ADD: MousePicker

This commit is contained in:
sebastian 2026-02-07 20:33:37 +01:00
parent 968f6c3a6e
commit 5ab79c8756
8 changed files with 99 additions and 1 deletions

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@ -55,7 +55,10 @@ add_executable(Dicewars_Siedler src/main.cpp
src/engine/renderer/loader/OBJLoader.cpp src/engine/renderer/loader/OBJLoader.cpp
src/engine/renderer/loader/OBJLoader.h src/engine/renderer/loader/OBJLoader.h
src/engine/layer/entities/Light.cpp src/engine/layer/entities/Light.cpp
src/engine/layer/entities/Light.h) src/engine/layer/entities/Light.h
src/engine/platform/glfw/MousePicker.cpp
src/engine/platform/glfw/MousePicker.h
)
target_include_directories(Dicewars_Siedler PRIVATE target_include_directories(Dicewars_Siedler PRIVATE
lib/glfw/include lib/glfw/include

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@ -9,6 +9,7 @@
#include "../renderer/loader/OBJLoader.h" #include "../renderer/loader/OBJLoader.h"
#include "../renderer/model/TexturedModel.h" #include "../renderer/model/TexturedModel.h"
#include "../renderer/textures/ModelTexture.h" #include "../renderer/textures/ModelTexture.h"
#include "../toolbox/MathUtils.h"
#include "entities/Light.h" #include "entities/Light.h"
GameLayer::GameLayer() :texturedModel(0,0) //Platzhalter, echtes Model kommt in onAttach GameLayer::GameLayer() :texturedModel(0,0) //Platzhalter, echtes Model kommt in onAttach
@ -40,6 +41,7 @@ void GameLayer::onAttach()
entity = std::make_unique<Entity>(Entity(std::make_shared<TexturedModel>(texturedModel), glm::vec3(0,0,-25), 0,0,0, 1.f)); entity = std::make_unique<Entity>(Entity(std::make_shared<TexturedModel>(texturedModel), glm::vec3(0,0,-25), 0,0,0, 1.f));
camera = std::make_unique<Camera>(); camera = std::make_unique<Camera>();
light = std::make_unique<Light>(glm::vec3(0,0,-20), glm::vec3(1,1,1)); light = std::make_unique<Light>(glm::vec3(0,0,-20), glm::vec3(1,1,1));
mousePicker = std::make_unique<MousePicker>(renderer.getProjectionMatrix(), MathUtils::createViewMatrix(*camera));
} }
void GameLayer::onDetach() void GameLayer::onDetach()
@ -49,6 +51,8 @@ void GameLayer::onDetach()
void GameLayer::onUpdate() void GameLayer::onUpdate()
{ {
mousePicker->update(*camera);
printf("Mouse Ray: %f, %f, %f\n", mousePicker->getCurrentRay().x, mousePicker->getCurrentRay().y, mousePicker->getCurrentRay().z);
glm::vec3 moveDir = glm::vec3(0,0,0); glm::vec3 moveDir = glm::vec3(0,0,0);
if (InputManager::isKeyPressed(GLFW_KEY_W)) moveDir.z -= 1.0f; if (InputManager::isKeyPressed(GLFW_KEY_W)) moveDir.z -= 1.0f;
if (InputManager::isKeyPressed(GLFW_KEY_S)) moveDir.z += 1.0f; if (InputManager::isKeyPressed(GLFW_KEY_S)) moveDir.z += 1.0f;

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@ -5,6 +5,7 @@
#ifndef DICEWARS_SIEDLER_GAMELAYER_H #ifndef DICEWARS_SIEDLER_GAMELAYER_H
#define DICEWARS_SIEDLER_GAMELAYER_H #define DICEWARS_SIEDLER_GAMELAYER_H
#include "Layer.h" #include "Layer.h"
#include "../platform/glfw/MousePicker.h"
#include "../renderer/Renderer.h" #include "../renderer/Renderer.h"
#include "../renderer/loader/Loader.h" #include "../renderer/loader/Loader.h"
#include "../renderer/model/TexturedModel.h" #include "../renderer/model/TexturedModel.h"
@ -26,6 +27,7 @@ private:
std::unique_ptr<Entity> entity; std::unique_ptr<Entity> entity;
std::unique_ptr<Camera> camera; std::unique_ptr<Camera> camera;
std::unique_ptr<Light> light; std::unique_ptr<Light> light;
std::unique_ptr<MousePicker> mousePicker;
Renderer renderer; Renderer renderer;
}; };

