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@@ -3,7 +3,6 @@ add_library(fever_engine
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Controller.cpp
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Window.cpp
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ShaderProgram.cpp
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Camera.cpp
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Light.cpp
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Scene.cpp
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FrameBuffer.cpp
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105
src/Camera.cpp
105
src/Camera.cpp
@@ -1,105 +0,0 @@
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#include "Camera.h"
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#include <GLFW/glfw3.h>
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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Camera::Camera(float fov, float aspectRatio) : m_fov(fov)
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{
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m_viewMatrix = glm::mat4(1.);
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updateAspectRatio(aspectRatio);
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updateVPM();
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}
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void Camera::updateVPM()
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{
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m_viewProjectionMatrix = m_projectionMatrix * m_viewMatrix;
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}
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void Camera::updateAspectRatio(float aspectRatio)
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{
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m_projectionMatrix = glm::perspective(m_fov / 2.F, aspectRatio, .01F, 1000.F);
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updateVPM();
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}
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void Camera::translate(glm::vec3 translateVector)
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{
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m_position += translateVector;
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m_viewMatrix = glm::translate(m_viewMatrix, translateVector * -1.F);
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}
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void Camera::lookForward()
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{
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m_viewMatrix = glm::lookAt(m_position, m_position + m_front_vec, UP_VEC);
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}
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void Camera::updatePositionFromKeyboardInput(KeyInput const &key_input, float deltaTime)
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{
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glm::vec3 frontVecWithoutY = glm::vec3(m_front_vec.x, 0., m_front_vec.z);
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glm::vec3 deltaPos = glm::vec3(0., 0., 0.);
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float deltaFactor = SPEED * deltaTime * (m_accellerate ? 5.0 : 1.0);
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m_accellerate = false;
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for (auto const &[key, pressed] : key_input) {
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if (key == GLFW_KEY_W && pressed) {
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deltaPos += deltaFactor * glm::normalize(frontVecWithoutY);
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}
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if (key == GLFW_KEY_S && pressed) {
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deltaPos -= deltaFactor * glm::normalize(frontVecWithoutY);
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}
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if (key == GLFW_KEY_A && pressed) {
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deltaPos -= deltaFactor * glm::normalize(glm::cross(m_front_vec, UP_VEC));
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}
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if (key == GLFW_KEY_D && pressed) {
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deltaPos += deltaFactor * glm::normalize(glm::cross(m_front_vec, UP_VEC));
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}
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if (key == GLFW_KEY_SPACE && pressed) {
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deltaPos += deltaFactor * UP_VEC;
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}
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if (key == GLFW_KEY_LEFT_SHIFT && pressed) {
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deltaPos -= deltaFactor * UP_VEC;
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}
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if (key == GLFW_KEY_LEFT_ALT && pressed) {
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m_accellerate = true;
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}
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}
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m_position += deltaPos;
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}
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void Camera::updateDirectionFromMouseInput(MouseCursorInput const &mouse_cursor_input)
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{
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auto [deltaX, deltaY] = mouse_cursor_input;
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if (std::abs(deltaX) < std::numeric_limits<double>::epsilon() && std::abs(deltaY) < std::numeric_limits<double>::epsilon()) {
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return;
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}
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m_yaw += static_cast<float>(deltaX);
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m_pitch += static_cast<float>(deltaY);
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static constexpr float CLIP = 89.;
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if (m_pitch > CLIP) {
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m_pitch = CLIP;
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}
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if (m_pitch < -CLIP) {
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m_pitch = -CLIP;
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}
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glm::vec3 direction;
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direction.x = std::cos(glm::radians(m_yaw)) * std::cos(glm::radians(m_pitch));
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direction.y = std::sin(glm::radians(m_pitch));
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direction.z = std::sin(glm::radians(m_yaw)) * std::cos(glm::radians(m_pitch));
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m_front_vec = glm::normalize(direction);
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}
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auto Camera::getViewProj() const -> glm::mat4
