2d fps camera

main
Brett 2024-04-30 02:47:42 -04:00
parent 756b6a636e
commit 99715470ee
6 changed files with 133 additions and 21 deletions

View File

@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 3.25)
set(BLT_GRAPHICS_VERSION 0.11.7)
set(BLT_GRAPHICS_VERSION 0.12.0)
set(BLT_GRAPHICS_TEST_VERSION 0.0.1)
project(BLT_WITH_GRAPHICS VERSION ${BLT_GRAPHICS_VERSION})

View File

@ -23,7 +23,7 @@ uniform mat4 model;
uniform float z_index;
void main() {
gl_Position = ortho * model * vec4(vertex.xy, z_index, 1.0);
gl_Position = ovm * model * vec4(vertex.xy, z_index, 1.0);
pos = vertex.xy;
uv = uv_in;
}

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@ -23,13 +23,46 @@
namespace blt::gfx
{
class lockable_camera
{
public:
static void handle_lock();
};
class first_person_camera
{
private:
blt::vec3 position_;
blt::vec3 rotation_;
blt::vec3 speed_ {25, 25, 25};
blt::vec3 speed_{25, 25, 25};
public:
void update();
inline void speed(const blt::vec3& speed)
{
speed_ = speed;
}
[[nodiscard]] inline const vec3& speed() const
{
return speed_;
}
[[nodiscard]] inline const vec3& position() const
{
return position_;
}
void update_view(matrix_state_manager& manager);
};
class first_person_camera_2d
{
private:
blt::vec3 position_;
blt::vec3 rotation_;
blt::vec3 speed_{165, 165, 165};
blt::vec3 world_scale_{1,1,1};
public:
void update();

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@ -43,6 +43,8 @@ namespace blt::gfx
blt::mat4x4 view;
blt::mat4x4 pvm;
blt::mat4x4 ovm;
blt::mat4x4 view_2d;
blt::vec3 scale_2d;
std::int32_t last_width = 0, last_height = 0;
uniform_buffer* global_matrix_ubo = nullptr;
public:
@ -69,19 +71,26 @@ namespace blt::gfx
template<typename U>
void setView(U&& mat)
{
view = mat;
view = (mat);
}
template<typename U, typename G>
void setView2D(U&& mat, G&& scale)
{
view_2d = (mat);
scale_2d = (scale);
}
template<typename U>
void setPerspective(U&& mat)
{
perspective = mat;
perspective = (mat);
}
template<typename U>
void setOrtho(U&& mat)
{
ortho = mat;
ortho = (mat);
}
void update_perspectives(std::int32_t width, std::int32_t height, float fov = 90, float near = 0.1f, float far = 500.0f,

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@ -17,28 +17,17 @@
*/
#include <blt/gfx/renderer/camera.h>
#include <blt/gfx/window.h>
#include <blt/std/logging.h>
void blt::gfx::first_person_camera::update()
{
lockable_camera::handle_lock();
using namespace blt::gfx;
vec3 move_at;
float speed_multi = 1;
int locking_key = GLFW_KEY_ESCAPE;
#ifdef __EMSCRIPTEN__
locking_key = GLFW_KEY_F1;
#endif
if (isKeyPressed(locking_key) && keyPressedLastFrame())
{
if (isCursorLocked())
unlockCursor();
else
lockCursor();
}
if (isKeyPressed(GLFW_KEY_LEFT_CONTROL))
speed_multi = 10;
if (isKeyPressed(GLFW_KEY_LEFT_ALT))
@ -117,3 +106,82 @@ void blt::gfx::first_person_camera::update_view(blt::gfx::matrix_state_manager&
view.translate(-position_);
manager.setView(view);
}
float easeInOutCubic(float x)
{
return static_cast<float>(x < 0.5 ? 4 * x * x * x : (x < 0.7 ? 1 - std::pow(-2 * x + 2, 3) / 2 : x + 0.19));
}
float easeInOutSine(float x)
{
return static_cast<float>(-(std::cos(blt::PI * x) - 1) / 2);
}
void blt::gfx::first_person_camera_2d::update()
{
lockable_camera::handle_lock();
float speed_multi = 1;
if (isKeyPressed(GLFW_KEY_LEFT_SHIFT))
speed_multi = 10;
if (isKeyPressed(GLFW_KEY_LEFT_CONTROL))
speed_multi = 0.5;
vec3 direction;
if (isKeyPressed(GLFW_KEY_W))
direction[1] = 1;
else if (isKeyPressed(GLFW_KEY_S))
direction[1] = -1;
else
direction[1] = 0;
if (isKeyPressed(GLFW_KEY_A))
direction[0] = -1;
else if (isKeyPressed(GLFW_KEY_D))
direction[0] = 1;
else
direction[0] = 0;
float scaling_const = easeInOutCubic(world_scale_[0]);
if (isKeyPressed(GLFW_KEY_Q))
world_scale_[0] += scaling_const * static_cast<float>(getFrameDeltaSeconds());
else if (isKeyPressed(GLFW_KEY_E))
world_scale_[0] -= scaling_const * static_cast<float>(getFrameDeltaSeconds());
if (world_scale_[0] <= 0.1f)
world_scale_[0] = 0.1f;
world_scale_[1] = world_scale_[0];
position_ = position_ + (direction * speed_ * speed_multi * static_cast<float>(getFrameDeltaSeconds()));
}
void blt::gfx::first_person_camera_2d::update_view(blt::gfx::matrix_state_manager& manager)
{
blt::mat4x4 view;
view.rotateX(toRadians(rotation_.x()));
view.rotateY(toRadians(rotation_.y()));
view.rotateZ(toRadians(rotation_.z()));
view.translate(-position_);
manager.setView2D(view, world_scale_);
}
void blt::gfx::lockable_camera::handle_lock()
{
int locking_key = GLFW_KEY_ESCAPE;
#ifdef __EMSCRIPTEN__
locking_key = GLFW_KEY_F1;
#endif
if (isKeyPressed(locking_key) && keyPressedLastFrame())
{
if (isCursorLocked())
unlockCursor();
else
lockCursor();
}
}

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@ -22,7 +22,9 @@
void blt::gfx::matrix_state_manager::update()
{
pvm = perspective * view;
ovm = ortho * view;
blt::mat4x4 scaled;
scaled.scale(scale_2d);
ovm = scaled * ortho * view_2d;
BLT_ASSERT(global_matrix_ubo != nullptr && "You forgot to call create_internals(). Make sure you call cleanup() as well!");
global_matrix_ubo->upload((void*)perspective.ptr(), sizeof(blt::mat4x4), 0);
global_matrix_ubo->upload((void*)ortho.ptr(), sizeof(blt::mat4x4), sizeof(blt::mat4x4));