mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
~ | Better camera system
This commit is contained in:
@ -22,23 +22,32 @@ class Camera
|
||||
Camera(glm::vec3 startPos, glm::vec3 startUp, float startYaw, float startPitch);
|
||||
~Camera(void);
|
||||
|
||||
void update_camera_vectors();
|
||||
|
||||
glm::mat4 get_view_matrix();
|
||||
glm::vec3 get_position();
|
||||
|
||||
void update(float deltaTime);
|
||||
void process_mouse(float xoffset, float yoffset, bool constrainPitch);
|
||||
void process_keyboard(bool forward, bool backward, bool left, bool right, bool up, bool down);
|
||||
|
||||
private:
|
||||
glm::mat4 get_view_matrix();
|
||||
glm::vec3 get_position();
|
||||
|
||||
private:
|
||||
void update_camera_vectors();
|
||||
|
||||
glm::vec3 _forward;
|
||||
glm::vec3 _position;
|
||||
glm::vec3 _forward;
|
||||
glm::vec3 _up;
|
||||
glm::vec3 _right;
|
||||
|
||||
float _pitch;
|
||||
float _yaw;
|
||||
|
||||
glm::vec3 _velocity;
|
||||
glm::vec3 _acceleration;
|
||||
|
||||
float _maxSpeed = 10.0f;
|
||||
float _acceleration_rate = 40.0f;
|
||||
float _deceleration_rate = 40.0f;
|
||||
float _sensitivity = 0.2f;
|
||||
};
|
||||
|
||||
#endif
|
@ -30,6 +30,8 @@ class Window
|
||||
void pollEvents();
|
||||
bool shouldClose();
|
||||
|
||||
void process_input();
|
||||
|
||||
static void keyCallback(GLFWwindow *window, int key, int scancode, int action, int mods);
|
||||
static void mouseMoveCallback(GLFWwindow *window, double xpos, double ypos);
|
||||
static void mouseButtonCallback(GLFWwindow *window, int button, int action, int mods);
|
||||
|
@ -72,7 +72,7 @@ int main(int argc, char **argv)
|
||||
std::cout << "\rFPS: " << int(window.getFps()) << " " << std::flush;
|
||||
|
||||
window.display();
|
||||
window.pollEvents();
|
||||
window.pollEvents();
|
||||
}
|
||||
|
||||
return (0);
|
||||
|
@ -13,7 +13,8 @@
|
||||
#include "Camera.hpp"
|
||||
|
||||
Camera::Camera(glm::vec3 start_pos, glm::vec3 start_up, float start_yaw, float start_pitch)
|
||||
: _forward(glm::vec3(0.0f, 0.0f, -1.0f)), _position(start_pos), _up(start_up), _pitch(start_pitch), _yaw(start_yaw)
|
||||
: _position(start_pos), _forward(glm::vec3(0.0f, 0.0f, -1.0f)), _up(start_up), _pitch(start_pitch), _yaw(start_yaw),
|
||||
_velocity(0.0f), _acceleration(0.0f)
|
||||
{
|
||||
update_camera_vectors();
|
||||
}
|
||||
@ -35,20 +36,32 @@ void Camera::update_camera_vectors()
|
||||
_up = glm::normalize(glm::cross(_right, _forward));
|
||||
}
|
||||
|
||||
glm::mat4 Camera::get_view_matrix()
|
||||
void Camera::update(float delta_time)
|
||||
{
|
||||
return (glm::lookAt(_position, _position + _forward, _up));
|
||||
_velocity += _acceleration * delta_time;
|
||||
// std::cout << _acceleration.x << " " << _acceleration.y << " " << _acceleration.z << " " << std::endl;
|
||||
|
||||
// Apply deceleration when no acceleration
|
||||
if (glm::length(_acceleration) < 0.1f)
|
||||
_velocity *= (1.0f - _deceleration_rate * delta_time);
|
||||
|
||||
// Clamp velocity to maximum speed
|
||||
float speed = glm::length(_velocity);
|
||||
if (speed > _maxSpeed)
|
||||
_velocity = (_velocity / speed) * _maxSpeed;
|
||||
|
||||
// Update position
|
||||
_position += _velocity * delta_time;
|
||||
|
||||
// Reset acceleration
|
||||
_acceleration = glm::vec3(0.0f);
|
||||
}
|
||||
|
||||
glm::vec3 Camera::get_position()
|
||||
{
|
||||
return (_position);
|
||||
}
|
||||
|
||||
void Camera::process_mouse(float xoffset, float yoffset, bool constraint_pitch = true)
|
||||
{
|
||||
_yaw += xoffset * 0.2f;
|
||||
_pitch += yoffset * 0.2f;
|
||||
_yaw += xoffset * _sensitivity;
|
||||
_pitch += yoffset * _sensitivity;
|
||||
|
||||
if (constraint_pitch)
|
||||
{
|
||||
@ -61,14 +74,27 @@ void Camera::process_mouse(float xoffset, float yoffset, bool constraint_pitch
|
||||
|
||||
void Camera::process_keyboard(bool forward, bool backward, bool left, bool right, bool up, bool down)
|
||||
{
|
||||
float speed;
|
||||
glm::vec3 acceleration(0.0f);
|