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{
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return m_viewProjectionMatrix;
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}
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auto Camera::getPosition() const -> glm::vec3
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{
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return m_position;
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}
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41
src/Camera.h
41
src/Camera.h
@@ -1,41 +0,0 @@
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#pragma once
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#include "Window.h"
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#include <glm/glm.hpp>
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class Camera
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{
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public:
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Camera(float fov, float aspectRatio);
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void updateVPM();
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void updateAspectRatio(float aspectRatio);
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void updatePositionFromKeyboardInput(KeyInput const &key_input, float deltaTime);
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void updateDirectionFromMouseInput(MouseCursorInput const &mouse_cursor_input);
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void translate(glm::vec3 translateVector);
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void lookForward();
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[[nodiscard]] auto getViewProj() const -> glm::mat4;
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[[nodiscard]] auto getPosition() const -> glm::vec3;
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private:
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glm::mat4 m_viewMatrix;
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glm::mat4 m_projectionMatrix;
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glm::mat4 m_viewProjectionMatrix;
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glm::vec3 m_position = glm::vec3(0., 0., 0.);
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glm::vec3 m_front_vec = glm::vec3(0., 0., -1.);
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static constexpr glm::vec3 UP_VEC = glm::vec3(0., 1., 0.);
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static constexpr float SPEED = .5;
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static constexpr float DEFAULT_YAW = -90.;
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float m_pitch{};
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float m_yaw = DEFAULT_YAW;
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float m_fov;
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bool m_accellerate = false;
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};
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@@ -1,5 +1,4 @@
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#include "Controller.h"
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#include "Camera.h"
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#include "FrameBuffer.h"
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#include "Helper.h"
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#include "Light.h"
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@@ -64,16 +63,6 @@ void Controller::run()
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limit_framerate();
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// --- Update game ---
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// --- Render and buffer swap ---
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_postProcessFrameBuffer.bind();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// m_camera->lookForward();
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// m_camera->updateVPM();
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m_gameWindow->clear_mouse_cursor_input(); // MOVE DOWN AGAIN!
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glfwPollEvents();
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@@ -83,9 +72,16 @@ void Controller::run()
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static constexpr auto MICROSECONDS_PER_SECOND = 1'000'000;
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m_scene.update(
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std::chrono::microseconds(static_cast<unsigned>(m_deltaTime * MICROSECONDS_PER_SECOND)),
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&defaultProgram,
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key_input,mouse_cursor_input, m_gameWindow->aspectRatio());
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// --- Render and buffer swap ---
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_postProcessFrameBuffer.bind();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_scene.draw(&defaultProgram);
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Framebuffer::unbind();
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m_postProcessFrameBuffer.drawOnEntireScreen();
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@@ -145,5 +141,5 @@ void Controller::updateExposure(ShaderProgram &shaderProgram) const
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{
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shaderProgram.bind();
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shaderProgram.setUniform("u_exposure", m_exposure);
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shaderProgram.unbind();
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ShaderProgram::unbind();
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}
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138
src/Scene.cpp
138
src/Scene.cpp
@@ -7,9 +7,6 @@
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#include "transform.h"
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#include "util/Log.h"
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#include <GLFW/glfw3.h>
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#include <algorithm>
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using namespace entt::literals;
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// TODO: make scene initialization part of gltf loader as seen in bevy
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@@ -95,14 +92,13 @@ Scene::Scene()
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// Spawn the camera
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auto entity = m_registry.create();
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m_registry.emplace<Name>(entity, "Camera");
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m_registry.emplace<Transform>(entity, Transform{.translation = glm::vec3(0.0, 0.5, -2.0)});
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m_registry.emplace<Transform>(entity, Transform{.translation = glm::vec3(0.0, 0.5, -1.0)});
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m_registry.emplace<GlobalTransform>(entity, GlobalTransform{});
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m_registry.emplace<Camera>(entity,
