ADD: MousePicker
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@ -55,7 +55,10 @@ add_executable(Dicewars_Siedler src/main.cpp
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src/engine/renderer/loader/OBJLoader.cpp
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src/engine/renderer/loader/OBJLoader.h
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src/engine/layer/entities/Light.cpp
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src/engine/layer/entities/Light.h)
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src/engine/layer/entities/Light.h
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src/engine/platform/glfw/MousePicker.cpp
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src/engine/platform/glfw/MousePicker.h
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)
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target_include_directories(Dicewars_Siedler PRIVATE
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lib/glfw/include
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@ -9,6 +9,7 @@
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#include "../renderer/loader/OBJLoader.h"
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#include "../renderer/model/TexturedModel.h"
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#include "../renderer/textures/ModelTexture.h"
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#include "../toolbox/MathUtils.h"
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#include "entities/Light.h"
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GameLayer::GameLayer() :texturedModel(0,0) //Platzhalter, echtes Model kommt in onAttach
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@ -40,6 +41,7 @@ void GameLayer::onAttach()
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entity = std::make_unique<Entity>(Entity(std::make_shared<TexturedModel>(texturedModel), glm::vec3(0,0,-25), 0,0,0, 1.f));
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camera = std::make_unique<Camera>();
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light = std::make_unique<Light>(glm::vec3(0,0,-20), glm::vec3(1,1,1));
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mousePicker = std::make_unique<MousePicker>(renderer.getProjectionMatrix(), MathUtils::createViewMatrix(*camera));
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}
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void GameLayer::onDetach()
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@ -49,6 +51,8 @@ void GameLayer::onDetach()
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void GameLayer::onUpdate()
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{
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mousePicker->update(*camera);
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printf("Mouse Ray: %f, %f, %f\n", mousePicker->getCurrentRay().x, mousePicker->getCurrentRay().y, mousePicker->getCurrentRay().z);
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glm::vec3 moveDir = glm::vec3(0,0,0);
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if (InputManager::isKeyPressed(GLFW_KEY_W)) moveDir.z -= 1.0f;
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if (InputManager::isKeyPressed(GLFW_KEY_S)) moveDir.z += 1.0f;
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@ -5,6 +5,7 @@
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#ifndef DICEWARS_SIEDLER_GAMELAYER_H
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#define DICEWARS_SIEDLER_GAMELAYER_H
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#include "Layer.h"
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#include "../platform/glfw/MousePicker.h"
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#include "../renderer/Renderer.h"
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#include "../renderer/loader/Loader.h"
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#include "../renderer/model/TexturedModel.h"
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@ -26,6 +27,7 @@ private:
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std::unique_ptr<Entity> entity;
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std::unique_ptr<Camera> camera;
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std::unique_ptr<Light> light;
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std::unique_ptr<MousePicker> mousePicker;
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Renderer renderer;
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};
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@ -17,6 +17,13 @@ bool InputManager::isMouseButtonPressed(int button) {
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return glfwGetMouseButton(window, button) == GLFW_PRESS;
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}
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glm::vec2 InputManager::getMousePosition() {
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auto window = static_cast<GLFWwindow*>(Application::getInstance().getWindow().GetNativeWindow());
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double xpos, ypos;
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glfwGetCursorPos(window, &xpos, &ypos);
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return {xpos, ypos};
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}
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glm::vec2 InputManager::getMouseDelta() {
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static double lastX = 0, lastY = 0;
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double xpos, ypos;
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@ -11,6 +11,8 @@ class InputManager {
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public:
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static bool isKeyPressed(int keycode);
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static bool isMouseButtonPressed(int button);
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static glm::vec2 getMousePosition();
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glm::vec2 getMouseDelta();
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};
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43
src/engine/platform/glfw/MousePicker.cpp
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43
src/engine/platform/glfw/MousePicker.cpp
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@ -0,0 +1,43 @@
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//
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// Created by sebastian on 07.02.26.
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//
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#include "MousePicker.h"
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#include "InputManager.h"
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#include "../../core/Application.h"
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#include "../../toolbox/MathUtils.h"
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void MousePicker::update(const Camera& camera) {
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viewMatrix = MathUtils::createViewMatrix(camera);
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currentRay = calculateMouseRay();
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}
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glm::vec3 MousePicker::calculateMouseRay() {
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glm::vec2 mouseXY = InputManager::getMousePosition();
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glm::vec2 normalizedDeviceCoords = getNormalizedDeviceCoords(mouseXY.x, mouseXY.y);
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glm::vec4 clipCoords = glm::vec4(normalizedDeviceCoords.x, normalizedDeviceCoords.y, -1.0f, 1.0f);
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glm::vec4 eyeCoords = toEyeSpace(clipCoords);
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glm::vec3 worldCoords = toWorldSpace(eyeCoords);
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return glm::normalize(worldCoords);
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}
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glm::vec2 MousePicker::getNormalizedDeviceCoords(float mouseX, float mouseY) {
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float x = (2.f * mouseX) / static_cast<float>(Application::getInstance().getWindow().GetWidth()) - 1.f;
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float y = (2.f * mouseY) / static_cast<float>(Application::getInstance().getWindow().GetHeight()) - 1.f;
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return {x, y};
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}
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glm::vec4 MousePicker::toEyeSpace(const glm::vec4 clipCoords) const {
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glm::mat4 inverseProjectionMatrix = glm::inverse(projectionMatrix);
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glm::vec4 eyeCoords = inverseProjectionMatrix * clipCoords;
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return {eyeCoords.x, eyeCoords.y, -1.0f, 0.0f};
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}
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glm::vec3 MousePicker::toWorldSpace(glm::vec4 eyeCoords) const {
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glm::mat4 inverseViewMatrix = glm::inverse(viewMatrix);
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glm::vec4 worldCoords = inverseViewMatrix * eyeCoords;
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return {worldCoords.x, worldCoords.y, worldCoords.z};
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}
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36
src/engine/platform/glfw/MousePicker.h
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36
src/engine/platform/glfw/MousePicker.h
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@ -0,0 +1,36 @@
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//
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// Created by sebastian on 07.02.26.
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//
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#ifndef MOUSEPICKER_H
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#define MOUSEPICKER_H
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#include "glm/mat4x4.hpp"
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#include "glm/vec3.hpp"
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class Camera;
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class MousePicker {
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private:
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glm::vec3 currentRay = glm::vec3(0.0f);
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glm::mat4 projectionMatrix;
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glm::mat4 viewMatrix;
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glm::vec3 calculateMouseRay();
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static glm::vec2 getNormalizedDeviceCoords(float mouseX, float mouseY);
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[[nodiscard]] glm::vec4 toEyeSpace(glm::vec4 clipCoords) const;
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[[nodiscard]] glm::vec3 toWorldSpace(glm::vec4 eyeCoords) const;
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public:
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MousePicker(const glm::mat4 &projectionMatrix, const glm::mat4 &viewMatrix) : projectionMatrix(projectionMatrix), viewMatrix(viewMatrix) {};
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[[nodiscard]] glm::vec3 getCurrentRay() const {
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return currentRay;
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}
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void update(const Camera& camera);
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};
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#endif //MOUSEPICKER_H
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@ -22,6 +22,7 @@ public:
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};
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void prepare(const ::Camera &camera, const Light& light);
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void renderFrame(const ::Entity &entity, const ::Camera &camera, const Light& light);
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[[nodiscard]] glm::mat4 getProjectionMatrix() const {return projectionMatrix;}
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private:
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void renderRawModel(const Entity &entity);
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StaticShader staticShader;
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