||||
|
||||
speed = .1f;
|
||||
if (forward) acceleration += _forward;
|
||||
if (backward) acceleration -= _forward;
|
||||
if (right) acceleration += _right;
|
||||
if (left) acceleration -= _right;
|
||||
if (up) acceleration += _up;
|
||||
if (down) acceleration -= _up;
|
||||
|
||||
if (glm::length(acceleration) > 0.1f)
|
||||
acceleration = glm::normalize(acceleration) * _acceleration_rate;
|
||||
|
||||
_acceleration = acceleration;
|
||||
}
|
||||
|
||||
if (forward) _position += _forward * speed;
|
||||
if (backward) _position -= _forward * speed;
|
||||
if (left) _position -= _right * speed;
|
||||
if (right) _position += _right * speed;
|
||||
if (up) _position += _up * speed;
|
||||
if (down) _position -= _up * speed;
|
||||
glm::mat4 Camera::get_view_matrix()
|
||||
{
|
||||
return (glm::lookAt(_position, _position + _forward, _up));
|
||||
}
|
||||
|
||||
glm::vec3 Camera::get_position()
|
||||
{
|
||||
return (_position);
|
||||
}
|
@ -90,15 +90,6 @@ void Scene::updateGPUData()
|
||||
|
||||
const std::vector<GPUObject>& Scene::getGPUData() const
|
||||
{
|
||||
for (const auto& obj : _gpu_objects)
|
||||
{
|
||||
std::cout << "objType: " << obj.type << std::endl;
|
||||
std::cout << "position: " << obj.position.x << " " << obj.position.y << " " << obj.position.z << std::endl;
|
||||
std::cout << "color: " << obj.color.x << " " << obj.color.y << " " << obj.color.z << std::endl;
|
||||
std::cout << "mat: " << obj.emission << " " << obj.roughness << " " << obj.specular << std::endl;
|
||||
std::cout << "Size of GPUObject: " << sizeof(GPUObject) << " bytes" << std::endl;
|
||||
}
|
||||
|
||||
return (_gpu_objects);
|
||||
}
|
||||
|
||||
|
@ -53,20 +53,19 @@ Window::~Window(void)
|
||||
}
|
||||
|
||||
|
||||
void Window::keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
void Window::process_input()
|
||||
{
|
||||
Window* win = static_cast<Window*>(glfwGetWindowUserPointer(window));
|
||||
(void) win; (void) key; (void) scancode; (void) mods; (void) action;
|
||||
|
||||
bool forward = glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS;
|
||||
bool backward = glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS;
|
||||
bool left = glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS;
|
||||
bool right = glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS;
|
||||
bool up = glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS;
|
||||
bool down = glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS;
|
||||
bool forward = glfwGetKey(_window, GLFW_KEY_W) == GLFW_PRESS;
|
||||
bool backward = glfwGetKey(_window, GLFW_KEY_S) == GLFW_PRESS;
|
||||
bool left = glfwGetKey(_window, GLFW_KEY_A) == GLFW_PRESS;
|
||||
bool right = glfwGetKey(_window, GLFW_KEY_D) == GLFW_PRESS;
|
||||
bool up = glfwGetKey(_window, GLFW_KEY_SPACE) == GLFW_PRESS;
|
||||
bool down = glfwGetKey(_window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS;
|
||||
|
||||
win->_scene->getCamera()->process_keyboard(forward, backward, left, right, up, down);
|
||||
_scene->getCamera()->process_keyboard(forward, backward, left, right, up, down);
|
||||
}
|
||||
|
||||
void Window::mouseMoveCallback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
Window* win = static_cast<Window*>(glfwGetWindowUserPointer(window));
|
||||
@ -104,6 +103,11 @@ void Window::mouseButtonCallback(GLFWwindow* window, int button, int action, int
|
||||
|
||||
}
|
||||
}
|
||||
void Window::keyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
Window* win = static_cast<Window*>(glfwGetWindowUserPointer(window));
|
||||
(void) win; (void) key; (void) scancode; (void) action; (void) mods;
|
||||
}
|
||||
|
||||
void Window::display()
|
||||
{
|
||||
@ -118,6 +122,9 @@ void Window::display()
|
||||
}
|
||||
void Window::pollEvents()
|
||||
{
|
||||
this->process_input();
|
||||
_scene->getCamera()->update(1.0f / _fps);
|
||||
|
||||
glfwPollEvents();
|
||||
}
|
||||
bool Window::shouldClose()
|
||||
|
Reference in New Issue
Block a user