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Camera{.projection = Camera::Perspective{.aspect_ratio = 1.6}});
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Camera{.projection = Camera::Perspective{}});
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}
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void Scene::update(std::chrono::duration<float> delta,
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ShaderProgram *shaderprogram,
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KeyInput const &key_input,
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MouseCursorInput const &mouse_cursor_input,
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float aspect_ratio)
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@@ -142,114 +138,38 @@ void Scene::update(std::chrono::duration<float> delta,
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}
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}
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{
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auto mesh_view = m_registry.view<GpuMesh const, GpuMaterial const, GlobalTransform const>();
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auto camera_view = m_registry.view<Camera const, GlobalTransform const>();
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auto camera_entity = camera_view.front();
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auto [camera, camera_transform] = camera_view.get(camera_entity);
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glm::mat4 view_projection_matrix =
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camera.projection_matrix() * Camera::view_matrix(camera_transform);
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Camera::keyboard_movement(m_registry, key_input, delta);
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Camera::mouse_orientation(m_registry, mouse_cursor_input);
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Camera::aspect_ratio_update(m_registry, aspect_ratio);
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}
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for (auto [entity, mesh, material, transform] : mesh_view.each()) {
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shaderprogram->bind();
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void Scene::draw(ShaderProgram *shaderprogram) const
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{
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auto mesh_view = m_registry.view<GpuMesh const, GpuMaterial const, GlobalTransform const>();
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auto camera_view = m_registry.view<Camera const, GlobalTransform const>();
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auto camera_entity = camera_view.front();
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auto [camera, camera_transform] = camera_view.get(camera_entity);
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glm::mat4 view_projection_matrix =
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camera.projection_matrix() * Camera::view_matrix(camera_transform);
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// Bind textures
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material.bind(*shaderprogram);
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for (auto [entity, mesh, material, transform] : mesh_view.each()) {
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shaderprogram->bind();
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// Bind modelview matrix uniform
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{
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glm::mat4 modelViewProj = view_projection_matrix * transform.transform;
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shaderprogram->setUniform("u_modelViewProjMatrix", modelViewProj);
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shaderprogram->setUniform("u_modelMatrix", transform.transform);
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shaderprogram->setUniform("u_viewPosition", camera_transform.position());
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}
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// Bind textures
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material.bind(*shaderprogram);
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glBindVertexArray(mesh.vao);
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glDrawElements(GL_TRIANGLES, mesh.indices_count, mesh.indices_type, nullptr);
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glBindVertexArray(0);
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ShaderProgram::unbind();
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}
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}
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// Camera keyboard update
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{
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auto camera_view = m_registry.view<Camera const, Transform, GlobalTransform const>();
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auto camera_entity = camera_view.front();
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auto [camera, camera_transform, camera_global_transform] = camera_view.get(camera_entity);
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glm::vec3 front_vec = Camera::front_vector(camera_global_transform);
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glm::vec3 front_vec_without_y = glm::vec3(front_vec.x, 0., front_vec.z);
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glm::vec3 deltaPos = glm::vec3(0., 0., 0.);
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// float deltaFactor = SPEED * deltaTime * (m_accellerate ? 5.0 : 1.0);
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float delta_factor = 0.5 * delta.count();
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// m_accellerate = false;
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for (auto const &[key, pressed] : key_input) {
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if (key == GLFW_KEY_W && pressed) {
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deltaPos += delta_factor * glm::normalize(front_vec_without_y);
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}
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if (key == GLFW_KEY_S && pressed) {
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deltaPos -= delta_factor * glm::normalize(front_vec_without_y);
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}
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if (key == GLFW_KEY_A && pressed) {
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deltaPos -= delta_factor * glm::normalize(glm::cross(front_vec, Camera::UP_VECTOR));
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}
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if (key == GLFW_KEY_D && pressed) {
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deltaPos += delta_factor * glm::normalize(glm::cross(front_vec, Camera::UP_VECTOR));
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}
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if (key == GLFW_KEY_SPACE && pressed) {
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deltaPos += delta_factor * Camera::UP_VECTOR;
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}
