Implement base camera

This commit is contained in:
Nathan Chapman 2025-07-15 19:39:34 -06:00
parent fc45db4653
commit cb70f3b322
5 changed files with 38 additions and 35 deletions

View File

@ -3,6 +3,6 @@ Pos=60,60
Size=400,400
[Window][Control]
Pos=60,60
Size=213,82
Pos=50,64
Size=271,202

View File

@ -1,4 +1,5 @@
#include "camera.h"
#include <glm/ext/matrix_transform.hpp>
Matrix4 get_camera_view_matrix(Camera *camera, Render_Data *render_data) {
f32 azimuth_radians = glm::radians(render_data->view_azimuth);

View File

@ -2,7 +2,6 @@
#include "basic.h"
#include <glm/glm.hpp>
#include "renderer.h"
#include "render_data.h"
struct Camera {

View File

@ -106,10 +106,6 @@ void draw_renderer(Renderer *renderer) {
glClearDepth(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Vector3 camera_position = Vector3(0.4f, 0.3f, 1.0f);
Vector3 camera_look_at_position = Vector3(0.0f, 0.0f, 0.0f);
Vector3 camera_up_vector = Vector3(0.0f, 1.0f, 0.0f);
renderer->projection_matrix = glm::perspective(glm::radians(static_cast<f32>(renderer->render_data.field_of_view)), static_cast<f32>(renderer->render_data.width) / static_cast<f32>(renderer->render_data.height), 0.1f, 10.0f);
f32 dt = glfwGetTime();
@ -123,7 +119,7 @@ void draw_renderer(Renderer *renderer) {
model = glm::rotate(Matrix4(1.0f), -dt, Vector3(0.0f, 0.0f, 1.0f));
}
renderer->view_matrix = glm::lookAt(camera_position, camera_look_at_position, camera_up_vector) * model;
renderer->view_matrix = get_camera_view_matrix(&renderer->camera, &renderer->render_data);
upload_uniform_buffer_data(&renderer->uniform_buffer, renderer->view_matrix, renderer->projection_matrix);
@ -170,6 +166,31 @@ void handle_key_events(Renderer *renderer, s32 key, s32 scancode, s32 action, s3
}
}
void handle_mouse_button_events(Renderer *renderer, s32 button, s32 action, s32 mods) {
ImGuiIO& io = ImGui::GetIO();
if (button >= 0 && button < ImGuiMouseButton_COUNT) {
io.AddMouseButtonEvent(button, action == GLFW_PRESS);
}
if (io.WantCaptureMouse) {
return;
}
if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS) {
renderer->mouse_lock = !renderer->mouse_lock;
if (renderer->mouse_lock) {
glfwSetInputMode(renderer->render_data.glfw_window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
if (glfwRawMouseMotionSupported()) {
glfwSetInputMode(renderer->render_data.glfw_window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
}
} else {
glfwSetInputMode(renderer->render_data.glfw_window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
}
}
void handle_mouse_position_events(Renderer *renderer, f64 x_pos, f64 y_pos) {
ImGuiIO& io = ImGui::GetIO();
io.AddMousePosEvent((f32)x_pos, (f32)y_pos);
@ -207,28 +228,4 @@ void handle_mouse_position_events(Renderer *renderer, f64 x_pos, f64 y_pos) {
renderer->mouse_y_position = static_cast<s32>(y_pos);
}
void handle_mouse_button_events(Renderer *renderer, s32 button, s32 action, s32 mods) {
ImGuiIO& io = ImGui::GetIO();
if (button >= 0 && button < ImGuiMouseButton_COUNT) {
io.AddMouseButtonEvent(button, action == GLFW_PRESS);
}
if (io.WantCaptureMouse) {
return;
}
if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS) {
renderer->mouse_lock = !renderer->mouse_lock;
if (renderer->mouse_lock) {
glfwSetInputMode(renderer->render_data.glfw_window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
if (glfwRawMouseMotionSupported()) {
glfwSetInputMode(renderer->render_data.glfw_window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
}
} else {
glfwSetInputMode(renderer->render_data.glfw_window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
}
}

View File

@ -52,9 +52,15 @@ bool init_window(Window *window, u32 width, u32 height, string title) {
handle_key_events(renderer, key, scancode, action, mods);
});
// Have to disable so ImGui will accept mouse events
// glfwSetCursorPosCallback(window->glfw_window, handle_mouse_position_events);
// glfwSetMouseButtonCallback(window->glfw_window, handle_mouse_button_events);
glfwSetMouseButtonCallback(window->glfw_window, [](GLFWwindow *glfw_window, s32 button, s32 action, s32 mods) {
Renderer* renderer = static_cast<Renderer*>(glfwGetWindowUserPointer(glfw_window));
handle_mouse_button_events(renderer, button, action, mods);
});
glfwSetCursorPosCallback(window->glfw_window, [](GLFWwindow *glfw_window, f64 x_pos, f64 y_pos) {
Renderer* renderer = static_cast<Renderer*>(glfwGetWindowUserPointer(glfw_window));
handle_mouse_position_events(renderer, x_pos, y_pos);
});
window->model = new Model();
init_model(window->model);