DuctTaped_GL/DGL_Space.hpp

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#pragma once
#include "DGL_FundamentalTypes.hpp"
#include "DGL_MiscTypes.hpp"
#include "Cpp_Alias.hpp"
namespace DGL
{
using CoordSpace = Matrix4x4;
using Projection = Matrix4x4;
// Function
sfn Cosine(gFloat _angleInRadians)
{
return glm::cos(_angleInRadians);
}
sfn Sine(gFloat _angleInRadians)
{
return glm::sin(_angleInRadians);
}
template<typename Type>
sfn CreateLookAtView(const Generic::Vector3<Type> _viewPosition, const Generic::Vector3<Type> _lookAtPosition, const Generic::Vector3<Type> _upDirection) -> Matrix4x4
{
return glm::lookAt(_viewPosition, _lookAtPosition, _upDirection);
}
sfn 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>
sfn CreatePerspective(const FloatType _fieldOfView, const FloatType _aspectRatio, const FloatType _nearPlane, const FloatType _farPlane)
{
return glm::perspective(_fieldOfView, _aspectRatio, _nearPlane, _farPlane);
}
sfn Translate(const Matrix4x4 _matrix, Vector3 _translationAmount)
{
return glm::translate(_matrix, _translationAmount);
}
sfn Rotate(const Matrix4x4 _matrix, gFloat _rotationAngleAmount, Vector3 _axis) -> Matrix4x4
{
return glm::rotate(_matrix, _rotationAngleAmount, _axis);
}
template<typename Type>
sfn ToRadians(const Ref(Type) _degrees) -> Type
{
return glm::radians(_degrees);
}
sfn GetCrossNormal(Vector3 _subj, Vector3 _ref) -> Vector3
{
return glm::cross(_subj, _ref);
}
sfn GetDirection(Vector3 _vectorSpecified)
{
return glm::normalize(_vectorSpecified);
}
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 = 0.1f ,
FarClippingPlane = 100.0f ;
Vector3 CameraPosition( 0, 0, 2),
LookAtPosition( 0, 0, 0),
RightDirection( 1, 0, 0),
UpDirection ( 0, 1, 0),
FrontDirection( 0, 0, 1) ;
gFloat ScreenWidth = 720.0f, ScreenHeight = 540.0f, ScreenCenterWidth = ScreenWidth / 2, ScreenCenterHeight = ScreenHeight / 2;
}
using std::cout; using std::endl;
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 ,
ClippingPlanes _clippingPlanes,
Vector3 _position ,
Vector3 _lookAtPosition,
Vector3 _upDirection ,
Vector3 _frontDirection
) :
AspectRatio (_aspectRatio ),
FieldOfView (_fieldOfView ),
ClipSpace (_clippingPlanes),
Position (_position ),
LookAtPosition(_lookAtPosition),
UpDirection (_upDirection ),
FrontDirection(_frontDirection)
{
std::cout << UpDirection.x << ", " << UpDirection.y << ", " << UpDirection.z << std::endl;
Yaw = -90.0f; Pitch = 0; Roll = 0;
//Yaw = 0;
UpdateCamera();
std::cout << UpDirection.x << ", " << UpDirection.y << ", " << UpDirection.z << std::endl;
Orthographic = CreateOrthographic(0.0f, DefaultSpace::ScreenWidth, 0.0f, DefaultSpace::ScreenHeight, ClipSpace.Near, ClipSpace.Far);
Perspective = CreatePerspective<gFloat>(ToRadians(FieldOfView), AspectRatio, ClipSpace.Near, ClipSpace.Far);
}
sfn Move(EDirection _direction, gFloat _translationAmount, gFloat _deltaTime)
{
switch (_direction)
{
case EDirection::Up:
{
Position += UpDirection * _translationAmount * _deltaTime;
LookAtPosition += UpDirection * _translationAmount * _deltaTime;
break;
}
case EDirection::Down:
{
Position -= UpDirection * _translationAmount * _deltaTime;
LookAtPosition -= UpDirection * _translationAmount * _deltaTime;
break;
}
case EDirection::Left:
{
Position += GetDirection(GetCrossNormal(FrontDirection, UpDirection)) * _translationAmount * _deltaTime;
//LookAtPosition += GetDirection(GetCrossNormal(FrontDirection, UpDirection)) * _translationAmount * _deltaTime;
break;
}
case EDirection::Right:
{
Position -= GetDirection(GetCrossNormal(FrontDirection, UpDirection)) * _translationAmount * _deltaTime;
//LookAtPosition -= GetDirection(GetCrossNormal(FrontDirection, UpDirection)) * _translationAmount * _deltaTime;
break;
}
case EDirection::Forward:
{
Position -= FrontDirection * _translationAmount * _deltaTime;
LookAtPosition -= FrontDirection * _translationAmount * _deltaTime;
break;
}
case EDirection::Backward:
{
Position += FrontDirection * _translationAmount * _deltaTime;
LookAtPosition += FrontDirection * _translationAmount * _deltaTime;
break;
}
default:
{
throw std::logic_error("Direction move not defined.");
}
}
}
sfn Move(Vector3 _translationAmount, Ref(gFloat) _deltaTime)
{
Position += _translationAmount * _deltaTime;
}
sfn 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;
}
//std::cout << "Pitch: " << Pitch << std::endl;
break;
}
case ERotationAxis::Roll:
{
Roll += _rotationAmount * _deltaTime;
if (Roll > 89.9f)
{
Roll = 89.9f;
}
else if (Roll < -89.9f)
{
Roll = -89.9f;
}
break;
}
case ERotationAxis::Yaw:
{
Yaw += _rotationAmount * _deltaTime;
/*if (Yaw > 89.9f)
{
Yaw = 89.9f;
}
else if (Yaw < -89.9f)
{
Pitch = -89.9f;
}*/
//std::cout << "Yaw: " << Yaw << std::endl;
break;
}
}
/*std::cout << "Front Direction: " << FrontDirection.x << ", " << FrontDirection.y << ", " << FrontDirection.z << std::endl;
std::cout << "Right Direction: " << RightDirection.x << ", " << RightDirection.y << ", " << RightDirection.z << std::endl;
std::cout << "Up Direction: " << UpDirection.x << ", " << UpDirection.y << ", " << UpDirection.z << std::endl;*/
}
sfn UpdateCamera() -> void
{
//cout << Pitch << Yaw << Roll << endl;
//cout << "Cosine: " << Cosine(ToRadians(Yaw)) << endl;
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));
//Matrix4x4 mRoll = glm::rotate(mRoll , Roll , DefaultSpace::FrontDirection);
//Matrix4x4 mPitch = glm::rotate(mPitch, Pitch, DefaultSpace::RightDirection);
//Matrix4x4 mYaw = glm::rotate(mYaw , Roll , DefaultSpace::UpDirection );
//Matrix4x4 rotation = mPitch * mYaw;
Viewport = CreateLookAtView(Position, LookAtPosition - FrontDirection, UpDirection);
//glm::mat4 translate = glm::mat4(1.0f);
//translate = glm::translate(translate, -LookAtPosition);
//Viewport = rotation * translate;
}
};
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;
sfn UpdateScreenspace()
{
//Screenspace = WorldCamera.Perspective * WorldCamera.Viewport * WorldSpace;
}
}
}