DuctTaped_GL/DGL/DGL_Space.hpp

291 lines
6.8 KiB
C++
Raw Normal View History

/*
Title : Duct Taped GL: Space
Author: Edward R. Gonzalez
Description:
Contains related functionality for dealing with 3D-Space, and viewing.
*/
#pragma once
// GLM
#include <glm/glm.hpp >
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/ext/matrix_transform.hpp >
// DGL
#include "DGL_Types.hpp"
// Non-Standard C++
#include "Cpp_Alias.hpp"
namespace DGL
{
// Function
gFloat Cosine(gFloat _angleInRadians)
{
return glm::cos(_angleInRadians);
}
gFloat Sine(gFloat _angleInRadians)
{
return glm::sin(_angleInRadians);
}
template<typename Type>
Matrix4x4 CreateLookAtView(const Generic::Vector3<Type>& _viewPosition, const Generic::Vector3<Type>& _lookAtPosition, const Generic::Vector3<Type>& _upDirection)
{
return glm::lookAt(_viewPosition, _lookAtPosition, _upDirection);
}
Matrix4x4 CreateOrthographic(gFloat _leftScreenCoord, gFloat _rightScreenCoord, gFloat _bottomScreenCoord, gFloat _topScreenCoord, gFloat _nearPlane, gFloat _farPlane)
{
return glm::ortho(_leftScreenCoord, _rightScreenCoord, _bottomScreenCoord, _topScreenCoord, _nearPlane, _farPlane);
}
template<typename FloatType>
Matrix4x4 CreatePerspective(FloatType _fieldOfView, FloatType _aspectRatio, FloatType _nearPlane, FloatType _farPlane)
{
return glm::perspective(_fieldOfView, _aspectRatio, _nearPlane, _farPlane);
}
Vector3 GetCrossNormal(const Vector3& _subj, const Vector3& _ref)
{
return glm::cross(_subj, _ref);
}
Vector3 GetDirection(const Vector3& _vectorSpecified)
{
return glm::normalize(_vectorSpecified);
}
Matrix4x4 Inverse(const Matrix4x4& _matrix)
{
return glm::inverse(_matrix);
}
Matrix4x4 Rotate(const Matrix4x4& _matrix, gFloat _rotationAngleAmount, const Vector3& _axis)
{
return glm::rotate(_matrix, _rotationAngleAmount, _axis);
}
Matrix4x4 Scale(const Matrix4x4& _matrix, const Vector3& _scaleBy)
{
return glm::scale(_matrix, _scaleBy);
}
template<typename Type>
Type ToRadians(Type _degrees)
{
return glm::radians(_degrees);
}
Matrix4x4 Translate(const Matrix4x4& _matrix, const Vector3& _translationAmount)
{
return glm::translate(_matrix, _translationAmount);
}
struct ClippingPlanes
{
gFloat Near, Far;
ClippingPlanes(gFloat _near, gFloat _far) : Near(_near), Far(_far) {};
};
namespace DefaultSpace
{
gFloat
AspectRatio = 16.0f / 10.0f,
FieldOfView = 90.0f ,
NearClippingPlane = 0.01f ,
FarClippingPlane = 1000.0f ;
Vector3 CameraPosition( 0, 0, 2),
LookAtPosition( 0, 0, 0),
RightDirection( 1, 0, 0),
UpDirection ( 0, 1, 0),
FrontDirection( 0, 0, 1) ;
gInt ScreenWidth = 1280, ScreenHeight = 800, ScreenCenterWidth = ScreenWidth / 2, ScreenCenterHeight = ScreenHeight / 2;
}
struct Camera
{
gFloat AspectRatio, FieldOfView, Yaw, Pitch, Roll;
ClippingPlanes ClipSpace;
CoordSpace Viewport;
Projection Orthographic, Perspective;
Vector3 Position, LookAtPosition, UpDirection, FrontDirection, RightDirection;
Camera
(
gFloat _aspectRatio ,
gFloat _fieldOfView ,
const ClippingPlanes& _clippingPlanes,
