camera notify
This commit is contained in:
4
.gitignore
vendored
4
.gitignore
vendored
@@ -6,4 +6,6 @@ build/
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.DS_Store
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.vscode
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.vscode
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imgui.ini
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16
imgui.ini
16
imgui.ini
@@ -1,16 +0,0 @@
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[Window][Debug##Default]
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Pos=20,60
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Size=400,400
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[Window][Dear ImGui Demo]
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Pos=1116,220
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Size=927,695
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[Window][Dear ImGui Debug Log]
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Pos=60,60
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Size=670,354
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[Window][Example: Console]
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Pos=958,210
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Size=520,600
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36
include/td/misc/ObjectNotifier.h
Normal file
36
include/td/misc/ObjectNotifier.h
Normal file
@@ -0,0 +1,36 @@
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#pragma once
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#include <algorithm>
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#include <functional>
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#include <vector>
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namespace td {
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namespace utils {
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template <typename Listener>
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class ObjectNotifier {
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protected:
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std::vector<Listener*> m_Listeners;
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public:
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void BindListener(Listener* listener) {
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m_Listeners.push_back(listener);
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}
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void UnbindListener(Listener* listener) {
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auto iter = std::find(m_Listeners.begin(), m_Listeners.end(), listener);
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if (iter == m_Listeners.end()) return;
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m_Listeners.erase(iter);
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}
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template <typename Func, typename... Args>
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void NotifyListeners(Func function, Args... args) {
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for (Listener* listener : m_Listeners)
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std::bind(function, listener, args...)();
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}
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};
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} // namespace utils
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} // namespace td
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@@ -1,11 +1,20 @@
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#pragma once
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#include <td/Maths.h>
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#include <td/misc/ObjectNotifier.h>
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namespace td {
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namespace render {
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class Camera {
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class ICameraListener {
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public:
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virtual void OnPerspectiveChange() {}
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virtual void OnViewChange() {}
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};
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using CameraNotifier = utils::ObjectNotifier<ICameraListener>;
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class Camera : public CameraNotifier {
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private:
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Mat4f m_ViewMatrix;
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Mat4f m_ProjectionMatrix;
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@@ -8,7 +8,7 @@
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namespace td {
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namespace render {
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class WorldRenderer : public Renderer {
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class WorldRenderer : public Renderer, public ICameraListener {
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private:
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const game::World& m_World;
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shader::WorldShader m_Shader;
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@@ -19,6 +19,9 @@ class WorldRenderer : public Renderer {
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virtual ~WorldRenderer();
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virtual void Render() override;
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virtual void OnPerspectiveChange() override;
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virtual void OnViewChange() override;
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};
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} // namespace render
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@@ -194,12 +194,13 @@ int main(int argc, char** argv) {
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td::Display display(1920, 1080, "Tower-Defense 2");
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td::render::Camera cam;
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cam.SetCamPos({77, 25, 13});
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cam.UpdatePerspective(display.GetAspectRatio());
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td::render::RenderPipeline renderer;
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renderer.AddRenderer(std::make_unique<td::render::WorldRenderer>(cam, w));
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cam.SetCamPos({77, 25, 13});
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cam.UpdatePerspective(display.GetAspectRatio());
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while (!display.IsCloseRequested()) {
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display.PollEvents();
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renderer.Render();
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@@ -8,6 +8,7 @@ namespace render {
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void Camera::UpdatePerspective(float a_AspectRatio) {
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m_ProjectionMatrix = maths::Perspective(80.0f / 180.0f * PI, a_AspectRatio, 0.1f, 160.0f);
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m_InvProjectionMatrix = maths::Inverse(m_ProjectionMatrix);
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NotifyListeners(&ICameraListener::OnPerspectiveChange);
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}
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void Camera::SetCamPos(const Vec3f& a_NewPos) {
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@@ -20,6 +21,7 @@ void Camera::SetCamPos(const Vec3f& a_NewPos) {
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m_CamPos = a_NewPos;
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m_ViewMatrix = maths::Look(m_CamPos, front, { 0, 1, 0 });
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m_InvViewMatrix = maths::Transpose(maths::Inverse(m_ViewMatrix)); // why transpose ? I don't know
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NotifyListeners(&ICameraListener::OnViewChange);
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}
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} // namespace render
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@@ -7,20 +7,28 @@
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namespace td {
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namespace render {
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WorldRenderer::WorldRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(a_Camera), m_World(a_World){
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WorldRenderer::WorldRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(a_Camera), m_World(a_World) {
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m_WorldVao = std::make_unique<GL::VertexArray>(std::move(WorldLoader::LoadWorldModel(&a_World)));
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a_Camera.BindListener(this);
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}
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WorldRenderer::~WorldRenderer() {}
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void WorldRenderer::Render() {
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m_Shader.Start();
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m_Shader.SetProjectionMatrix(m_Camera.GetProjectionMatrix());
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m_Shader.SetViewMatrix(m_Camera.GetViewMatrix());
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Renderer::Render(*m_WorldVao);
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ImGui::ShowDemoWindow();
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}
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void WorldRenderer::OnPerspectiveChange() {
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m_Shader.Start();
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m_Shader.SetProjectionMatrix(m_Camera.GetProjectionMatrix());
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}
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void WorldRenderer::OnViewChange() {
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m_Shader.Start();
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m_Shader.SetViewMatrix(m_Camera.GetViewMatrix());
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}
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} // namespace render
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} // namespace td
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