Added own camera object and its vectorial dependency.

This commit is contained in:
Martin Felis
2021-11-12 11:00:39 +01:00
parent b78045ffe7
commit 94cc4aeb1d
53 changed files with 7413 additions and 50 deletions
+158
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@@ -0,0 +1,158 @@
#include "Camera.h"
#include <assert.h>
#include "string.h"
#include "vectorial/simd4x4f.h"
inline void Camera_Init(Camera* camera) {
// clang-format off
static float mtx_identity[16] = {
1.f, 0.f, 0.f, 0.f,
0.f, 1.f, 0.f, 0.f,
0.f, 0.f, 1.f, 0.f,
0.f, 0.f, 0.f, 1.f
};
// clang-format on
camera->near = 0.01;
camera->far = 1000.0;
camera->fov = 90 * M_PI / 180.f;
camera->forward[0] = -1.f;
camera->forward[1] = 0.f;
camera->forward[2] = -1.f;
camera->right[0] = 1.f;
camera->right[1] = 0.f;
camera->right[2] = 0.f;
camera->up[0] = 0.f;
camera->up[1] = 1.f;
camera->up[2] = 0.f;
camera->pos[0] = 2.f;
camera->pos[1] = 1.2f;
camera->pos[2] = 2.f;
camera->vel[0] = 0.f;
camera->vel[1] = 0.f;
camera->vel[2] = 0.f;
camera->heading = -45.0 * M_PI / 180.0f;
camera->pitch = 10 * M_PI / 180.0f;
memcpy(&camera->mtxView, &mtx_identity, sizeof(camera->mtxView));
Camera_CalcToMatrix(camera, &camera->mtxView);
Camera_CalcFromMatrix(camera, &camera->mtxView);
}
void Camera_CalcFromMatrix(Camera* camera, float* mat) {
simd4x4f mtx;
simd4x4f_uload(&mtx, mat);
camera->forward[0] = mtx.x[2];
camera->forward[1] = mtx.y[2];
camera->forward[2] = mtx.z[2];
camera->right[0] = mtx.x[0];
camera->right[1] = mtx.y[0];
camera->right[2] = mtx.z[0];
camera->heading = atan2(-camera->forward[2], camera->forward[0]);
camera->pitch = asin(camera->forward[1]);
simd4x4f rot_mat = mtx;
rot_mat.w = simd4f_create(0.f, 0.f, 0.f, 1.f);
simd4x4f_transpose_inplace(&rot_mat);
simd4f eye;
simd4x4f_matrix_point3_mul(&rot_mat, &mtx.w, &eye);
camera->pos[0] = -simd4f_get_x(eye);
camera->pos[1] = -simd4f_get_y(eye);
camera->pos[2] = -simd4f_get_z(eye);
// gLog ("ViewMat");
// gLog ("%f, %f, %f, %f", mtx->x[0], mtx->x[1], mtx->x[2], mtx->x[3]);
// gLog ("%f, %f, %f, %f", mtx->y[0], mtx->y[1], mtx->y[2], mtx->y[3]);
// gLog ("%f, %f, %f, %f", mtx->z[0], mtx->z[1], mtx->z[2], mtx->z[3]);
// gLog ("%f, %f, %f, %f", mtx->w[0], mtx->w[1], mtx->w[2], mtx->w[3]);
}
void Camera_CalcToMatrix(Camera* camera, float* mat) {
float sp = sin(camera->pitch);
float cp = cos(camera->pitch);
float ch = cos(camera->heading);
float sh = sin(camera->heading);
const float d = 10.0f;
simd4f eye = simd4f_create (camera->pos[0], camera->pos[1], camera->pos[2], 1.f);
simd4f forward = simd4f_create (-cp * ch, -sp, cp * sh, 0.f);
simd4f right = simd4f_cross3 (forward, simd4f_create (0.f, 1.f, 0.f, 1.f));
simd4f up = simd4f_cross3(right, forward);
simd4f center = simd4f_add(simd4f_mul(forward, simd4f_splat(d)), eye);
camera->forward[0] = -simd4f_get_x(forward);
camera->forward[1] = -simd4f_get_y(forward);
camera->forward[2] = -simd4f_get_z(forward);
camera->right[0] = simd4f_get_x(right);
camera->right[1] = simd4f_get_y(right);
camera->right[2] = simd4f_get_z(right);
simd4x4f mtx;
simd4x4f_lookat(&mtx, eye, center, up);
simd4f_ustore4(mtx.x, mat);
simd4f_ustore4(mtx.y, mat +4);
simd4f_ustore4(mtx.z, mat +8);
simd4f_ustore4(mtx.w, mat +12);
}
inline void Camera_Update(
Camera* camera,
int width,
int height,
float dt,
float mouse_dx,