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if (key == GLFW_KEY_LEFT_SHIFT && pressed) {
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deltaPos -= delta_factor * Camera::UP_VECTOR;
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}
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// if (key == GLFW_KEY_LEFT_ALT && pressed) {
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// m_accellerate = true;
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// }
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}
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camera_transform.translation += deltaPos;
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}
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// Camera mouse update
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{
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auto camera_view = m_registry.view<Camera, Transform>();
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auto camera_entity = camera_view.front();
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auto [camera, camera_transform] = camera_view.get(camera_entity);
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auto [deltaX, deltaY] = mouse_cursor_input;
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if (std::abs(deltaX) < std::numeric_limits<double>::epsilon() &&
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std::abs(deltaY) < std::numeric_limits<double>::epsilon()) {
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return;
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// Bind modelview matrix uniform
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{
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glm::mat4 modelViewProj = view_projection_matrix * transform.transform;
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shaderprogram->setUniform("u_modelViewProjMatrix", modelViewProj);
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shaderprogram->setUniform("u_modelMatrix", transform.transform);
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shaderprogram->setUniform("u_viewPosition", camera_transform.position());
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}
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auto pitch = static_cast<float>(deltaY);
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auto yaw = static_cast<float>(deltaX);
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auto roll = 0.0F;
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glBindVertexArray(mesh.vao);
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glDrawElements(GL_TRIANGLES, mesh.indices_count, mesh.indices_type, nullptr);
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glBindVertexArray(0);
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// Orthographic projection currently unsupported
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auto &camera_perspective = std::get<Camera::Perspective>(camera.projection);
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camera_perspective.pitch += glm::radians(pitch);
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camera_perspective.yaw += glm::radians(yaw);
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static constexpr float PITCH_CLIP = glm::radians(89.);
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camera_perspective.pitch =
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std::clamp(static_cast<float>(camera_perspective.pitch), -PITCH_CLIP, PITCH_CLIP);
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camera_transform.orientation =
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glm::quat(glm::vec3(-camera_perspective.pitch, -camera_perspective.yaw, 0.0));
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ShaderProgram::unbind();
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}
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// Camera aspect ratio update
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{
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auto camera_view = m_registry.view<Camera>();
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auto camera_entity = camera_view.front();
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auto [camera] = camera_view.get(camera_entity);
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// Orthographic projection currently unsupported
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auto &camera_perspective = std::get<Camera::Perspective>(camera.projection);
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camera_perspective.aspect_ratio = aspect_ratio;
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}
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}
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}
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10
src/Scene.h
10
src/Scene.h
@@ -1,9 +1,9 @@
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#pragma once
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#include "Window.h"
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#include "gltf_loader.h"
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#include "material.h"
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#include "mesh.h"
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#include "Window.h"
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#include <chrono>
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#include <entt/entt.hpp>
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@@ -15,8 +15,12 @@ class Scene
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public:
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Scene();
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void update(std::chrono::duration<float> delta,
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ShaderProgram *shaderprogram, KeyInput const &key_input,MouseCursorInput const &mouse_cursor_input, float aspect_ratio);
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void update(std::chrono::duration<float> delta_time,
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KeyInput const &key_input,
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MouseCursorInput const &mouse_cursor_input,
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float aspect_ratio);
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void draw(ShaderProgram *shaderprogram) const;
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private:
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entt::registry m_registry;
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@@ -1,13 +1,11 @@
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#pragma once
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#include "input.h"
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#include <memory>
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#include <unordered_map>
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#include <utility>
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using KeyInput = std::unordered_map<int, bool>;
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using MouseButtonInput = std::unordered_map<int, bool>;
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using MouseCursorInput = std::pair<double, double>;
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class GLFWwindow;
