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https://github.com/TheRedShip/RT_GPU.git
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~ | Camera system working
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@ -32,8 +32,8 @@ class Camera
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private:
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glm::vec3 _position;
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glm::vec3 _forward;
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glm::vec3 _position;
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glm::vec3 _up;
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glm::vec3 _right;
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@ -4,6 +4,9 @@ out vec4 FragColor;
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uniform vec2 u_resolution;
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uniform vec3 u_cameraPosition;
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uniform mat4 u_viewMatrix;
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uniform mat4 u_projectionMatrix;
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uniform vec3 u_cameraDir;
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vec3 sphereCenter = vec3(0.0, 0.0, -5.0);
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float sphereRadius = 1.0;
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@ -57,9 +60,13 @@ void main()
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uv = uv * 2.0 - 1.0;
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uv.x *= u_resolution.x / u_resolution.y;
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vec3 rayDirection = normalize(vec3(uv, -1.0));
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rayDirection = (u_viewMatrix * vec4(rayDirection, 0.0)).xyz;
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float fov = 90.0;
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float focal_length = 1.0 / tan(radians(fov) / 2.0);
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vec3 viewSpaceRay = normalize(vec3(uv.x, uv.y, -focal_length));
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vec3 rayDirection = (inverse(u_viewMatrix) * vec4(viewSpaceRay, 0.0)).xyz;
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rayDirection = normalize(rayDirection);
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Ray ray = Ray(u_cameraPosition, rayDirection);
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float t;
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@ -31,10 +31,8 @@ void Camera::update_camera_vectors()
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frontTemp.z = sin(glm::radians(_yaw)) * cos(glm::radians(_pitch));
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_forward = glm::normalize(frontTemp);
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_right = glm::normalize(glm::cross(_forward, _up));
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_right = glm::normalize(glm::cross(_forward, glm::vec3(0.0f, 1.0f, 0.0f)));
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_up = glm::normalize(glm::cross(_right, _forward));
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std::cout << _right.x << " " << _right.y << " " << _right.z << std::endl;
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}
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glm::mat4 Camera::get_view_matrix()
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@ -59,20 +57,18 @@ void Camera::process_mouse(float xoffset, float yoffset, bool constraint_pitch
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}
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update_camera_vectors();
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std::cout << _yaw << " " << _pitch << std::endl;
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}
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void Camera::process_keyboard(bool forward, bool backward, bool left, bool right, bool up, bool down)
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{
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float speed;
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speed = 1.0f;
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speed = .1f;
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if (forward) _position += _forward * speed;
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if (backward) _position -= _forward * speed;
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if (left) _position -= _right * speed;
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if (right) _position += _right * speed;
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if (up) _position += up * speed;
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if (down) _position -= up * speed;
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if (up) _position += _up * speed;
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if (down) _position -= _up * speed;
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}
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10
srcs/RT.cpp
10
srcs/RT.cpp
@ -19,10 +19,6 @@ int main(void)
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shader.attach();
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// glm::vec2 vertices[6] = {
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// { -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f },
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// { 1.0f, -1.0f }, { 1.0f, 1.0f }, { -1.0f, 1.0f }
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// };
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glm::vec2 vertices[3] = {
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{-1.0f, -1.0f}, {3.0f, -1.0f}, {-1.0f, 3.0f}
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};
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@ -34,13 +30,9 @@ int main(void)
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{
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glClear(GL_COLOR_BUFFER_BIT);
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glm::mat4 view = window.get_camera()->get_view_matrix();
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glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)WIDTH / HEIGHT, 0.1f, 100.0f);
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shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
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shader.set_vec3("u_cameraPosition", window.get_camera()->get_position());
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shader.set_mat4("u_viewMatrix", view);
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shader.set_mat4("u_projectionMatrix", projection);
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shader.set_mat4("u_viewMatrix", window.get_camera()->get_view_matrix());
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glUseProgram(shader.getProgram());
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shader.drawTriangles(size);
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@ -55,18 +55,17 @@ Window::~Window(void)
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void Window::keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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Window* win = static_cast<Window*>(glfwGetWindowUserPointer(window));
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(void) win; (void) key; (void) scancode; (void) mods;
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Window* win = static_cast<Window*>(glfwGetWindowUserPointer(window));
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(void) win; (void) key; (void) scancode; (void) mods;
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bool forward = glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS;
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bool backward = glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS;
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bool left = glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS;
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bool right = glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS;
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bool up = glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS;
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bool down = glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS;
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// Update the camera position based on keyboard input
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win->_camera->process_keyboard(forward, backward, left, right, up, down);
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bool backward = glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS;
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bool left = glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS;
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bool right = glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS;
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bool up = glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS;
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bool down = glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS;
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win->_camera->process_keyboard(forward, backward, left, right, up, down);
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}
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void Window::mouseMoveCallback(GLFWwindow* window, double xpos, double ypos)
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{
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@ -82,8 +81,8 @@ void Window::mouseMoveCallback(GLFWwindow* window, double xpos, double ypos)
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lastY = ypos;
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}
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double xoffset = lastX - xpos;
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double yoffset = ypos - lastY;
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double xoffset = xpos - lastX;
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double yoffset = lastY - ypos;
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if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS)
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{
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