float mouse_dy,
float accel[3]) {
assert(camera);
assert((width > 0) && (height > 0));
const float w = (float) width;
const float h = (float) height;
simd4x4f proj;
simd4x4f_perspective(&proj, camera->fov, w/h, camera->near, camera->far);
simd4f_ustore4(proj.x, camera->mtxProj);
simd4f_ustore4(proj.y, camera->mtxProj +4);
simd4f_ustore4(proj.z, camera->mtxProj +8);
simd4f_ustore4(proj.w, camera->mtxProj +12);
if (mouse_dx != 0.f || mouse_dy != 0.f || accel != NULL) {
const float mouse_sensitivity = 20.0f;
camera->heading -= dt * mouse_dx * mouse_sensitivity * M_PI / 180.f;
if (camera->heading < -M_PI) {
camera->heading += M_PI * 2.f;
} else if (camera->heading > M_PI) {
camera->heading -= M_PI * 2.f;
}
camera->pitch += dt * mouse_dy * mouse_sensitivity * M_PI / 180.f;
if (camera->pitch < -M_PI * 0.49) {
camera->pitch = -M_PI * 0.49;
} else if (camera->pitch > M_PI * 0.49) {
camera->pitch = M_PI * 0.49;
}
for (int i = 0; i < 3; i++) {
camera->vel[i] += dt * accel[0] * camera->forward[i]
+ dt * accel[2] * camera->right[i]
+ dt * accel[1] * camera->up[i];
camera->pos[i] += dt * camera->vel[i];
camera->vel[i] = camera->vel[i] * 0.1;
}
Camera_CalcToMatrix(camera, &camera->mtxView);
}
}
+43
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@@ -0,0 +1,43 @@
//
// Created by martin on 19.10.21.
//
#ifndef RBDLSIM_RENDER_UTILS_H
#define RBDLSIM_RENDER_UTILS_H
#ifdef __cplusplus
extern "C" {
#endif
typedef struct {
float mtxProj[16];
float mtxView[16];
float near;
float far;
float fov;
float heading;
float pitch;
float vel[3];
float pos[3];
float forward[3];
float right[3];
float up[3];
} Camera;
void Camera_Init(Camera* camera);
void Camera_CalcFromMatrix(Camera* camera, float* mtx);
void Camera_CalcToMatrix(Camera* camera, float* mtx);
void Camera_Update(
Camera* camera,
int width,
int height,
float dt,
float mouse_dx,
float mouse_dy,
float accel[3]);
#ifdef __cplusplus
}
#endif
#endif //RBDLSIM_RENDER_UTILS_H
+159 -27
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@@ -14,6 +14,7 @@
#define GLFW_INCLUDE_NONE
#include <iostream>
#include "Camera.h"
#include "GLFW/glfw3.h"
const int Width = 1024;
@@ -68,7 +69,7 @@ typedef struct {
static struct {
std::unique_ptr<ozz_t> ozz;
sg_pass_action pass_action;
camera_t camera;
Camera camera;
struct {
bool skeleton;
bool animation;
@@ -85,6 +86,25 @@ static struct {
} time;
} state;
typedef struct {
int32_t mousedX;
int32_t mousedY;
int32_t mouseX;
int32_t mouseY;
uint8_t mouseButton;
int32_t mouseScroll;
char key;
} GuiInputState;
GuiInputState gGuiInputState = {0, 0, 0, 0, 0, 0, 0};
enum class ControlMode {
ControlModeNone,
ControlModeFPS
};
ControlMode gControlMode = ControlMode::ControlModeNone;
// io buffers for skeleton and animation data files, we know the max file size upfront
static uint8_t skel_data_buffer[4 * 1024];
static uint8_t anim_data_buffer[32 * 1024];
@@ -93,11 +113,35 @@ static void load_skeleton(void);
static void load_animation(void);
static void eval_animation(void);
static void draw_skeleton(void);
static void draw_grid(void);
static void draw_ui(void);
// static void skeleton_data_loaded(const sfetch_response_t* response);
// static void animation_data_loaded(const sfetch_response_t* response);
static void frame(void);
void handle_mouse(GLFWwindow* w, GuiInputState* io_input_state) {