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class Window
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@@ -35,7 +33,7 @@ private:
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static void glfw_error_callback(int error, const char *description);
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static void framebuffer_size_callback(GLFWwindow *glfw_window, int width, int height);
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static constexpr float MOUSE_SENSITIVITY = 0.15f;
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static constexpr float MOUSE_SENSITIVITY = 0.15F;
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void set_catched_cursor(bool value);
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@@ -1,5 +1,7 @@
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#include "camera.h"
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#include "util/Log.h"
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#include <algorithm>
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#include <glm/gtc/matrix_transform.hpp>
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auto Camera::projection_matrix() const -> glm::mat4
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@@ -26,3 +28,93 @@ auto Camera::front_vector(GlobalTransform const &transform) -> glm::vec3
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{
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return glm::normalize(transform.transform * glm::vec4(0.0, 0.0, 1.0, 0.0));
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}
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void Camera::keyboard_movement(entt::registry ®istry,
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KeyInput const &key_input,
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std::chrono::duration<float> delta_time)
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{
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struct KeyboardMovementContext
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{
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bool accelerate{};
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};
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auto &context = registry.ctx().emplace<KeyboardMovementContext>();
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auto camera_view = registry.view<Camera const, Transform, GlobalTransform const>();
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auto camera_entity = camera_view.front();
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auto [camera, camera_transform, camera_global_transform] = camera_view.get(camera_entity);
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glm::vec3 front_vec = front_vector(camera_global_transform);
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front_vec.y = 0; // NOLINT (cppcoreguidelines-pro-type-union-access)
|
||||
|
||||
glm::vec3 delta_pos = glm::vec3(0., 0., 0.);
|
||||
float delta_factor = SPEED * delta_time.count() * (context.accelerate ? ACCELERATION : 1.0F);
|
||||
context.accelerate = false;
|
||||
|
||||
for (auto const &[key, pressed] : key_input) {
|
||||
if (key == GLFW_KEY_W && pressed) {
|
||||
delta_pos += delta_factor * glm::normalize(front_vec);
|
||||
}
|
||||
if (key == GLFW_KEY_S && pressed) {
|
||||
delta_pos -= delta_factor * glm::normalize(front_vec);
|
||||
}
|
||||
if (key == GLFW_KEY_A && pressed) {
|
||||
delta_pos -= delta_factor * glm::normalize(glm::cross(front_vec, Camera::UP_VECTOR));
|
||||
}
|
||||
if (key == GLFW_KEY_D && pressed) {
|
||||
delta_pos += delta_factor * glm::normalize(glm::cross(front_vec, Camera::UP_VECTOR));
|
||||
}
|
||||
if (key == GLFW_KEY_SPACE && pressed) {
|
||||
delta_pos += delta_factor * UP_VECTOR;
|
||||
}
|
||||
if (key == GLFW_KEY_LEFT_SHIFT && pressed) {
|
||||
delta_pos -= delta_factor * UP_VECTOR;
|
||||
}
|
||||
if (key == GLFW_KEY_LEFT_ALT && pressed) {
|
||||
context.accelerate = true;
|
||||
}
|
||||
}
|
||||
camera_transform.translation += delta_pos;
|
||||
}
|
||||
|
||||
void Camera::mouse_orientation(entt::registry ®istry, MouseCursorInput const &mouse_cursor_input)
|
||||
{
|
||||
auto camera_view = registry.view<Camera, Transform>();
|
||||
auto camera_entity = camera_view.front();
|
||||
auto [camera, camera_transform] = camera_view.get(camera_entity);
|
||||
|
||||
auto [deltaX, deltaY] = mouse_cursor_input;
|
||||
|
||||
if (std::abs(deltaX) < std::numeric_limits<double>::epsilon() &&
|
||||
std::abs(deltaY) < std::numeric_limits<double>::epsilon()) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto pitch = static_cast<float>(deltaY);
|
||||
auto yaw = static_cast<float>(deltaX);
|
||||
auto roll = 0.0F;
|
||||
|
||||
// Orthographic projection currently unsupported
|
||||
auto &camera_perspective = std::get<Perspective>(camera.projection);
|
||||
|
||||
camera_perspective.pitch += glm::radians(pitch);
|
||||
camera_perspective.yaw += glm::radians(yaw);
|
||||
|
||||
static constexpr float PITCH_CLIP = glm::radians(89.);
|
||||
camera_perspective.pitch =
|
||||
std::clamp(static_cast<float>(camera_perspective.pitch), -PITCH_CLIP, PITCH_CLIP);
|
||||
|
||||
camera_transform.orientation =
|
||||
glm::quat(glm::vec3(-camera_perspective.pitch, -camera_perspective.yaw, 0.0));
|
||||
}
|
||||
|
||||
void Camera::aspect_ratio_update(entt::registry ®istry, float aspect_ratio)
|
||||
{
|
||||
auto camera_view = registry.view<Camera>();
|
||||
auto camera_entity = camera_view.front();
|
||||
auto [camera] = camera_view.get(camera_entity);
|
||||
|
||||
// Orthographic projection currently unsupported
|
||||
auto &camera_perspective = std::get<Perspective>(camera.projection);
|
||||
camera_perspective.aspect_ratio = aspect_ratio;
|
||||
}
|
||||
|
||||
15
src/camera.h
15
src/camera.h
@@ -1,7 +1,11 @@
|
||||
#pragma once
|
||||
|
||||
#include "input.h"
|
||||
#include "transform.h"
|
||||
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <chrono>
|
||||
#include <entt/entt.hpp>
|
||||
#include <glm/glm.hpp>
|
||||
#include <variant>
|
||||
|
||||
@@ -13,10 +17,13 @@ struct Camera
|
||||
|
||||
static constexpr glm::vec3 UP_VECTOR = glm::vec3(0.0, 1.0, 0.0);
|
||||
|
||||
static constexpr float SPEED = 0.5;
|
||||
static constexpr float ACCELERATION = 5.0;
|
||||
|
||||
struct Perspective
|
||||
{
|
||||
float fov = DEFAULT_FOV;
|
||||
float aspect_ratio;
|
||||
float aspect_ratio{};
|
||||
float near = DEFAULT_NEAR;
|
||||
float far = DEFAULT_FAR;
|
||||
|
||||
@@ -39,4 +46,10 @@ struct Camera
|
||||
[[nodiscard]] auto projection_matrix() const -> glm::mat4;
|
||||
[[nodiscard]] static auto view_matrix(GlobalTransform const &transform) -> glm::mat4;
|
||||
[[nodiscard]] static auto front_vector(GlobalTransform const &transform) -> glm::vec3;
|
||||
|
||||
static void keyboard_movement(entt::registry ®istry,
|
||||
KeyInput const &key_input,
|
||||
std::chrono::duration<float> delta_time);
|
||||
static void mouse_orientation(entt::registry ®istry, MouseCursorInput const &mouse_cursor_input);
|
||||
static void aspect_ratio_update(entt::registry ®istry, float aspect_ratio);
|
||||
};
|
||||
|
||||
8
src/input.h
Normal file
8
src/input.h
Normal file
@@ -0,0 +1,8 @@
|
||||
#pragma once
|
||||
|
||||
#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>;
|
||||
Reference in New Issue
Block a user