos - window.m_last_cursor_pos_x;
double deltaCursorPosY = -(ypos - window.m_last_cursor_pos_y);
window.m_last_cursor_pos_x = xpos;
window.m_last_cursor_pos_y = ypos;
// Check if this is the first VALID mouse event after window being resized
if (window.m_first_mouse_input && !(deltaCursorPosX == 0 && deltaCursorPosY == 0)) {
window.m_first_mouse_input = false;
deltaCursorPosX = 0.0;
deltaCursorPosY = 0.0;
}
deltaCursorPosX *= MOUSE_SENSITIVITY;
deltaCursorPosY *= MOUSE_SENSITIVITY;
auto &[deltaX, deltaY] = window.m_mouse_cursor_input;
deltaX += deltaCursorPosX;
deltaY += deltaCursorPosY;
}
float Window::getWindowAspectRatio()
auto Window::dimensions() const -> std::pair<unsigned, unsigned>
{
return {m_width, m_height};
}
auto Window::aspectRatio() const -> float
{
return (float)m_width / (float)m_height;
}
void Window::clear_mouse_cursor_input()
{
m_mouse_cursor_input = {};
};

View File

@@ -1,32 +1,59 @@
#pragma once
#include <memory>
#include <unordered_map>
#include <utility>
using KeyInput = std::unordered_map<int, bool>;
using MouseButtonInput = std::unordered_map<int, bool>;
using MouseCursorInput = std::pair<double, double>;
class GLFWwindow;
class Window
{
public:
Window();
~Window();
GLFWwindow *getGLFWwindow();
[[nodiscard]] auto glfw_window() -> std::shared_ptr<GLFWwindow> { return m_glfw_window; }
[[nodiscard]] auto dimensions() const -> std::pair<unsigned, unsigned>;
[[nodiscard]] auto dimensions_changed() const -> bool;
[[nodiscard]] auto aspectRatio() const -> float;
[[nodiscard]] auto key_input() const -> auto const & { return m_key_input; }
[[nodiscard]] auto mouse_cursor_input() const -> auto const & { return m_mouse_cursor_input; }
[[nodiscard]] auto mouse_button_input() const -> auto const & { return m_mouse_button_input; }
[[nodiscard]] auto cursor_catched() const -> auto { return m_mouse_catched; }
int getWindowWidth();
int getWindowHeight();
float getWindowAspectRatio();
bool isWindowResized();
void updateWindowDimensions();
void clear_mouse_cursor_input();
void update_dimensions();
private:
static void key_callback(GLFWwindow *glfw_window, int key, int scancode, int action, int mods);
static void mouse_button_callback(GLFWwindow *glfw_window, int button, int action, int mods);
static void mouse_cursor_callback(GLFWwindow *glfw_window, double xpos, double ypos);
static void glfw_error_callback(int error, const char *description);
static void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void setCatchedCursor(bool value);
static void framebuffer_size_callback(GLFWwindow *glfw_window, int width, int height);
GLFWwindow *m_window;
static constexpr float MOUSE_SENSITIVITY = 0.15;
int m_posX, m_posY;
int m_width, m_height;
void set_catched_cursor(bool value);
bool m_mouseCatched = true;
bool m_wireFrameMode = false;
std::shared_ptr<GLFWwindow> m_glfw_window;
// <Key, Action>
KeyInput m_key_input;
MouseButtonInput m_mouse_button_input;
MouseCursorInput m_mouse_cursor_input;
int m_posX{};
int m_posY{};
int m_width{};
int m_height{};
double m_last_cursor_pos_x = 0.0;
double m_last_cursor_pos_y = 0.0;
bool m_first_mouse_input = false;
bool m_mouse_catched = true;
bool m_wire_frame_mode = false;
};