if (!glfwGetWindowAttrib(w, GLFW_FOCUSED)) {
return;
}
double mouse_x, mouse_y;
glfwGetCursorPos(w, &mouse_x, &mouse_y);
if (io_input_state->mouseButton) {
io_input_state->mousedX = int32_t(mouse_x) - io_input_state->mouseX;
io_input_state->mousedY = int32_t(mouse_y) - io_input_state->mouseY;
} else {
io_input_state->mousedX = 0;
io_input_state->mousedY = 0;
}
io_input_state->mouseX = int32_t(mouse_x);
io_input_state->mouseY = int32_t(mouse_y);
io_input_state->mouseButton = glfwGetMouseButton(w, 0)
+ (glfwGetMouseButton(w, 1) << 1)
+ (glfwGetMouseButton(w, 2) << 2);
}
int main() {
// window and GL context via GLFW and flextGL
glfwInit();
@@ -106,7 +150,7 @@ int main() {
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_FALSE);
GLFWwindow* w = glfwCreateWindow(Width, Height, "Sokol+ImGui+GLFW", 0, 0);
GLFWwindow* w = glfwCreateWindow(Width, Height, "AnimTestbed", 0, 0);
glfwMakeContextCurrent(w);
glfwSwapInterval(1);
@@ -154,16 +198,7 @@ int main() {
state.ozz = std::make_unique<ozz_t>();
state.time.factor = 1.0f;
// initialize camera helper
camera_desc_t camdesc = {};
camdesc.min_dist = 1.0f;
camdesc.max_dist = 100.0f;
camdesc.farz = 1000.0f;
camdesc.center.Y = 1.0f;
camdesc.distance = 30.0f;
camdesc.latitude = 10.0f;
camdesc.longitude = 20.0f;
cam_init(&state.camera, &camdesc);
Camera_Init(&state.camera);
// setup Dear Imgui
ImGui::CreateContext();
@@ -265,7 +300,7 @@ int main() {
// initial clear color
pass_action.colors[0].action = SG_ACTION_CLEAR;
pass_action.colors[0].value = {0.0f, 0.5f, 0.7f, 1.0f};
pass_action.colors[0].value = {0.1f, 0.1f, 0.1f, 1.0f};
load_skeleton();
load_animation();
@@ -278,14 +313,81 @@ int main() {
int cur_width, cur_height;
glfwGetFramebufferSize(w, &cur_width, &cur_height);
cam_update(&state.camera, cur_width, cur_height);
// this is standard ImGui demo code
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2(float(cur_width), float(cur_height));
io.DeltaTime = (float)stm_sec(stm_laptime(&last_time));
ImGui::NewFrame();
ImGui::Begin("Camera");
ImGui::SliderFloat3("pos", state.camera.pos, -100.f, 100.f);
ImGui::SliderFloat("near", &state.camera.near, 0.001f, 10.f);
ImGui::SliderFloat("far", &state.camera.far, 1.0f, 10000.f);
ImGui::SliderFloat("heading", &state.camera.heading, -180.0f, 180.f);
ImGui::SliderFloat("pitch", &state.camera.pitch, -179.0f, 179.f);
ImGui::End();
// handle input
handle_mouse (w, &gGuiInputState);
if (glfwGetMouseButton(w, GLFW_MOUSE_BUTTON_RIGHT)) {
if (gControlMode == ControlMode::ControlModeNone) {
gControlMode = ControlMode::ControlModeFPS;
Camera_CalcFromMatrix(&state.camera, &state.camera.mtxView[0]);
glfwSetInputMode(w, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
}
} else {
gControlMode = ControlMode::ControlModeNone;
glfwSetInputMode(w, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
Camera_Update(
&state.camera,
cur_width,
cur_height,
state.time.frame,
0,
0,
nullptr);
}
if (gControlMode == ControlMode::ControlModeFPS) {
float camera_accel[3] = {0.f, 0.f, 0.f};
float accel_scale = 100.0;
if (glfwGetKey(w, GLFW_KEY_LEFT_SHIFT)) {
accel_scale *= 3.;
} else if (glfwGetKey(w, GLFW_KEY_LEFT_CONTROL)) {
accel_scale /= 3.;
}
if (glfwGetKey(w, GLFW_KEY_W)) {
camera_accel[0] -= accel_scale;
}
if (glfwGetKey(w, GLFW_KEY_S)) {
camera_accel[0] += accel_scale;
