Implement camera movement

This commit is contained in:
Nathan Chapman 2025-07-15 20:11:03 -06:00
parent cb70f3b322
commit d686644731
7 changed files with 65 additions and 4 deletions

View File

@ -4,5 +4,5 @@ Size=400,400
[Window][Control]
Pos=50,64
Size=271,202
Size=393,284

View File

@ -11,8 +11,12 @@ Matrix4 get_camera_view_matrix(Camera *camera, Render_Data *render_data) {
f32 cos_elevation = glm::cos(elevation_radians);
camera->view_direction = glm::normalize(Vector3(sin_azimuth * cos_elevation, sin_elevation, -cos_azimuth * cos_elevation));
camera->right_direction = glm::normalize(glm::cross(camera->view_direction, camera->world_up_vector));
camera->up_direction = glm::normalize(glm::cross(camera->right_direction, camera->view_direction));
Matrix4 look_at = glm::lookAt(camera->world_position, camera->world_position + camera->view_direction, camera->world_up_vector);
render_data->camera_world_position += render_data->move_forward * render_data->tick_diff * camera->view_direction + render_data->move_right * render_data->tick_diff * camera->right_direction + render_data->move_up * render_data->tick_diff * camera->up_direction;
Matrix4 look_at = glm::lookAt(render_data->camera_world_position, render_data->camera_world_position + camera->view_direction, camera->world_up_vector);
return look_at;
}

View File

@ -8,6 +8,8 @@ struct Camera {
Vector3 world_position = Vector3(0.5f, 0.25f, 1.0f);
Vector3 view_direction = Vector3(0.0f, 0.0f, 0.0f);
Vector3 world_up_vector = Vector3(0.0f, 1.0f, 0.0f);
Vector3 right_direction = Vector3(0.0f, 0.0f, 0.0f);
Vector3 up_direction = Vector3(0.0f, 0.0f, 0.0f);
};
Matrix4 get_camera_view_matrix(Camera *camera, Render_Data *render_data);

View File

@ -27,4 +27,11 @@ struct Render_Data {
f32 view_azimuth = 320.0f;
f32 view_elevation = -15.0f;
s32 move_forward = 0;
s32 move_right = 0;
s32 move_up = 0;
f32 tick_diff = 0.0f;
Vector3 camera_world_position = Vector3(0.5f, 0.25f, 1.0f);
};

View File

@ -91,10 +91,13 @@ void set_renderer_size(Renderer *renderer, u32 width, u32 height) {
}
void draw_renderer(Renderer *renderer) {
// FPS time
// @Todo why do we have two glfwGetTime() functions being called and setting to things that are relatively close in purpose?
static f32 previous_frame_start_time = 0.0;
f32 frame_start_time = glfwGetTime();
f64 tick_time = glfwGetTime();
renderer->render_data.tick_diff = tick_time - renderer->last_tick_time;
while(renderer->render_data.width == 0 || renderer->render_data.height == 0) {
glfwGetFramebufferSize(renderer->render_data.glfw_window, &renderer->render_data.width, &renderer->render_data.height);
glfwWaitEvents();
@ -136,6 +139,9 @@ void draw_renderer(Renderer *renderer) {
// Timer
start_timer(&renderer->timer);
handle_movement_keys(renderer);
create_user_interface_frame(&renderer->user_interface, &renderer->render_data);
renderer->render_data.user_interface_generate_time = stop_timer(&renderer->timer);
@ -144,6 +150,7 @@ void draw_renderer(Renderer *renderer) {
// FPS time
renderer->render_data.frame_time = frame_start_time - previous_frame_start_time;
previous_frame_start_time = frame_start_time;
renderer->last_tick_time = tick_time;
}
void upload_renderer_data(Renderer *renderer, Mesh *vertex_data) {
@ -166,6 +173,35 @@ void handle_key_events(Renderer *renderer, s32 key, s32 scancode, s32 action, s3
}
}
void handle_movement_keys(Renderer *renderer) {
renderer->render_data.move_forward = 0;
if (glfwGetKey(renderer->render_data.glfw_window, GLFW_KEY_W) == GLFW_PRESS) {
renderer->render_data.move_forward += 1;
}
if (glfwGetKey(renderer->render_data.glfw_window, GLFW_KEY_S) == GLFW_PRESS) {
renderer->render_data.move_forward -= 1;
}
renderer->render_data.move_right = 0;
if (glfwGetKey(renderer->render_data.glfw_window, GLFW_KEY_D) == GLFW_PRESS) {
renderer->render_data.move_right += 1;
}
if (glfwGetKey(renderer->render_data.glfw_window, GLFW_KEY_A) == GLFW_PRESS) {
renderer->render_data.move_right -= 1;
}
renderer->render_data.move_up = 0;
if (glfwGetKey(renderer->render_data.glfw_window, GLFW_KEY_E) == GLFW_PRESS) {
renderer->render_data.move_up += 1;
}
if (glfwGetKey(renderer->render_data.glfw_window, GLFW_KEY_Q) == GLFW_PRESS) {
renderer->render_data.move_up -= 1;
}
}
void handle_mouse_button_events(Renderer *renderer, s32 button, s32 action, s32 mods) {
ImGuiIO& io = ImGui::GetIO();
if (button >= 0 && button < ImGuiMouseButton_COUNT) {
@ -228,4 +264,3 @@ void handle_mouse_position_events(Renderer *renderer, f64 x_pos, f64 y_pos) {
renderer->mouse_y_position = static_cast<s32>(y_pos);
}

View File

@ -31,6 +31,7 @@ struct Renderer {
s32 mouse_x_position = 0;
s32 mouse_y_position = 0;
Timer timer;
f64 last_tick_time = 0.0;
};
@ -42,5 +43,6 @@ void cleanup_renderer(Renderer *renderer);
// Event handling
void handle_key_events(Renderer *renderer, s32 key, s32 scancode, s32 action, s32 mods);
void handle_movement_keys(Renderer *renderer);
void handle_mouse_position_events(Renderer *renderer, f64 x_pos, f64 y_pos);
void handle_mouse_button_events(Renderer *renderer, s32 button, s32 action, s32 mods);

View File

@ -78,6 +78,17 @@ void create_user_interface_frame(User_Interface *user_interface, Render_Data *re
ImGui::SameLine();
ImGui::SliderInt("##FOV", &render_data->field_of_view, 40, 150);
// Camera information
ImGui::Text("View Azimuth:");
ImGui::SameLine();
ImGui::Text("%s", std::to_string(render_data->view_azimuth).c_str());
ImGui::Text("View Elevation:");
ImGui::Text("%s", std::to_string(render_data->view_elevation).c_str());
ImGui::Separator();
ImGui::Text("Camera Position:");
ImGui::SameLine();
ImGui::Text("%f, %f, %f", render_data->camera_world_position.x, render_data->camera_world_position.y, render_data->camera_world_position.z);
ImGui::End();
}