#pragma once // GLM #include #include #include // DGL #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 sfn CreateLookAtView(const Generic::Vector3 _viewPosition, const Generic::Vector3 _lookAtPosition, const Generic::Vector3 _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 sfn CreatePerspective(const FloatType _fieldOfView, const FloatType _aspectRatio, const FloatType _nearPlane, const FloatType _farPlane) { return glm::perspective(_fieldOfView, _aspectRatio, _nearPlane, _farPlane); } sfn GetCrossNormal(Vector3 _subj, Vector3 _ref) -> Vector3 { return glm::cross(_subj, _ref); } sfn GetDirection(Vector3 _vectorSpecified) { return glm::normalize(_vectorSpecified); } sfn Rotate(const Matrix4x4 _matrix, gFloat _rotationAngleAmount, Vector3 _axis) -> Matrix4x4 { return glm::rotate(_matrix, _rotationAngleAmount, _axis); } template sfn ToRadians(const Ref(Type) _degrees) -> Type { return glm::radians(_degrees); } sfn Translate(const Matrix4x4 _matrix, 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 = 0.1f , 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; } 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) { Yaw = -90.0f; Pitch = 0; Roll = 0; UpdateCamera(); Orthographic = CreateOrthographic(0.0f, DefaultSpace::ScreenWidth, 0.0f, DefaultSpace::ScreenHeight, ClipSpace.Near, ClipSpace.Far); Perspective = CreatePerspective(ToRadians(FieldOfView), AspectRatio, ClipSpace.Near, ClipSpace.Far); } sfn 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; } sfn Move(Vector3 _translationAmount, Ref(gFloat) _deltaTime) { Position += _translationAmount * _deltaTime; return; } 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; } 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; break; } } return; } sfn UpdateCamera() -> void { 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; sfn UpdateScreenspace() { Screenspace = WorldCamera.Perspective * WorldCamera.Viewport * WorldSpace; return; } } }