}
if (glfwGetKey(w, GLFW_KEY_C)) {
camera_accel[1] -= accel_scale;
}
if (glfwGetKey(w, GLFW_KEY_SPACE)) {
camera_accel[1] += accel_scale;
}
if (glfwGetKey(w, GLFW_KEY_A)) {
camera_accel[2] -= accel_scale;
}
if (glfwGetKey(w, GLFW_KEY_D)) {
camera_accel[2] += accel_scale;
}
Camera_Update(
&state.camera,
cur_width,
cur_height,
state.time.frame,
gGuiInputState.mousedX,
gGuiInputState.mousedY,
camera_accel);
}
if (ImGui::BeginMainMenuBar()) {
ImGui::Text("AnimTestbed");
ImGui::Checkbox("ImGui Demo", &show_imgui_demo_window);
@@ -301,14 +403,6 @@ int main() {
ImGui::ShowDemoWindow();
}
ImGui::Begin("Camera");
ImGui::SliderFloat("min_dist", &state.camera.min_dist, 1.0f, 100.f);
ImGui::SliderFloat("max_dist", &state.camera.max_dist, 1.0f, 100.f);
ImGui::SliderFloat("center.Y", &state.camera.center.Y, 1.0f, 100.f);
ImGui::SliderFloat("distance", &state.camera.distance, 1.0f, 1000.f);
ImGui::SliderFloat("latitude", &state.camera.latitude, 1.0f, 100.f);
ImGui::SliderFloat("longitude", &state.camera.longitude, -179.0f, 179.f);
ImGui::End();
// the sokol_gfx draw pass
sg_begin_default_pass(&pass_action, cur_width, cur_height);
@@ -433,6 +527,8 @@ static void draw_ui() {
}
static void frame() {
draw_grid();
if (state.loaded.animation && state.loaded.skeleton) {
if (!state.time.paused) {
state.time.absolute += state.time.frame * state.time.factor;
@@ -516,14 +612,50 @@ static void draw_joint(int joint_index, int parent_joint_index) {
draw_line(p5, p2);
}
static void draw_grid(void) {
sgl_defaults();
sgl_matrix_mode_projection();
sgl_load_matrix((const float*)&state.camera.mtxProj);
sgl_matrix_mode_modelview();
sgl_load_matrix((const float*)&state.camera.mtxView);
const int grid_size = 10;
sgl_begin_lines();
sgl_c3f(0.4f, 0.4f, 0.4f);
for (int i = -grid_size; i <= grid_size; i++) {
if (i == 0) {
continue;
}
ozz::math::SimdFloat4 p0 = ozz::math::simd_float4::Load(i * 1.0f, 0.f, -grid_size * 1.0f, 1.f);
ozz::math::SimdFloat4 p1 = ozz::math::simd_float4::Load(i * 1.0f, 0.f, grid_size * 1.0f, 1.f);
draw_line(p0, p1);
p0 = ozz::math::simd_float4::Load(-grid_size * 1.0f, 0.f, i * 1.0f, 1.f);
p1 = ozz::math::simd_float4::Load(grid_size * 1.0f, 0.f, i * 1.0f, 1.f);
draw_line(p0, p1);
}
sgl_c3f (0.7f, 0.4f, 0.2f);
ozz::math::SimdFloat4 p0 = ozz::math::simd_float4::Load(0, 0.f, -grid_size * 1.0f, 1.f);
ozz::math::SimdFloat4 p1 = ozz::math::simd_float4::Load(0, 0.f, grid_size * 1.0f, 1.f);
draw_line(p0, p1);
sgl_c3f (0.2f, 0.4f, 0.7f);
p0 = ozz::math::simd_float4::Load(-grid_size * 1.0f, 0.f, 0.f, 1.f);
p1 = ozz::math::simd_float4::Load(grid_size * 1.0f, 0.f, 0.f, 1.f);
draw_line(p0, p1);
sgl_end();
}
static void draw_skeleton(void) {
sgl_defaults();
sgl_matrix_mode_projection();
sgl_load_matrix((const float*)&state.camera.proj);
sgl_load_matrix((const float*)&state.camera.mtxProj);
sgl_matrix_mode_modelview();
hmm_mat4 scale_mat = HMM_Scale (HMM_Vec3(0.1f, 0.1f, 0.1f));
sgl_load_matrix((const float*)&state.camera.view);
sgl_mult_matrix((const float*)&scale_mat);
hmm_mat4 scale_mat = HMM_Scale(HMM_Vec3(0.01f, 0.01f, 0.01f));
sgl_load_matrix((const float*)&state.camera.mtxView);
sgl_mult_matrix((const float*)&scale_mat);
const int num_joints = state.ozz->skeleton.num_joints();
ozz::span<const int16_t> joint_parents = state.ozz->skeleton.joint_parents();