Proper FPS control when right mouse button clicked, but weird endless loop when calling active_camera->updateMatrices()
parent
cb921ecdd5
commit
5748f1a944
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@ -8,6 +8,26 @@ namespace SimpleMath {
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namespace GL {
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inline Matrix33f RotateMat33 (float rot_deg, float x, float y, float z) {
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float c = cosf (rot_deg * M_PI / 180.f);
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float s = sinf (rot_deg * M_PI / 180.f);
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return Matrix33f (
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x * x * (1.0f - c) + c,
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y * x * (1.0f - c) + z * s,
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x * z * (1.0f - c) - y * s,
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x * y * (1.0f - c) - z * s,
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y * y * (1.0f - c) + c,
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y * z * (1.0f - c) + x * s,
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x * z * (1.0f - c) + y * s,
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y * z * (1.0f - c) - x * s,
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z * z * (1.0f - c) + c
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);
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}
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inline Matrix44f RotateMat44 (float rot_deg, float x, float y, float z) {
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float c = cosf (rot_deg * M_PI / 180.f);
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float s = sinf (rot_deg * M_PI / 180.f);
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@ -3,9 +3,11 @@
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#include "Renderer.h"
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#include "3rdparty/ocornut-imgui/imgui.h"
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#include "imgui/imgui.h"
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#include <bx/fpumath.h>
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#include <GLFW/glfw3.h>
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#include "SimpleMath/SimpleMath.h"
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#include "SimpleMath/SimpleMathMap.h"
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#include "SimpleMath/SimpleMathGL.h"
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#include <iostream>
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#include <sstream>
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@ -21,13 +23,32 @@ typedef SimpleMath::VectorNf VectorNf;
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double mouse_scroll_x = 0.;
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double mouse_scroll_y = 0.;
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bool fps_camera = true;
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// Boilerplate for the module reload stuff
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struct module_state {
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bool fps_camera;
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float camera_theta;
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float camera_phi;
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};
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void mouse_scroll_callback(GLFWwindow* window, double xoffset, double yoffset) {
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mouse_scroll_x += xoffset;
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mouse_scroll_y += yoffset;
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}
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void handle_mouse () {
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void handle_mouse (struct module_state *state) {
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if (!glfwGetWindowAttrib(gWindow, GLFW_FOCUSED)) {
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return;
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}
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if (glfwGetMouseButton(gWindow, 1)) {
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glfwSetInputMode(gWindow, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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} else {
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glfwSetInputMode(gWindow, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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}
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double mouse_x, mouse_y;
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glfwGetCursorPos(gWindow, &mouse_x, &mouse_y);
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gRenderer->inputState.mousedX = mouse_x - gRenderer->inputState.mouseX;
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@ -40,9 +61,44 @@ void handle_mouse () {
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glfwGetMouseButton(gWindow, 0)
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+ (glfwGetMouseButton(gWindow, 1) << 1)
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+ (glfwGetMouseButton(gWindow, 2) << 2);
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Camera *active_camera = &gRenderer->cameras[gRenderer->activeCameraIndex];
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assert (active_camera != nullptr);
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Matrix44f camera_view_matrix = SimpleMath::Map<Matrix44f>(active_camera->mtxView, 4, 4);
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Matrix33f camera_rot_inv = camera_view_matrix.block<3,3>(0,0).transpose();
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Vector3f eye = SimpleMath::Map<Vector3f>(active_camera->eye, 3, 1);
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Vector3f poi = SimpleMath::Map<Vector3f>(active_camera->poi, 3, 1);
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if (glfwGetMouseButton(gWindow, 1)) {
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Vector3f view_dir;
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view_dir = poi - eye;
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Vector3f right = camera_rot_inv.block<1,3>(0,0).transpose();
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right = view_dir.normalized().cross (Vector3f (0.f, 1.f, 0.f));
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Matrix33f rot_matrix_y = SimpleMath::GL::RotateMat33(
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gRenderer->inputState.mousedY * 0.4f,
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right[0], right[1], right[2]);
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Matrix33f rot_matrix_x = SimpleMath::GL::RotateMat33(
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gRenderer->inputState.mousedX * -0.4f,
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0.f, 1.f, 0.f);
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poi = eye + rot_matrix_x * rot_matrix_y * view_dir;
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memcpy (active_camera->poi, poi.data(), sizeof(float) * 3);
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}
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void handle_keyboard () {
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// bx::mtxLookAt(
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// active_camera->mtxView,
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// active_camera->eye,
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// active_camera->poi,
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// active_camera->up
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// );
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// Not working: why?!?
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// active_camera->updateMatrices();
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}
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void handle_keyboard (struct module_state *state) {
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Camera *active_camera = &gRenderer->cameras[gRenderer->activeCameraIndex];
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assert (active_camera != nullptr);
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Matrix44f camera_view_matrix = SimpleMath::Map<Matrix44f>(active_camera->mtxView, 4, 4);
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@ -88,17 +144,12 @@ void handle_keyboard () {
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memcpy (active_camera->poi, poi.data(), sizeof(float) * 3);
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}
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// Boilerplate for the module reload stuff
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struct module_state {
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int width, height;
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int select;
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char cells[];
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};
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static struct module_state *module_init() {
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std::cout << "Module init called" << std::endl;
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module_state *state = (module_state*) malloc(sizeof(*state));
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fps_camera = true;
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return state;
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}
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@ -127,7 +178,23 @@ static bool module_step(struct module_state *state) {
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return false;
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bool enabled = true;
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ImGui::Begin("Ddebug");
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ImGui::Begin("TestModule");
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if (ImGui::Checkbox("FPS Camera", &state->fps_camera)) {
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}
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ImGui::SliderFloat("Theta", &state->camera_theta, -3.141592f, 3.141592f);
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ImGui::SliderFloat("Phi", &state->camera_phi, -3.141592f, 3.141592f);
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if (gRenderer) {
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Camera *active_camera = &gRenderer->cameras[gRenderer->activeCameraIndex];
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if (active_camera) {
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ImGui::SliderFloat3("Eye", active_camera->eye, -30.0f, 30.0f);
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ImGui::SliderFloat3("Poi", active_camera->poi, -30.0f, 30.0f);
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}
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assert (active_camera != nullptr);
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}
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if (ImGui::Button("Hallo Katrina Whaddup?")) {
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if (gRenderer->drawDebug) {
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gRenderer->drawDebug = false;
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@ -138,16 +205,15 @@ static bool module_step(struct module_state *state) {
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}
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ImGui::End();
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static bool imgui_test_window = true;
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ImGui::ShowTestWindow();
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// ImGui::ShowTestWindow();
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float deltaTime = 0.3;
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std::ostringstream s;
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s << "TestModule: 2 Runtime Object 4 " << deltaTime << " update called!";
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handle_mouse();
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handle_keyboard();
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handle_mouse(state);
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handle_keyboard(state);
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bgfx::dbgTextPrintf(1, 20, 0x6f, s.str().c_str());
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