fix mouse picking

This commit is contained in:
2023-06-03 20:43:40 +02:00
parent cb5f5a4cf8
commit 193e4db651
6 changed files with 67 additions and 65 deletions

View File

@@ -114,6 +114,14 @@ struct Mat4 {
return reinterpret_cast<T*>(this)[offset];
}
T* data() {
return reinterpret_cast<T*>(this);
}
const T* data() const{
return reinterpret_cast<const T*>(this);
}
T at(std::size_t row, std::size_t column) const {
return operator[](row * MATRIX_SIZE + column);
}

View File

@@ -10,6 +10,11 @@ namespace maths {
// Vectors //
//////////////////////////////////////////////////////////////////
template<typename T>
Vec2<T> operator+(const Vec2<T>& vect, const Vec2<T>& other) {
return {vect.x + other.x, vect.y + other.y};
}
template<typename T>
Vec3<T> operator- (const Vec3<T>& vect) {
return { -vect.x, -vect.y, -vect.z };
@@ -32,6 +37,13 @@ Vec3<T> Normalize(const Vec3<T>& vect) {
return { vect.x / length, vect.y / length, vect.z / length };
}
template<typename T>
Vec4<T> Normalize(const Vec4<T>& vect) {
T length = std::sqrt(vect.x * vect.x + vect.y * vect.y + vect.z * vect.z + vect.w * vect.w);
return { vect.x / length, vect.y / length, vect.z / length, vect.w / length };
}
template<typename T>
T Dot(const Vec3<T>& vect, const Vec3<T>& other) {
return vect.x * other.x + vect.y * other.y + vect.z * other.z;
@@ -59,9 +71,9 @@ template<typename T>
Vec4<T> Dot(const Mat4<T>& mat, const Vec4<T>& vect) {
return {
Dot(*reinterpret_cast<const Vec4<T>*>(&mat), vect),
Dot(*reinterpret_cast<const Vec4<T>*>(&mat[Mat4<T>::MATRIX_SIZE]), vect),
Dot(*reinterpret_cast<const Vec4<T>*>(&mat[2 * Mat4<T>::MATRIX_SIZE]), vect),
Dot(*reinterpret_cast<const Vec4<T>*>(&mat[3 * Mat4<T>::MATRIX_SIZE]), vect),
Dot(*reinterpret_cast<const Vec4<T>*>(mat.data() + Mat4<T>::MATRIX_SIZE), vect),
Dot(*reinterpret_cast<const Vec4<T>*>(mat.data() + 2 * Mat4<T>::MATRIX_SIZE), vect),
Dot(*reinterpret_cast<const Vec4<T>*>(mat.data() + 3 * Mat4<T>::MATRIX_SIZE), vect),
};
}

View File

@@ -9,6 +9,15 @@
namespace td {
namespace render {
struct Camera {
Mat4f viewMatrix;
Mat4f projectionMatrix;
Mat4f InvViewMatrix;
Mat4f InvProjectionMatrix;
Vec3f CamPos;
};
class Renderer {
public:
static constexpr float m_AnimationSpeed = 2.0f;
@@ -24,9 +33,7 @@ private:
Vec3f m_BackgroundColor;
bool m_IsometricView = true;
float m_IsometricShade = m_IsometricView;
Vec2f m_CamPos{};
Camera m_Camera {};
public:
Renderer();
~Renderer();
@@ -41,15 +48,12 @@ public:
void SetZoom(float zoom);
void SetCamMovement(const Vec2f& mov);
void SetCamPos(const Vec2f& newPos);
void SetIsometricView(bool isometric); // false = 2D true = Isometric
void SetCamPos(const Vec3f& newPos);
void SetBackgroundColor(const Vec3f& color) { m_BackgroundColor = color; }
Vec2f GetCursorWorldPos(const Vec2f& cursorPos, float aspectRatio, float zoom, float windowWidth, float windowHeight);
Vec2f GetCursorWorldPos(const Vec2f& cursorPos, float windowWidth, float windowHeight);
private:
void UpdateIsometricView();
void UpdateIsometricFade();
void InitShaders();
};