const Vector3& _position ,
const Vector3& _lookAtPosition,
const Vector3& _upDirection ,
const Vector3& _frontDirection
) :
AspectRatio (_aspectRatio ),
FieldOfView (_fieldOfView ),
ClipSpace (_clippingPlanes),
Position (_position ),
LookAtPosition(_lookAtPosition),
UpDirection (_upDirection ),
FrontDirection(_frontDirection)
{
Yaw = -90.0f; Pitch = 0.0f; Roll = 0.0f;
UpdateCamera();
Orthographic = CreateOrthographic(0.0f, gFloat(DefaultSpace::ScreenWidth), 0.0f, gFloat(DefaultSpace::ScreenHeight), ClipSpace.Near, ClipSpace.Far);
Perspective = CreatePerspective<gFloat>(ToRadians(FieldOfView), AspectRatio, ClipSpace.Near, ClipSpace.Far);
}
void Move(EDirection _direction, gFloat _translationAmount, gFloat _deltaTime)
{
switch (_direction)
{
case EDirection::Up:
{
Position -= UpDirection * _translationAmount * _deltaTime;
break;
}
case EDirection::Down:
{
Position += UpDirection * _translationAmount * _deltaTime;
break;
}
case EDirection::Left:
{
Position -= GetDirection(GetCrossNormal(FrontDirection, UpDirection)) * _translationAmount * _deltaTime;
break;
}
case EDirection::Right:
{
Position += GetDirection(GetCrossNormal(FrontDirection, UpDirection)) * _translationAmount * _deltaTime;
break;
}
case EDirection::Forward:
{
Position += FrontDirection * _translationAmount * _deltaTime;
break;
}
case EDirection::Backward:
{
Position -= FrontDirection * _translationAmount * _deltaTime;
break;
}
default:
{
throw std::logic_error("Direction move not defined.");
}
}
return;
}
void Move(const Vector3& _translationAmount, gFloat _deltaTime)
{
Position += _translationAmount * _deltaTime;
return;
}
void Rotate(ERotationAxis _pivot, gFloat _rotationAmount, gFloat _deltaTime)
{
switch (_pivot)
{
case ERotationAxis::Pitch:
{
Pitch -= _rotationAmount * _deltaTime;
if (Pitch > 89.9f)
{
Pitch = 89.9f;
}
else if (Pitch < -89.9f)
{
Pitch = -89.9f;
}
return;
}
case ERotationAxis::Roll:
{
Roll += _rotationAmount * _deltaTime;
return;
}
case ERotationAxis::Yaw:
{
Yaw += _rotationAmount * _deltaTime;
return;
}
}
}
void UpdateCamera()
{
FrontDirection.x = Cosine(ToRadians(Yaw )) * Cosine(ToRadians(Pitch));
FrontDirection.y = Sine (ToRadians(Pitch)) ;
FrontDirection.z = Sine (ToRadians(Yaw )) * Cosine(ToRadians(Pitch));
FrontDirection = GetDirection(FrontDirection );
RightDirection = GetDirection(GetCrossNormal(FrontDirection, DefaultSpace::UpDirection ));
UpDirection = GetDirection(GetCrossNormal(RightDirection, FrontDirection));
LookAtPosition = Position + FrontDirection;
Viewport = CreateLookAtView(Position, LookAtPosition, UpDirection);
return;
}
};
namespace DefaultSpace
{
Camera WorldCamera
(
AspectRatio ,
FieldOfView ,
ClippingPlanes(NearClippingPlane, FarClippingPlane),
CameraPosition ,
LookAtPosition ,
UpDirection ,
FrontDirection
);
CoordSpace WorldSpace(Matrix4x4(1.0f));
CoordSpace Screenspace = WorldCamera.Perspective * WorldCamera.Viewport * WorldSpace;
void UpdateScreenspace()
{
Screenspace = WorldCamera.Perspective * WorldCamera.Viewport * WorldSpace;
return;
}
}
}