Add view matrix and start implementing camera movement

This commit is contained in:
Abdelrahman Said 2024-09-23 00:04:15 +01:00
parent 8e00014ad0
commit 229b039617
2 changed files with 121 additions and 48 deletions

View File

@ -4,11 +4,12 @@ layout(location=0) in vec3 position;
layout(location=1) in vec3 vert_colour; layout(location=1) in vec3 vert_colour;
uniform mat4 u_model; uniform mat4 u_model;
uniform mat4 u_view;
uniform mat4 u_projection; uniform mat4 u_projection;
out vec3 vert_colours; out vec3 vert_colours;
void main() { void main() {
vert_colours = vert_colour; vert_colours = vert_colour;
gl_Position = u_projection * u_model * vec4(position, 1.0f); gl_Position = u_projection * u_view * u_model * vec4(position, 1.0f);
}; };

View File

@ -1,15 +1,25 @@
// GLAD
#include "glad/glad.h" #include "glad/glad.h"
// GLM
#define GLM_ENABLE_EXPERIMENTAL
#include "glm/ext/matrix_transform.hpp" #include "glm/ext/matrix_transform.hpp"
#include "glm/ext/vector_float3.hpp"
#include "glm/gtc/type_ptr.hpp" #include "glm/gtc/type_ptr.hpp"
#include "glm/trigonometric.hpp" #include "glm/trigonometric.hpp"
#include "glm/gtx/rotate_vector.hpp"
#include "glm/gtx/string_cast.hpp"
// SDL
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include <SDL2/SDL_stdinc.h>
#include <SDL2/SDL_error.h> #include <SDL2/SDL_error.h>
#include <SDL2/SDL_video.h> #include <SDL2/SDL_video.h>
#include <SDL2/SDL_events.h> #include <SDL2/SDL_events.h>
#include <SDL2/SDL_mouse.h>
#include <SDL2/SDL_keycode.h> #include <SDL2/SDL_keycode.h>
#include <glm/vec3.hpp>
#include <glm/mat4x4.hpp> // STDLIB
#include <glm/ext.hpp>
#include <cstdint> #include <cstdint>
#include <cstdio> #include <cstdio>
#include <string> #include <string>
@ -26,6 +36,12 @@ enum exit_codes : int {
EXIT_CODE_GLAD_LOADER_FAILED, EXIT_CODE_GLAD_LOADER_FAILED,
}; };
struct Camera {
glm::vec3 position;
glm::vec3 view_direction;
glm::vec3 up_vector;
};
struct App { struct App {
SDL_Window *window; SDL_Window *window;
SDL_GLContext context; SDL_GLContext context;
@ -49,6 +65,8 @@ struct App {
GLuint shader_program; GLuint shader_program;
Camera camera;
float speed; float speed;
glm::mat4 translation; glm::mat4 translation;
glm::mat4 rotation; glm::mat4 rotation;
@ -57,7 +75,10 @@ struct App {
// Model matrix to be sent as uniform to the vertex shader // Model matrix to be sent as uniform to the vertex shader
glm::mat4 model_mat; glm::mat4 model_mat;
GLint u_model_idx; GLint u_model_idx;
bool recalc_model_mat;
// View matrix to be sent as uniform to the vertex shader
glm::mat4 view_mat;
GLint u_view_idx;
// Projection matrix to be sent as uniform to the vertex shader // Projection matrix to be sent as uniform to the vertex shader
glm::mat4 projection_mat; glm::mat4 projection_mat;
@ -74,6 +95,8 @@ void cleanup (App &app);
GLuint create_shader_program (const std::string &vertex_shader_source, const std::string &fragment_shader_source); GLuint create_shader_program (const std::string &vertex_shader_source, const std::string &fragment_shader_source);
GLuint compile_shader (GLuint type, const std::string &source); GLuint compile_shader (GLuint type, const std::string &source);
std::string load_shader (const std::string &filepath); std::string load_shader (const std::string &filepath);
void handle_object_movement (App &app);
void handle_camera_movement (App &app);
