Added Camera and first-person and UI camera types; Added mouse tracking to aid this

This commit is contained in:
grayson committed 2021-09-01 02:04:44 -05:00
1 parent d628bbb184
commit 48821afd76
18 files changed
+291 -42

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+7
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@@ -28,7 +28,10 @@ namespace nf {
const Config& getConfig() const;
int getFPS() const;
bool isInput(unsigned int code);
void trackMouse(bool track);
void getMouseDiff(int& x, int& y);
void quit();
~Application();
private:
void registerWindowClass();
@@ -44,6 +47,7 @@ namespace nf {
Config m_currentConfig;
bool m_running;
bool m_quit;
HINSTANCE m_hInst;
LPCWSTR m_wclassName;
HWND m_window;
@@ -71,6 +75,9 @@ namespace nf {
//Array of booleans that represent keyboard and mouse input minus the scrollwheel
bool m_input[164];
int m_mouseX, m_mouseY;
bool m_trackingMouse;
int m_mouseDiffX, m_mouseDiffY;
//Renderer object to use OpenGL to render the current state
Renderer* m_renderer;
+38
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@@ -0,0 +1,38 @@
#pragma once
#include"Utility.h"
namespace nf {
class Application;
class Shader;
//TODO: Make sure there are always newlines here;
class Camera {
public:
enum class Type {
NF_CAMERA_UI,
NF_CAMERA_FIRST_PERSON,
NF_CAMERA_ORBIT,
NF_CAMERA_FIXED
};
Camera(Application* app);
void setType(Type cameraType);
Type getType() const;
void moveForward(double speed);
void moveBackward(double speed);
void moveRight(double speed);
void moveLeft(double speed);
void setPosition(double x, double y, double z);
void setPosition(const Vec3& position);
void bind(Shader* shader);
~Camera();
private:
Application* m_app;
Type m_type;
Vec3 m_position;
Vec3 m_front;
};
}
+4 -5
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@@ -1,23 +1,22 @@
#pragma once
#include "Model.h"
#include "Assets.h"
#include "Utility.h"
namespace nf {
class Entity {
struct Vec3 {
Vec3(double x1) : x(x1), y(x1), z(x1) {}
Vec3(double x1, double y1, double z1) : x(x1), y(y1), z(z1) {}
double x, y, z;
};
public:
Entity();
void create(Asset* modelAsset, Asset* textureAsset = nullptr);
void setPosition(double x, double y, double z);
void setPosition(const Vec3& position);
void setRotation(double x, double y, double z);
void setRotation(const Vec3& rotation);
void setScale(double x);
void setScale(double x, double y, double z);
void setScale(const Vec3& scale);
void bind(Shader* shader);
Model* getModel() const;
+3 -1
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@@ -1,4 +1,5 @@
#pragma once
#include "Camera.h"
namespace nf {
class Application;
@@ -13,11 +14,12 @@ namespace nf {
virtual void onEnter();
virtual void update(double deltaTime);
Camera* getCamera();
virtual void render(Renderer& renderer);
virtual void onExit();
protected:
Application* m_app;
//Resource identifier?
