This commit is contained in:
Piotr Siuszko 2020-08-19 19:57:58 +02:00
parent 0c53ca90e0
commit 7ce2f9830a
2 changed files with 224 additions and 33 deletions

141
src/camera.rs Normal file
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@ -0,0 +1,141 @@
#![allow(non_camel_case_types)]
#![allow(non_snake_case)]
#![allow(dead_code)]
use cgmath;
use cgmath::prelude::*;
use cgmath::vec3;
type Point3 = cgmath::Point3<f32>;
type Vector3 = cgmath::Vector3<f32>;
type Matrix4 = cgmath::Matrix4<f32>;
// Defines several possible options for camera movement. Used as abstraction to stay away from window-system specific input methods
#[derive(PartialEq, Clone, Copy)]
pub enum Camera_Movement {
FORWARD,
BACKWARD,
LEFT,
RIGHT,
}
use self::Camera_Movement::*;
// Default camera values
const YAW: f32 = -90.0;
const PITCH: f32 = 0.0;
const SPEED: f32 = 2.5;
const SENSITIVTY: f32 = 0.1;
const ZOOM: f32 = 45.0;
pub struct Camera {
// Camera Attributes
pub Position: Point3,
pub Front: Vector3,
pub Up: Vector3,
pub Right: Vector3,
pub WorldUp: Vector3,
// Euler Angles
pub Yaw: f32,
pub Pitch: f32,
// Camera options
pub MovementSpeed: f32,
pub MouseSensitivity: f32,
pub Zoom: f32,
}
impl Default for Camera {
fn default() -> Camera {
let mut camera = Camera {
Position: Point3::new(0.0, 0.0, 0.0),
Front: vec3(0.0, 0.0, -1.0),
Up: Vector3::zero(), // initialized later
Right: Vector3::zero(), // initialized later
WorldUp: Vector3::unit_y(),
Yaw: YAW,
Pitch: PITCH,
MovementSpeed: SPEED,
MouseSensitivity: SENSITIVTY,
Zoom: ZOOM,
};
camera.update_camera_vectors();
camera
}
}
impl Camera {
/// Returns the view matrix calculated using Eular Angles and the LookAt Matrix
pub fn get_view_matrix(&self) -> Matrix4 {
Matrix4::look_at(self.Position, self.Position + self.Front, self.Up)
}
/// Processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM (to abstract it from windowing systems)
pub fn process_keyboard(&mut self, direction: Camera_Movement, deltaTime: f32) {
let velocity = self.MovementSpeed * deltaTime;
if direction == FORWARD {
self.Position += self.Front * velocity;
}
if direction == BACKWARD {
self.Position += -(self.Front * velocity);
}
if direction == LEFT {
self.Position += -(self.Right * velocity);
}
if direction == RIGHT {
self.Position += self.Right * velocity;
}
}
/// Processes input received from a mouse input system. Expects the offset value in both the x and y direction.
pub fn process_mouse_movement(
&mut self,
mut xoffset: f32,
mut yoffset: f32,
constrainPitch: bool,
) {
xoffset *= self.MouseSensitivity;
yoffset *= self.MouseSensitivity;
self.Yaw += xoffset;
self.Pitch += yoffset;
// Make sure that when pitch is out of bounds, screen doesn't get flipped
if constrainPitch {
if self.Pitch > 89.0 {
self.Pitch = 89.0;
}
if self.Pitch < -89.0 {
self.Pitch = -89.0;
}
}
// Update Front, Right and Up Vectors using the updated Eular angles
self.update_camera_vectors();
}
// Processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
pub fn process_mouse_scroll(&mut self, yoffset: f32) {
if self.Zoom >= 1.0 && self.Zoom <= 45.0 {
self.Zoom -= yoffset;
}
if self.Zoom <= 1.0 {
self.Zoom = 1.0;
}
if self.Zoom >= 45.0 {
self.Zoom = 45.0;
}
}
/// Calculates the front vector from the Camera's (updated) Eular Angles
fn update_camera_vectors(&mut self) {
// Calculate the new Front vector
let front = Vector3 {
x: self.Yaw.to_radians().cos() * self.Pitch.to_radians().cos(),
y: self.Pitch.to_radians().sin(),
z: self.Yaw.to_radians().sin() * self.Pitch.to_radians().cos(),
};
self.Front = front.normalize();
// Also re-calculate the Right and Up vector
self.Right = self.Front.cross(self.WorldUp).normalize(); // Normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement.