int main() { int main() {
App app = {}; App app = {};
@ -109,6 +132,8 @@ int init(App &app) {
return EXIT_CODE_WINDOW_CREATION_FAILED; return EXIT_CODE_WINDOW_CREATION_FAILED;
} }
SDL_SetRelativeMouseMode(SDL_TRUE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 6); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 6);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
@ -138,7 +163,11 @@ int init(App &app) {
app.translation = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -1.5f)); app.translation = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -1.5f));
app.rotation = glm::mat4(1.0f); app.rotation = glm::mat4(1.0f);
app.scale = glm::mat4(1.0f); app.scale = glm::mat4(1.0f);
app.camera.position = glm::vec3(0.0f);
app.camera.view_direction = glm::vec3(0.0f, 0.0f, -1.0f);
app.camera.up_vector = glm::vec3(0.0f, 1.0f, 0.0f);
app.model_mat = app.translation * app.rotation * app.scale; app.model_mat = app.translation * app.rotation * app.scale;
app.view_mat = glm::lookAt(app.camera.position, app.camera.view_direction, app.camera.up_vector);
app.projection_mat = glm::perspective(glm::radians(60.0f), app.projection_mat = glm::perspective(glm::radians(60.0f),
(float)WINDOW_WIDTH / (float)WINDOW_HEIGHT, (float)WINDOW_WIDTH / (float)WINDOW_HEIGHT,
0.1f, 0.1f,
@ -230,6 +259,12 @@ void create_graphics_pipeline(App &app) {
printf("Failed to find uniform %s\n", u_model); printf("Failed to find uniform %s\n", u_model);
} }
const char *u_view = "u_view";
app.u_view_idx = glGetUniformLocation(app.shader_program, u_view);
if (app.u_view_idx < 0) {
printf("Failed to find uniform %s\n", u_view);
}
const char *u_projection = "u_projection"; const char *u_projection = "u_projection";
app.u_projection_idx = glGetUniformLocation(app.shader_program, u_projection); app.u_projection_idx = glGetUniformLocation(app.shader_program, u_projection);
if (app.u_projection_idx < 0) { if (app.u_projection_idx < 0) {
@ -247,37 +282,11 @@ void run_main_loop(App &app) {
app.running = false; app.running = false;
break; break;
case SDL_KEYDOWN: case SDL_KEYDOWN:
if (app.event.key.keysym.sym == SDLK_w) { // handle_object_movement(app);
app.translation = glm::translate(app.translation, glm::vec3(0.0f, 0.0f, app.speed)); handle_camera_movement(app);
app.recalc_model_mat = true; break;
} else if (app.event.key.keysym.sym == SDLK_s) { case SDL_MOUSEMOTION:
app.translation = glm::translate(app.translation, glm::vec3(0.0f, 0.0f, -app.speed)); handle_camera_movement(app);
app.recalc_model_mat = true;
} else if (app.event.key.keysym.sym == SDLK_d) {
app.translation = glm::translate(app.translation, glm::vec3(app.speed, 0.0f, 0.0f));
app.recalc_model_mat = true;
} else if (app.event.key.keysym.sym == SDLK_a) {
app.translation = glm::translate(app.translation, glm::vec3(-app.speed, 0.0f, 0.0f));
app.recalc_model_mat = true;
} else if (app.event.key.keysym.sym == SDLK_RIGHT) {
app.rotation = glm::rotate(app.rotation, glm::radians(10.0f), glm::vec3(0.0f, 1.0f, 0.0f));
app.recalc_model_mat = true;
} else if (app.event.key.keysym.sym == SDLK_LEFT) {
app.rotation = glm::rotate(app.rotation, glm::radians(-10.0f), glm::vec3(0.0f, 1.0f, 0.0f));
app.recalc_model_mat = true;
} else if (app.event.key.keysym.sym == SDLK_r) {
app.scale = glm::scale(app.scale, glm::vec3(1.2f));
app.recalc_model_mat = true;
} else if (app.event.key.keysym.sym == SDLK_e) {