Camera m_camera;
};
}
+2 -6
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@@ -1,13 +1,9 @@
#pragma once
#ifdef NFENGINE
#include "glm/glm.hpp"
#include "glm/gtc/matrix_transform.hpp"
#endif
#include "Drawable.h"
#include "Texture.h"
namespace nf {
class Drawable;
class Texture;
class Model : public Drawable {
public:
Model();
+16 -11
View File
@@ -6,6 +6,7 @@
#include <Windows.h>
#include "Config.h"
#include "Utility.h"
#include "IntroGamestate.h"
#include "Assets.h"
@@ -15,20 +16,18 @@ namespace nf {
class Model;
class Entity {
struct Vec3 {
Vec3(double x1) : x(x1), y(x1), z(x1) {}
Vec3(double x1, double y1, double z1) : x(x1), y(y1), z(z1) {}
double x, y, z;
};
public:
Entity();
void create(Asset* modelAsset, Asset* textureAsset = nullptr);
void setPosition(double x, double y, double z);
void setPosition(const Vec3& position);
void setRotation(double x, double y, double z);
void setRotation(const Vec3& rotation);
void setScale(double x);
void setScale(double x, double y, double z);
void setScale(const Vec3& scale);
void bind(Shader* shader);
Model* getModel() const;
@@ -49,8 +48,9 @@ namespace nf {
Renderer(Application* app);
void render(Entity& in);
//TODO: Create second render function for UIElements
void doFrame();
void doFrame(Camera* camera);
~Renderer();
private:
@@ -59,10 +59,8 @@ namespace nf {
HDC m_hdc;
HGLRC m_hglrc;
std::vector<Drawable*> m_lGame;
std::vector<Entity*> m_lGame;
std::vector<Drawable*> m_lUI;
const char* m_defaultVertex;
const char* m_defaultFragment;
Shader* m_defaultShader;
};
@@ -85,13 +83,17 @@ namespace nf {
const Config& getConfig() const;
int getFPS() const;
bool isInput(unsigned int code);
void trackMouse(bool track);
void getMouseDiff(int& x, int& y);
void quit();
~Application();
private:
void registerWindowClass();
RECT getWindowRect() const;
void calculateNewWindowPos(int& x, int& y);
void toggleFullscreen();
void updateInput();
void runMainGameThread();
void startIntroState();
void doStateChange();
@@ -100,6 +102,7 @@ namespace nf {
Config m_currentConfig;
bool m_running;
bool m_quit;
HINSTANCE m_hInst;
LPCWSTR m_wclassName;
HWND m_window;
@@ -127,10 +130,12 @@ namespace nf {
//Array of booleans that represent keyboard and mouse input minus the scrollwheel
bool m_input[164];
int m_mouseX, m_mouseY;
bool m_trackingMouse;
int m_mouseDiffX, m_mouseDiffY;
//Renderer object to use OpenGL to render the current state
Renderer* m_renderer;
};
}
#include "Input.h"
#include "Utility.h"
#include "Input.h"
+2 -4
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@@ -1,9 +1,9 @@
#pragma once
#include <vector>
#include <Windows.h>
#include "glm/glm.hpp"
#include "Entity.h"
#include "Camera.h"
namespace nf {
class Application;
@@ -15,7 +15,7 @@ namespace nf {
void render(Entity& in);
//TODO: Create second render function for UIElements
void doFrame();
void doFrame(Camera* camera);
~Renderer();
private:
@@ -27,7 +27,5 @@ namespace nf {
std::vector<Entity*> m_lGame;
std::vector<Drawable*> m_lUI;
Shader* m_defaultShader;
glm::mat4 proj;
};
}
-2
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@@ -1,9 +1,7 @@
#pragma once
#include <unordered_map>
#ifdef NFENGINE
#include "glm/glm.hpp"
#include "glm/gtc/type_ptr.hpp"
#endif
namespace nf {
class Shader {
+11
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@@ -39,12 +39,23 @@ __debugbreak();}
std::exit(-1);}
#endif
//TODO: Delete this after moving everything to base.nfpack
struct Win32Res {
Win32Res(int id);
void* ptr;
size_t size;
};
struct Vec3 {
Vec3() {}
Vec3(double x1) : x(x1), y(x1), z(x1) {}
Vec3(double x1, double y1, double z1) : x(x1), y(y1), z(z1) {}
Vec3 operator*(const double scalar) {
return Vec3(x * scalar, y * scalar, z * scalar);
}
double x, y, z;
};
const wchar_t* toWide(const char* in);
const wchar_t* toWide(const std::string& in);
void writeFile(const std::string& filename, const std::string& in, bool encrypted = false);