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();
};

View File

@@ -12,6 +12,9 @@
#include "misc/Easing.h"
#include "misc/Maths.h"
#include <misc/Log.h>
#include <misc/Format.h>
namespace td {
namespace render {
@@ -23,14 +26,6 @@ Renderer::~Renderer() {
}
void Renderer::UpdateIsometricView() {
//float isometricEased = utils::EaseInOutExpo(m_IsometricShade);
m_WorldShader->Start();
//m_WorldShader->SetIsometricView(isometricEased);
m_EntityShader->Start();
//m_EntityShader->SetIsometricView(isometricEased);
}
void Renderer::InitShaders() {
m_WorldShader = std::make_unique<shader::WorldShader>();
m_WorldShader->LoadShader();
@@ -75,34 +70,18 @@ void Renderer::RenderModel(const Model& model) {
model.vao->Unbind();
}
void Renderer::UpdateIsometricFade() {
static std::uint64_t lastTime = utils::GetTime();
if (m_IsometricShade != static_cast<float>(m_IsometricView)) {
float step = static_cast<float>(utils::GetTime() - lastTime) / 1000.0f * m_AnimationSpeed;
if (m_IsometricShade < m_IsometricView) {
m_IsometricShade += step;
} else {
m_IsometricShade -= step;
}
m_IsometricShade = std::min(m_IsometricShade, 1.0f);
m_IsometricShade = std::max(m_IsometricShade, 0.0f);
UpdateIsometricView();
}
lastTime = utils::GetTime();
}
void Renderer::Prepare() {
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(m_BackgroundColor.r, m_BackgroundColor.g, m_BackgroundColor.b, 0);
UpdateIsometricFade();
}
void Renderer::Resize(int width, int height) {
Mat4f projectionMatrix = maths::Perspective(80.0f / 180.0f * M_PI, static_cast<float>(width) / height, 0.1f, 160.0f);
m_Camera.projectionMatrix = maths::Perspective(80.0f / 180.0f * M_PI, static_cast<float>(width) / height, 0.1f, 160.0f);
m_Camera.InvProjectionMatrix = maths::Inverse(m_Camera.projectionMatrix);
m_WorldShader->Start();
m_WorldShader->SetProjectionMatrix(projectionMatrix);
m_WorldShader->SetProjectionMatrix(m_Camera.projectionMatrix);
m_EntityShader->Start();
m_WorldShader->SetProjectionMatrix(projectionMatrix);
m_WorldShader->SetProjectionMatrix(m_Camera.projectionMatrix);
glViewport(0, 0, width, height);
}
@@ -114,37 +93,39 @@ void Renderer::SetZoom(float zoom) {
}
void Renderer::SetCamMovement(const Vec2f& mov) {
m_CamPos.x += mov.x;
m_CamPos.y += -mov.y;
SetCamPos(m_CamPos);
m_Camera.CamPos.x += mov.x;
m_Camera.CamPos.y += -mov.y;
SetCamPos(m_Camera.CamPos);
}
void Renderer::SetCamPos(const Vec2f& newPos) {
m_CamPos = newPos;
Mat4f viewMatrix = maths::Look({m_CamPos.x, 50, m_CamPos.y}, {0, -1, -0.0001}, {0, 1, 0});
void Renderer::SetCamPos(const Vec3f& newPos) {
m_Camera.CamPos = newPos;
m_Camera.viewMatrix = maths::Look(m_Camera.CamPos, {0, -1, -0.0001}, {0, 1, 0});
m_Camera.InvViewMatrix = maths::Inverse(m_Camera.viewMatrix);
m_WorldShader->Start();
m_WorldShader->SetViewMatrix(viewMatrix);
m_WorldShader->SetViewMatrix(m_Camera.viewMatrix);
m_EntityShader->Start();
m_EntityShader->SetViewMatrix(viewMatrix);
m_EntityShader->SetViewMatrix(m_Camera.viewMatrix);
}
void Renderer::SetIsometricView(bool isometric) {
m_IsometricView = isometric;
}
Vec2f Renderer::GetCursorWorldPos(const Vec2f& cursorPos, float windowWidth, float windowHeight) {
Vec2f Renderer::GetCursorWorldPos(const Vec2f& cursorPos, float aspectRatio, float zoom, float windowWidth, float windowHeight) {
float isometricEased = utils::EaseInOutExpo(m_IsometricShade);
float relativeX = 1 - (cursorPos.x / windowWidth * 2);
float relativeY = 1 - (cursorPos.y / windowHeight * 2);
float relativeX = (cursorPos.x / windowWidth * 2) - 1;
float relativeY = (cursorPos.y / windowHeight * 2) - 1;
Vec4f rayClip {relativeX, relativeY, -1.0f, 1.0f};
float deltaX = relativeX * aspectRatio / zoom;
float deltaY = relativeY / zoom;
Vec4f rayEye = maths::Dot(m_Camera.InvProjectionMatrix , rayClip);
rayEye = {rayEye.x, rayEye.y, -1.0f, 0.0f};
float worldX = m_CamPos.x + deltaX * (1 - isometricEased) + (0.5 * deltaX + deltaY) * isometricEased;
float worldY = m_CamPos.y + deltaY * (1 - isometricEased) + (-0.5 * deltaX + deltaY) * isometricEased;
Vec4f rayWorld = maths::Dot(m_Camera.InvViewMatrix, rayEye);
rayWorld.w = 0;
return { worldX, worldY };
maths::Normalize(rayWorld);
float lambda = - m_Camera.CamPos.y / rayWorld.y;
return {lambda * rayWorld.x + m_Camera.CamPos.x, lambda * rayWorld.z + m_Camera.CamPos.z};
}

View File

@@ -169,7 +169,7 @@ void WorldRenderer::Click() {
void WorldRenderer::SetCamPos(float camX, float camY) {
m_CamPos = { camX, camY };
m_Renderer->SetCamPos(m_CamPos);
m_Renderer->SetCamPos({ camX, 50, camY });
}
void WorldRenderer::DetectClick() {
@@ -232,11 +232,11 @@ void WorldRenderer::OnTowerRemove(game::TowerPtr tower) {
Vec2f WorldRenderer::GetCursorWorldPos() const {
ImGuiIO& io = ImGui::GetIO();
return m_Renderer->GetCursorWorldPos({ io.MousePos.x, io.MousePos.y }, Display::GetAspectRatio(), m_Zoom, Display::GetWindowWidth(), Display::GetWindowHeight());
return m_Renderer->GetCursorWorldPos({ io.MousePos.x, io.MousePos.y }, Display::GetWindowWidth(), Display::GetWindowHeight());
}
Vec2f WorldRenderer::GetClickWorldPos() const {
return m_Renderer->GetCursorWorldPos(m_LastClicked, Display::GetAspectRatio(), m_Zoom, Display::GetWindowWidth(), Display::GetWindowHeight());
return m_Renderer->GetCursorWorldPos(m_LastClicked, Display::GetWindowWidth(), Display::GetWindowHeight());
}
} // namespace render

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@@ -18,9 +18,6 @@ void FrameMenu::Render() {
if (ImGui::Checkbox("V-Sync", &m_VSync)) {
SDL_GL_SetSwapInterval(m_VSync);
}
if (ImGui::Checkbox("Vue Isometrique ?", &m_IsometricView)) {
GetClient()->GetRenderer()->SetIsometricView(m_IsometricView);
}
#if !defined(NDEBUG)
ImGui::Checkbox("Demo Window", &m_ShowDemoWindow);