app.scale = glm::scale(app.scale, glm::vec3(0.8f));
app.recalc_model_mat = true;
}
if (app.recalc_model_mat) {
app.recalc_model_mat = false;
app.model_mat = app.translation * app.rotation * app.scale;
}
break; break;
} }
} }
@ -288,12 +297,15 @@ void run_main_loop(App &app) {
glViewport (0, 0, WINDOW_WIDTH, WINDOW_HEIGHT); glViewport (0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
glClearColor(0.36f, 0.34f, 0.42f, 1.0f); glClearColor(0.36f, 0.34f, 0.42f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glClear (GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glUseProgram(app.shader_program); glUseProgram(app.shader_program);
if (app.u_model_idx >= 0) { if (app.u_model_idx >= 0) {
glUniformMatrix4fv(app.u_model_idx, 1, GL_FALSE, glm::value_ptr(app.model_mat)); glUniformMatrix4fv(app.u_model_idx, 1, GL_FALSE, glm::value_ptr(app.model_mat));
} }
if (app.u_view_idx >= 0) {
glUniformMatrix4fv(app.u_view_idx, 1, GL_FALSE, glm::value_ptr(app.view_mat));
}
if (app.u_projection_idx >= 0) { if (app.u_projection_idx >= 0) {
glUniformMatrix4fv(app.u_projection_idx, 1, GL_FALSE, glm::value_ptr(app.projection_mat)); glUniformMatrix4fv(app.u_projection_idx, 1, GL_FALSE, glm::value_ptr(app.projection_mat));
} }
@ -301,7 +313,7 @@ void run_main_loop(App &app) {
// Draw call // Draw call
glBindVertexArray(app.vao); glBindVertexArray(app.vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void *)0); glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void *)0);
// End draw call // End draw call
// Not necessary if we only have one shader program // Not necessary if we only have one shader program
@ -383,3 +395,63 @@ std::string load_shader(const std::string &filepath) {
return output; return output;
} }
void handle_object_movement(App &app) {
switch (app.event.key.keysym.sym) {
case SDLK_w:
app.translation = glm::translate(app.translation, glm::vec3(0.0f, 0.0f, app.speed));
break;
case SDLK_s:
app.translation = glm::translate(app.translation, glm::vec3(0.0f, 0.0f, -app.speed));
break;
case SDLK_d:
app.translation = glm::translate(app.translation, glm::vec3(app.speed, 0.0f, 0.0f));
break;
case SDLK_a:
app.translation = glm::translate(app.translation, glm::vec3(-app.speed, 0.0f, 0.0f));
break;
case SDLK_RIGHT:
app.rotation = glm::rotate(app.rotation, glm::radians(10.0f), glm::vec3(0.0f, 1.0f, 0.0f));
break;
case SDLK_LEFT:
app.rotation = glm::rotate(app.rotation, glm::radians(-10.0f), glm::vec3(0.0f, 1.0f, 0.0f));
break;
case SDLK_r:
app.scale = glm::scale(app.scale, glm::vec3(1.2f));
break;
case SDLK_e:
app.scale = glm::scale(app.scale, glm::vec3(0.8f));
break;
default:
return;
}
app.model_mat = app.translation * app.rotation * app.scale;
}
void handle_camera_movement(App &app) {
if (app.event.type == SDL_MOUSEMOTION) {
app.camera.view_direction = glm::rotate(app.camera.view_direction,
glm::radians((float)app.event.motion.xrel * -0.5f),
app.camera.up_vector);
} else {
switch (app.event.key.keysym.sym) {
case SDLK_w:
app.camera.position += app.camera.view_direction * app.speed;
break;
case SDLK_s:
app.camera.position -= app.camera.view_direction * app.speed;
break;
case SDLK_d:
app.camera.position.x += app.speed;
break;
case SDLK_a:
app.camera.position.x -= app.speed;
break;
default:
return;
}
}
app.view_mat = glm::lookAt(app.camera.position, app.camera.view_direction, app.camera.up_vector);
}