working mouse picking
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@@ -135,4 +135,12 @@ typedef Mat4<float> Mat4f;
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typedef Mat4<int> Mat4i;
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typedef Mat4<int> Mat4i;
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typedef Mat4<double> Mat4d;
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typedef Mat4<double> Mat4d;
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template<typename T>
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inline bool operator==(const Mat4<T>& mat, const Mat4<T>& other) {
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return mat.x0 == other.x0 && mat.y0 == other.y0 && mat.z0 == other.z0 && mat.w0 == other.w0 &&
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mat.x1 == other.x1 && mat.y1 == other.y1 && mat.z1 == other.z1 && mat.w1 == other.w1 &&
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mat.x2 == other.x2 && mat.y2 == other.y2 && mat.z2 == other.z2 && mat.w2 == other.w2 &&
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mat.x3 == other.x3 && mat.y3 == other.y3 && mat.z3 == other.z3 && mat.w3 == other.w3;
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}
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} // namespace td
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} // namespace td
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@@ -20,6 +20,11 @@ Vec3<T> operator- (const Vec3<T>& vect) {
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return { -vect.x, -vect.y, -vect.z };
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return { -vect.x, -vect.y, -vect.z };
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}
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}
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template<typename T>
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Vec4<T> operator- (const Vec4<T>& vect) {
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return { -vect.x, -vect.y, -vect.z, -vect.w };
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}
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template<typename T>
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template<typename T>
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Vec3<T> operator+ (const Vec3<T>& vect, const Vec3<T>& other) {
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Vec3<T> operator+ (const Vec3<T>& vect, const Vec3<T>& other) {
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return { vect.x + other.x, vect.y + other.y, vect.z + other.y };
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return { vect.x + other.x, vect.y + other.y, vect.z + other.y };
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@@ -70,10 +75,10 @@ T Dot(const Vec4<T>& vect, const Vec4<T>& other) {
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template<typename T>
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template<typename T>
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Vec4<T> Dot(const Mat4<T>& mat, const Vec4<T>& vect) {
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Vec4<T> Dot(const Mat4<T>& mat, const Vec4<T>& vect) {
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return {
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return {
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Dot(*reinterpret_cast<const Vec4<T>*>(&mat), vect),
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mat.x0 * vect.x + mat.x1 * vect.y + mat.x2 * vect.z + mat.x3 * vect.w,
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Dot(*reinterpret_cast<const Vec4<T>*>(mat.data() + Mat4<T>::MATRIX_SIZE), vect),
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mat.y0 * vect.x + mat.y1 * vect.y + mat.y2 * vect.z + mat.y3 * vect.w,
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Dot(*reinterpret_cast<const Vec4<T>*>(mat.data() + 2 * Mat4<T>::MATRIX_SIZE), vect),
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mat.z0 * vect.x + mat.z1 * vect.y + mat.z2 * vect.z + mat.z3 * vect.w,
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Dot(*reinterpret_cast<const Vec4<T>*>(mat.data() + 3 * Mat4<T>::MATRIX_SIZE), vect),
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mat.w0 * vect.x + mat.w1 * vect.y + mat.w2 * vect.z + mat.w3 * vect.w
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};
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};
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}
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}
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@@ -84,7 +89,7 @@ Mat4<T> Dot(const Mat4<T>& mat, const Mat4<T>& other) {
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for (std::size_t i = 0; i < Mat4<T>::MATRIX_SIZE; i++) {
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for (std::size_t i = 0; i < Mat4<T>::MATRIX_SIZE; i++) {
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for (std::size_t j = 0; j < Mat4<T>::MATRIX_SIZE; j++) {
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for (std::size_t j = 0; j < Mat4<T>::MATRIX_SIZE; j++) {
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for (std::size_t k = 0; k < Mat4<T>::MATRIX_SIZE; k++) {
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for (std::size_t k = 0; k < Mat4<T>::MATRIX_SIZE; k++) {
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result.at(i, j) = mat.at(i, k) * other.at(k, j);
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result.at(i, j) += mat.at(i, k) * other.at(k, j);
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}
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}
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}
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}
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}
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}
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@@ -17,8 +17,10 @@ struct Camera {
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Vec3f CamPos;
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Vec3f CamPos;
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Vec3f m_Front {0, -1, 0};
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float m_Yaw = -3.141592653f / 2.0f;
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float m_Yaw = -3.141592653f / 2.0f;
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constexpr static float m_Pitch = -3.141592653f / 2.0f + 0.0000001f;
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float m_Pitch = -3.141592653f / 2.0f - 0.0000001f;
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};
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};
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class Renderer {
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class Renderer {
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@@ -82,7 +82,7 @@ void Renderer::Resize(int width, int height) {
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m_WorldShader->SetProjectionMatrix(m_Camera.projectionMatrix);
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m_WorldShader->SetProjectionMatrix(m_Camera.projectionMatrix);
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m_EntityShader->Start();
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m_EntityShader->Start();
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m_WorldShader->SetProjectionMatrix(m_Camera.projectionMatrix);