self.Up = self.Right.cross(self.Front).normalize();
}
}

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@ -2,6 +2,7 @@ extern crate gl;
extern crate glfw; extern crate glfw;
extern crate image; extern crate image;
use self::camera::*;
use self::gl::types::*; use self::gl::types::*;
use self::glfw::{Action, Context, Key}; use self::glfw::{Action, Context, Key};
use cgmath::prelude::*; use cgmath::prelude::*;
@ -13,6 +14,7 @@ use std::mem;
use std::os::raw::c_void; use std::os::raw::c_void;
use std::ptr; use std::ptr;
use std::sync::mpsc::Receiver; use std::sync::mpsc::Receiver;
mod camera;
mod consts; mod consts;
mod macros; mod macros;
mod shader; mod shader;
@ -32,6 +34,18 @@ const CUBES_POS: [Vector3<f32>; 10] = [
pub fn main() { pub fn main() {
setup_panic!(); setup_panic!();
let mut camera = Camera {
Position: Point3::new(0.0, 0.0, 3.0),
..Camera::default()
};
let mut first_mouse = true;
let mut last_x: f32 = consts::SCR_WIDTH as f32 / 2.0;
let mut last_y: f32 = consts::SCR_HEIGHT as f32 / 2.0;
// timing
let mut delta_time: f32; // time between current frame and last frame
let mut last_frame: f32 = 0.0;
// glfw: initialize and configure // glfw: initialize and configure
// ------------------------------ // ------------------------------
let mut glfw = glfw::init(glfw::FAIL_ON_ERRORS).unwrap(); let mut glfw = glfw::init(glfw::FAIL_ON_ERRORS).unwrap();
@ -153,16 +167,26 @@ pub fn main() {
let color_r = 0.188; let color_r = 0.188;
let color_g = 0.22; let color_g = 0.22;
let color_b = 0.235; let color_b = 0.235;
let mut view_modifier: f32 = 0.5;
let mut view_multiplier = 0.03;
while !window.should_close() { while !window.should_close() {
view_modifier = view_modifier + view_multiplier; // per-frame time logic
if view_modifier > 5.0 || view_modifier < 0.0 { // --------------------
view_multiplier = -view_multiplier; let cur_frame = glfw.get_time() as f32;
} delta_time = cur_frame - last_frame;
last_frame = cur_frame;
// events // events
// ----- // -----
process_events(&mut window, &events); process_events(
&events,
&mut first_mouse,
&mut last_x,
&mut last_y,
&mut camera,
);
// input
// -----
process_input(&mut window, delta_time, &mut camera);
// render // render
// ------ // ------
@ -173,34 +197,19 @@ pub fn main() {
gl::BindTexture(gl::TEXTURE_2D, texture); gl::BindTexture(gl::TEXTURE_2D, texture);
shader_object.useProgram(); shader_object.useProgram();
// create transformations // pass projection matrix to shader (note that in this case it could change every frame)
// NOTE: cgmath requires axis vectors to be normalized!
