Update camera to use pos+forward vectors to calc target

This commit is contained in:
bloeys
2022-09-30 04:17:48 +04:00
parent ac0ca8ee39
commit bd79f6e274
2 changed files with 40 additions and 40 deletions

View File

@ -15,9 +15,8 @@ const (
type Camera struct {
Type Type
Pos gglm.Vec3
Target gglm.Vec3
// Forward gglm.Vec3
Pos gglm.Vec3
Forward gglm.Vec3
WorldUp gglm.Vec3
NearClip float32
@ -35,10 +34,11 @@ type Camera struct {
ProjMat gglm.Mat4
}
// Update recalculates view and projection matrices
// Update recalculates view matrix and projection matrix.
// Should be called whenever a camera parameter changes
func (c *Camera) Update() {
c.ViewMat = gglm.LookAt(&c.Pos, &c.Target, &c.WorldUp).Mat4
c.ViewMat = gglm.LookAt(&c.Pos, c.Pos.Clone().Add(&c.Forward), &c.WorldUp).Mat4
if c.Type == Type_Perspective {
c.ProjMat = *gglm.Perspective(c.Fov, c.AspectRatio, c.NearClip, c.FarClip)
@ -47,19 +47,18 @@ func (c *Camera) Update() {
}
}
func (c *Camera) LookAt(targetPos, worldUp *gglm.Vec3) {
c.Target = *targetPos
func (c *Camera) LookAt(forward, worldUp *gglm.Vec3) {
c.Forward = *forward
c.WorldUp = *worldUp
c.Update()
}
func NewPerspective(pos, targetPos, worldUp *gglm.Vec3, nearClip, farClip, fovRadians, aspectRatio float32) *Camera {
func NewPerspective(pos, forward, worldUp *gglm.Vec3, nearClip, farClip, fovRadians, aspectRatio float32) *Camera {
cam := &Camera{
Type: Type_Perspective,
Pos: *pos,
// Forward: *gglm.NewVec3(0, 0, 1),
Target: *targetPos,
Type: Type_Perspective,
Pos: *pos,
Forward: *forward,
WorldUp: *worldUp,
NearClip: nearClip,
@ -73,13 +72,12 @@ func NewPerspective(pos, targetPos, worldUp *gglm.Vec3, nearClip, farClip, fovRa
return cam
}
func NewOrthographic(pos, targetPos, worldUp *gglm.Vec3, nearClip, farClip, left, right, top, bottom float32) *Camera {
func NewOrthographic(pos, forward, worldUp *gglm.Vec3, nearClip, farClip, left, right, top, bottom float32) *Camera {
cam := &Camera{
Type: Type_Orthographic,
Pos: *pos,
// Forward: *gglm.NewVec3(0, 0, 0),
Target: *targetPos,
Type: Type_Orthographic,
Pos: *pos,
Forward: *forward,
WorldUp: *worldUp,
NearClip: nearClip,

48
main.go
View File

@ -35,6 +35,10 @@ import (
// Frustum culling
// Material system editor with fields automatically extracted from the shader
const (
camSpeed float32 = 15
)
var (
window *engine.Window
@ -43,7 +47,7 @@ var (
simpleMat *materials.Material
cubeMesh *meshes.Mesh
modelMat = gglm.NewTrMatId()
cubeModelMat = gglm.NewTrMatId()
lightPos1 = gglm.NewVec3(2, 2, 0)
lightColor1 = gglm.NewVec3(1, 1, 1)
@ -165,14 +169,14 @@ func (g *OurGame) Init() {
scaleMat := gglm.NewScaleMat(gglm.NewVec3(0.25, 0.25, 0.25))
rotMat := gglm.NewRotMat(gglm.NewQuatEuler(gglm.NewVec3(0, 0, 0).AsRad()))
modelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat)))
simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
cubeModelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat)))
simpleMat.SetUnifMat4("modelMat", &cubeModelMat.Mat4)
// Camera
winWidth, winHeight := g.Win.SDLWin.GetSize()
cam = camera.NewPerspective(
gglm.NewVec3(0, 0, -10),
gglm.NewVec3(0, 0, -9),
gglm.NewVec3(0, 0, 1),
gglm.NewVec3(0, 1, 0),
0.1, 20,
45*gglm.Deg2Rad,
@ -195,44 +199,46 @@ func (g *OurGame) Update() {
}
//Camera movement
var camSpeed float32 = 15
if input.KeyDown(sdl.K_w) {
cam.Pos.AddY(camSpeed * timing.DT())
updateViewMat()
}
if input.KeyDown(sdl.K_s) {
cam.Pos.AddY(-camSpeed * timing.DT())
cam.Pos.Add(cam.WorldUp.Clone().Scale(camSpeed * timing.DT()))
updateViewMat()
} else if input.KeyDown(sdl.K_s) {
cam.Pos.Sub(cam.WorldUp.Clone().Scale(camSpeed * timing.DT()))
updateViewMat()
}
if input.KeyDown(sdl.K_d) {
cam.Pos.AddX(camSpeed * timing.DT())
cam.Pos.Add(gglm.Cross(&cam.WorldUp, &cam.Forward).Scale(camSpeed * timing.DT()))
updateViewMat()
}
if input.KeyDown(sdl.K_a) {
cam.Pos.AddX(-camSpeed * timing.DT())
} else if input.KeyDown(sdl.K_a) {
cam.Pos.Sub(gglm.Cross(&cam.WorldUp, &cam.Forward).Scale(camSpeed * timing.DT()))
updateViewMat()
}
if input.GetMouseWheelYNorm() > 0 {
cam.Pos.AddZ(1)
cam.Pos.Add(&cam.Forward)
updateViewMat()
} else if input.GetMouseWheelYNorm() < 0 {
cam.Pos.AddZ(-1)
cam.Pos.Sub(&cam.Forward)
updateViewMat()
}
//Rotating cubes
if input.KeyDown(sdl.K_SPACE) {
modelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
cubeModelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
simpleMat.SetUnifMat4("modelMat", &cubeModelMat.Mat4)
}
imgui.DragFloat3("Cam Pos", &cam.Pos.Data)
if input.KeyClicked(sdl.K_F4) {
fmt.Printf("Pos: %s; Forward: %s; Forward*WorldUp: %s\n", cam.Pos.String(), cam.Forward.String(), gglm.Cross(&cam.Forward, &cam.WorldUp))
}
}
func (g *OurGame) Render() {
tempModelMat := modelMat.Clone()
tempModelMat := cubeModelMat.Clone()
rowSize := 100
for y := 0; y < rowSize; y++ {
@ -254,10 +260,6 @@ func (g *OurGame) DeInit() {
}
func updateViewMat() {
target := cam.Pos.Clone()
target.AddZ(1)
cam.Target = *target
cam.Update()
simpleMat.SetUnifMat4("viewMat", &cam.ViewMat)
}