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m_WorldShader->SetProjectionMatrix(m_Camera.projectionMatrix);
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m_WindowSize = {width, height};
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m_WindowSize = { width, height };
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glViewport(0, 0, width, height);
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glViewport(0, 0, width, height);
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}
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}
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@@ -91,22 +91,23 @@ void Renderer::SetZoom(float zoom) {
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}
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}
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void Renderer::SetCamMovement(const Vec2f& mov) {
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void Renderer::SetCamMovement(const Vec2f& mov) {
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Vec2f cursor = {static_cast<float>(m_WindowSize.x) / 2.0f - mov.x, static_cast<float>(m_WindowSize.y) / 2.0f - mov.y};
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m_Camera.m_Pitch -= mov.y / 50.0f;
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Vec2f worldMovement = GetCursorWorldPos(cursor, m_WindowSize.x, m_WindowSize.y);
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m_Camera.m_Yaw += mov.x / 50.0f;
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SetCamPos({worldMovement.x, m_Camera.CamPos.y, worldMovement.y});
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SetCamPos(m_Camera.CamPos);
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}
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}
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void Renderer::SetCamPos(const Vec3f& newPos) {
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void Renderer::SetCamPos(const Vec3f& newPos) {
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Vec3f front = {
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Vec3f front = {
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std::cos(m_Camera.m_Yaw) * std::cos(m_Camera.m_Pitch),
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std::cos(m_Camera.m_Yaw) * std::cos(m_Camera.m_Pitch),
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std::sin(m_Camera.m_Pitch),
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std::sin(m_Camera.m_Pitch),
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std::sin(m_Camera.m_Yaw) * std::cos(m_Camera.m_Pitch)
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std::sin(m_Camera.m_Yaw) * std::cos(m_Camera.m_Pitch)
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};
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};
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m_Camera.CamPos = newPos;
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m_Camera.CamPos = newPos;
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m_Camera.viewMatrix = maths::Look(m_Camera.CamPos, front, {0, 1, 0});
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m_Camera.viewMatrix = maths::Look(m_Camera.CamPos, front, { 0, 1, 0 });
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m_Camera.InvViewMatrix = maths::Inverse(m_Camera.viewMatrix);
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m_Camera.InvViewMatrix = maths::Inverse(m_Camera.viewMatrix);
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m_WorldShader->Start();
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m_WorldShader->Start();
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m_WorldShader->SetViewMatrix(m_Camera.viewMatrix);
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m_WorldShader->SetViewMatrix(m_Camera.viewMatrix);
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m_EntityShader->Start();
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m_EntityShader->Start();
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@@ -115,19 +116,20 @@ void Renderer::SetCamPos(const Vec3f& newPos) {
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Vec2f Renderer::GetCursorWorldPos(const Vec2f& cursorPos, float windowWidth, float windowHeight) {
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Vec2f Renderer::GetCursorWorldPos(const Vec2f& cursorPos, float windowWidth, float windowHeight) {
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float relativeX = 1 - (cursorPos.x / windowWidth * 2);
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float relativeX = (cursorPos.x / windowWidth * 2) - 1.0f;
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float relativeY = 1 - (cursorPos.y / windowHeight * 2);
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float relativeY = 1.0f - (cursorPos.y / windowHeight * 2);
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Vec4f rayClip {relativeX, relativeY, -1.0f, 1.0f};
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Vec4f rayClip{ relativeX, relativeY, -1.0f, 1.0f };
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Vec4f rayEye = maths::Dot(m_Camera.InvProjectionMatrix , rayClip);
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Vec4f rayEye = maths::Dot(m_Camera.InvProjectionMatrix, rayClip);
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rayEye = {rayEye.x, rayEye.y, -1.0f, 0.0f};
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Vec4f rayWorld = maths::Dot(m_Camera.InvViewMatrix, rayEye);
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rayEye = { rayEye.x, rayEye.y, -1.0f, 0.0f };
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float lambda = - m_Camera.CamPos.y / rayWorld.y;
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Vec4f rayWorld = maths::Dot(maths::Transpose(m_Camera.InvViewMatrix), rayEye); // why transpose ? I don't know
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return {lambda * rayWorld.x + m_Camera.CamPos.x, lambda * rayWorld.z + m_Camera.CamPos.z};
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float lambda = -m_Camera.CamPos.y / rayWorld.y;
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return { lambda * rayWorld.x + m_Camera.CamPos.x, lambda * rayWorld.z + m_Camera.CamPos.z };
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}
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}
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@@ -160,7 +160,7 @@ void WorldRenderer::Click() {
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void WorldRenderer::SetCamPos(float camX, float camY) {
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void WorldRenderer::SetCamPos(float camX, float camY) {
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m_CamPos = { camX, camY };
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m_CamPos = { camX, camY };
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m_Renderer->SetCamPos({ camX, 50, camY });
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m_Renderer->SetCamPos({ camX, 25, camY });
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}
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}
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void WorldRenderer::DetectClick() {
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void WorldRenderer::DetectClick() {
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