let model: Matrix4<f32> = Matrix4::from_axis_angle(
vec3(0.5, 1.0, 0.0).normalize(),
Rad(glfw.get_time() as f32),
);
// camera/view transformation
let radius: f32 = 10.0;
let time = glfw.get_time() as f32;
let cam_pos = Point3::new(time.sin() * radius, view_modifier, time.cos() * radius);
let view: Matrix4<f32> =
Matrix4::look_at(cam_pos, Point3::new(0.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0));
let projection: Matrix4<f32> = perspective( let projection: Matrix4<f32> = perspective(
Deg(45.0), Deg(camera.Zoom),
consts::SCR_WIDTH as f32 / consts::SCR_HEIGHT as f32, consts::SCR_WIDTH as f32 / consts::SCR_HEIGHT as f32,
0.1, 0.1,
100.0, 100.0,
); );
// retrieve the matrix uniform locations
let model_loc = gl::GetUniformLocation(shader_object.ID, c_str!("model").as_ptr());
let view_loc = gl::GetUniformLocation(shader_object.ID, c_str!("view").as_ptr());
// pass them to the shaders (3 different ways)
gl::UniformMatrix4fv(model_loc, 1, gl::FALSE, model.as_ptr());
gl::UniformMatrix4fv(view_loc, 1, gl::FALSE, &view[0][0]);
// note: currently we set the projection matrix each frame, but since the projection matrix rarely changes it's often best practice to set it outside the main loop only once.
shader_object.setMat4(c_str!("projection"), &projection); shader_object.setMat4(c_str!("projection"), &projection);
// camera/view transformation
let view = camera.get_view_matrix();
shader_object.setMat4(c_str!("view"), &view);
gl::BindVertexArray(vao); gl::BindVertexArray(vao);
for (i, position) in CUBES_POS.iter().enumerate() { for (i, position) in CUBES_POS.iter().enumerate() {
// calculate the model matrix for each object and pass it to shader before drawing // calculate the model matrix for each object and pass it to shader before drawing
@ -226,8 +235,13 @@ pub fn main() {
} }
} }
// NOTE: not the same version as in common.rs! pub fn process_events(
fn process_events(window: &mut glfw::Window, events: &Receiver<(f64, glfw::WindowEvent)>) { events: &Receiver<(f64, glfw::WindowEvent)>,
first_mouse: &mut bool,
last_x: &mut f32,
last_y: &mut f32,
camera: &mut Camera,
) {
for (_, event) in glfw::flush_messages(events) { for (_, event) in glfw::flush_messages(events) {
match event { match event {
glfw::WindowEvent::FramebufferSize(width, height) => { glfw::WindowEvent::FramebufferSize(width, height) => {
@ -235,11 +249,47 @@ fn process_events(window: &mut glfw::Window, events: &Receiver<(f64, glfw::Windo
// height will be significantly larger than specified on retina displays. // height will be significantly larger than specified on retina displays.
unsafe { gl::Viewport(0, 0, width, height) } unsafe { gl::Viewport(0, 0, width, height) }
} }
glfw::WindowEvent::Key(Key::Escape, _, Action::Press, _) => { glfw::WindowEvent::CursorPos(xpos, ypos) => {
window.set_should_close(true) let (xpos, ypos) = (xpos as f32, ypos as f32);
if *first_mouse {
*last_x = xpos;
*last_y = ypos;
*first_mouse = false;
}
let xoffset = xpos - *last_x;
let yoffset = *last_y - ypos; // reversed since y-coordinates go from bottom to top
*last_x = xpos;
*last_y = ypos;
camera.process_mouse_movement(xoffset, yoffset, true);
}
glfw::WindowEvent::Scroll(_xoffset, yoffset) => {
camera.process_mouse_scroll(yoffset as f32);
} }
glfw::WindowEvent::Key(_, _, Action::Press, _) => println!("Other key pressed"),
_ => {} _ => {}
} }
} }
} }
/// Input processing function as introduced in 1.7.4 (Camera Class) and used in
/// most later tutorials
pub fn process_input(window: &mut glfw::Window, delta_time: f32, camera: &mut Camera) {
if window.get_key(Key::Escape) == Action::Press {
window.set_should_close(true)
}
if window.get_key(Key::W) == Action::Press {
camera.process_keyboard(Camera_Movement::FORWARD, delta_time);
}
if window.get_key(Key::S) == Action::Press {
camera.process_keyboard(Camera_Movement::BACKWARD, delta_time);
}
if window.get_key(Key::A) == Action::Press {
camera.process_keyboard(Camera_Movement::LEFT, delta_time);
}
if window.get_key(Key::D) == Action::Press {
camera.process_keyboard(Camera_Movement::RIGHT, delta_time);
}
}