camera notify

This commit is contained in:
2025-07-16 12:54:50 +02:00
parent aaf76a3ff0
commit 1bee6aed9c
8 changed files with 69 additions and 24 deletions

2
.gitignore vendored
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@@ -7,3 +7,5 @@ build/
.vscode .vscode
imgui.ini

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@@ -1,16 +0,0 @@
[Window][Debug##Default]
Pos=20,60
Size=400,400
[Window][Dear ImGui Demo]
Pos=1116,220
Size=927,695
[Window][Dear ImGui Debug Log]
Pos=60,60
Size=670,354
[Window][Example: Console]
Pos=958,210
Size=520,600

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@@ -0,0 +1,36 @@
#pragma once
#include <algorithm>
#include <functional>
#include <vector>
namespace td {
namespace utils {
template <typename Listener>
class ObjectNotifier {
protected:
std::vector<Listener*> m_Listeners;
public:
void BindListener(Listener* listener) {
m_Listeners.push_back(listener);
}
void UnbindListener(Listener* listener) {
auto iter = std::find(m_Listeners.begin(), m_Listeners.end(), listener);
if (iter == m_Listeners.end()) return;
m_Listeners.erase(iter);
}
template <typename Func, typename... Args>
void NotifyListeners(Func function, Args... args) {
for (Listener* listener : m_Listeners)
std::bind(function, listener, args...)();
}
};
} // namespace utils
} // namespace td

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@@ -1,11 +1,20 @@
#pragma once #pragma once
#include <td/Maths.h> #include <td/Maths.h>
#include <td/misc/ObjectNotifier.h>
namespace td { namespace td {
namespace render { namespace render {
class Camera { class ICameraListener {
public:
virtual void OnPerspectiveChange() {}
virtual void OnViewChange() {}
};
using CameraNotifier = utils::ObjectNotifier<ICameraListener>;
class Camera : public CameraNotifier {
private: private:
Mat4f m_ViewMatrix; Mat4f m_ViewMatrix;
Mat4f m_ProjectionMatrix; Mat4f m_ProjectionMatrix;

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@@ -8,7 +8,7 @@
namespace td { namespace td {
namespace render { namespace render {
class WorldRenderer : public Renderer { class WorldRenderer : public Renderer, public ICameraListener {
private: private:
const game::World& m_World; const game::World& m_World;
shader::WorldShader m_Shader; shader::WorldShader m_Shader;
@@ -19,6 +19,9 @@ class WorldRenderer : public Renderer {
virtual ~WorldRenderer(); virtual ~WorldRenderer();
virtual void Render() override; virtual void Render() override;
virtual void OnPerspectiveChange() override;
virtual void OnViewChange() override;
}; };
} // namespace render } // namespace render

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@@ -194,12 +194,13 @@ int main(int argc, char** argv) {
td::Display display(1920, 1080, "Tower-Defense 2"); td::Display display(1920, 1080, "Tower-Defense 2");
td::render::Camera cam; td::render::Camera cam;
cam.SetCamPos({77, 25, 13});
cam.UpdatePerspective(display.GetAspectRatio());
td::render::RenderPipeline renderer; td::render::RenderPipeline renderer;
renderer.AddRenderer(std::make_unique<td::render::WorldRenderer>(cam, w)); renderer.AddRenderer(std::make_unique<td::render::WorldRenderer>(cam, w));
cam.SetCamPos({77, 25, 13});
cam.UpdatePerspective(display.GetAspectRatio());
while (!display.IsCloseRequested()) { while (!display.IsCloseRequested()) {
display.PollEvents(); display.PollEvents();
renderer.Render(); renderer.Render();

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@@ -8,6 +8,7 @@ namespace render {
void Camera::UpdatePerspective(float a_AspectRatio) { void Camera::UpdatePerspective(float a_AspectRatio) {
m_ProjectionMatrix = maths::Perspective(80.0f / 180.0f * PI, a_AspectRatio, 0.1f, 160.0f); m_ProjectionMatrix = maths::Perspective(80.0f / 180.0f * PI, a_AspectRatio, 0.1f, 160.0f);
m_InvProjectionMatrix = maths::Inverse(m_ProjectionMatrix); m_InvProjectionMatrix = maths::Inverse(m_ProjectionMatrix);
NotifyListeners(&ICameraListener::OnPerspectiveChange);
} }
void Camera::SetCamPos(const Vec3f& a_NewPos) { void Camera::SetCamPos(const Vec3f& a_NewPos) {
@@ -20,6 +21,7 @@ void Camera::SetCamPos(const Vec3f& a_NewPos) {
m_CamPos = a_NewPos; m_CamPos = a_NewPos;
m_ViewMatrix = maths::Look(m_CamPos, front, { 0, 1, 0 }); m_ViewMatrix = maths::Look(m_CamPos, front, { 0, 1, 0 });
m_InvViewMatrix = maths::Transpose(maths::Inverse(m_ViewMatrix)); // why transpose ? I don't know m_InvViewMatrix = maths::Transpose(maths::Inverse(m_ViewMatrix)); // why transpose ? I don't know
NotifyListeners(&ICameraListener::OnViewChange);
} }
} // namespace render } // namespace render

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@@ -7,20 +7,28 @@
namespace td { namespace td {
namespace render { namespace render {
WorldRenderer::WorldRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(a_Camera), m_World(a_World){ WorldRenderer::WorldRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(a_Camera), m_World(a_World) {
m_WorldVao = std::make_unique<GL::VertexArray>(std::move(WorldLoader::LoadWorldModel(&a_World))); m_WorldVao = std::make_unique<GL::VertexArray>(std::move(WorldLoader::LoadWorldModel(&a_World)));
a_Camera.BindListener(this);
} }
WorldRenderer::~WorldRenderer() {} WorldRenderer::~WorldRenderer() {}
void WorldRenderer::Render() { void WorldRenderer::Render() {
m_Shader.Start(); m_Shader.Start();
m_Shader.SetProjectionMatrix(m_Camera.GetProjectionMatrix());
m_Shader.SetViewMatrix(m_Camera.GetViewMatrix());
Renderer::Render(*m_WorldVao); Renderer::Render(*m_WorldVao);
ImGui::ShowDemoWindow(); ImGui::ShowDemoWindow();
} }
void WorldRenderer::OnPerspectiveChange() {
m_Shader.Start();
m_Shader.SetProjectionMatrix(m_Camera.GetProjectionMatrix());
}
void WorldRenderer::OnViewChange() {
m_Shader.Start();
m_Shader.SetViewMatrix(m_Camera.GetViewMatrix());
}
} // namespace render } // namespace render
} // namespace td } // namespace td