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@ -17,6 +17,13 @@ bool InputManager::isMouseButtonPressed(int button) {
return glfwGetMouseButton(window, button) == GLFW_PRESS; return glfwGetMouseButton(window, button) == GLFW_PRESS;
} }
glm::vec2 InputManager::getMousePosition() {
auto window = static_cast<GLFWwindow*>(Application::getInstance().getWindow().GetNativeWindow());
double xpos, ypos;
glfwGetCursorPos(window, &xpos, &ypos);
return {xpos, ypos};
}
glm::vec2 InputManager::getMouseDelta() { glm::vec2 InputManager::getMouseDelta() {
static double lastX = 0, lastY = 0; static double lastX = 0, lastY = 0;
double xpos, ypos; double xpos, ypos;

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@ -11,6 +11,8 @@ class InputManager {
public: public:
static bool isKeyPressed(int keycode); static bool isKeyPressed(int keycode);
static bool isMouseButtonPressed(int button); static bool isMouseButtonPressed(int button);
static glm::vec2 getMousePosition();
glm::vec2 getMouseDelta(); glm::vec2 getMouseDelta();
}; };

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@ -0,0 +1,43 @@
//
// Created by sebastian on 07.02.26.
//
#include "MousePicker.h"
#include "InputManager.h"
#include "../../core/Application.h"
#include "../../toolbox/MathUtils.h"
void MousePicker::update(const Camera& camera) {
viewMatrix = MathUtils::createViewMatrix(camera);
currentRay = calculateMouseRay();
}
glm::vec3 MousePicker::calculateMouseRay() {
glm::vec2 mouseXY = InputManager::getMousePosition();
glm::vec2 normalizedDeviceCoords = getNormalizedDeviceCoords(mouseXY.x, mouseXY.y);
glm::vec4 clipCoords = glm::vec4(normalizedDeviceCoords.x, normalizedDeviceCoords.y, -1.0f, 1.0f);
glm::vec4 eyeCoords = toEyeSpace(clipCoords);
glm::vec3 worldCoords = toWorldSpace(eyeCoords);
return glm::normalize(worldCoords);
}
glm::vec2 MousePicker::getNormalizedDeviceCoords(float mouseX, float mouseY) {
float x = (2.f * mouseX) / static_cast<float>(Application::getInstance().getWindow().GetWidth()) - 1.f;
float y = (2.f * mouseY) / static_cast<float>(Application::getInstance().getWindow().GetHeight()) - 1.f;
return {x, y};
}
glm::vec4 MousePicker::toEyeSpace(const glm::vec4 clipCoords) const {
glm::mat4 inverseProjectionMatrix = glm::inverse(projectionMatrix);
glm::vec4 eyeCoords = inverseProjectionMatrix * clipCoords;
return {eyeCoords.x, eyeCoords.y, -1.0f, 0.0f};
}
glm::vec3 MousePicker::toWorldSpace(glm::vec4 eyeCoords) const {
glm::mat4 inverseViewMatrix = glm::inverse(viewMatrix);
glm::vec4 worldCoords = inverseViewMatrix * eyeCoords;
return {worldCoords.x, worldCoords.y, worldCoords.z};
}

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@ -0,0 +1,36 @@
//
// Created by sebastian on 07.02.26.
//
#ifndef MOUSEPICKER_H
#define MOUSEPICKER_H
#include "glm/mat4x4.hpp"
#include "glm/vec3.hpp"
class Camera;
class MousePicker {
private:
glm::vec3 currentRay = glm::vec3(0.0f);
glm::mat4 projectionMatrix;
glm::mat4 viewMatrix;
glm::vec3 calculateMouseRay();
static glm::vec2 getNormalizedDeviceCoords(float mouseX, float mouseY);
[[nodiscard]] glm::vec4 toEyeSpace(glm::vec4 clipCoords) const;
[[nodiscard]] glm::vec3 toWorldSpace(glm::vec4 eyeCoords) const;
public:
MousePicker(const glm::mat4 &projectionMatrix, const glm::mat4 &viewMatrix) : projectionMatrix(projectionMatrix), viewMatrix(viewMatrix) {};
[[nodiscard]] glm::vec3 getCurrentRay() const {
return currentRay;
}
void update(const Camera& camera);
};
#endif //MOUSEPICKER_H

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@ -22,6 +22,7 @@ public:
}; };
void prepare(const ::Camera &camera, const Light& light); void prepare(const ::Camera &camera, const Light& light);
void renderFrame(const ::Entity &entity, const ::Camera &camera, const Light& light); void renderFrame(const ::Entity &entity, const ::Camera &camera, const Light& light);
[[nodiscard]] glm::mat4 getProjectionMatrix() const {return projectionMatrix;}
private: private:
void renderRawModel(const Entity &entity); void renderRawModel(const Entity &entity);
StaticShader staticShader; StaticShader staticShader;