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ex14_projection.cpp
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ex14_projection.cpp
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#include <application.hpp>
#include <shader.hpp>
#include <imgui-utils/utils.hpp>
#include <mesh/mesh.hpp>
#include <mesh/mesh-utils.hpp>
#include <glm/gtx/euler_angles.hpp>
struct Transform {
glm::vec3 translation, rotation, scale;
Transform(
const glm::vec3& translation = {0,0,0},
const glm::vec3& rotation = {0,0,0},
const glm::vec3& scale = {1,1,1}
): translation(translation), rotation(rotation), scale(scale) {}
glm::mat4 to_mat4() const {
return glm::translate(glm::mat4(1.0f), translation) *
glm::yawPitchRoll(rotation.y, rotation.x, rotation.z) *
glm::scale(glm::mat4(1.0f), scale);
}
};
class CameraProjectionApplication : public our::Application {
our::ShaderProgram program;
our::Mesh model;
std::vector<Transform> objects;
// This struct contains the data needed to create camera view matrix.
struct {
glm::vec3 eye;
glm::vec3 center;
glm::vec3 up;
} camera_view;
// This struct contains the data how the projection will be done (prespective/orthographic).
struct {
bool is_perspective;
// Common camera projection properties
float near, far;
float aspect_ratio;
// "Perspective camera"-only properties
float vertical_field_of_view_angle;
// "Orthographic camera"-only properties
float orthographic_height;
} camera_projection;
our::WindowConfiguration getWindowConfiguration() override {
return { "Projection", {1280, 720}, false };
}
void onInitialize() override {
program.create();
program.attach("assets/shaders/ex11_transformation/transform.vert", GL_VERTEX_SHADER);
program.attach("assets/shaders/ex11_transformation/tint.frag", GL_FRAGMENT_SHADER);
program.link();
// Populate model intance with cuboid data.
our::mesh_utils::Cuboid(model, true);
// Array of transforms to draw the same cuboid with different (position/rotation/scale).
objects.push_back({ {0,-1,0}, {0,0,0}, {7,2,7} });
objects.push_back({ {-2,1,-2}, {0,0,0}, {2,2,2} });
objects.push_back({ {2,1,-2}, {0,0,0}, {2,2,2} });
objects.push_back({ {-2,1,2}, {0,0,0}, {2,2,2} });
objects.push_back({ {2,1,2}, {0,0,0}, {2,2,2} });
// Set the camera view matrix data.
camera_view.eye = {10, 10, 10};
camera_view.center = {0, 0, 0};
camera_view.up = {0, 1, 0};
// Set the camera projection matrix data.
int width, height;
glfwGetFramebufferSize(window, &width, &height);
camera_projection.is_perspective = true;
camera_projection.near = 0.1f;
camera_projection.far = 100.0f;
camera_projection.aspect_ratio = static_cast<float>(width)/height;
camera_projection.vertical_field_of_view_angle = glm::pi<float>()/2;
camera_projection.orthographic_height = 20.0f;
glClearColor(0, 0, 0, 0);
}
void onDraw(double deltaTime) override {
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
program.set("tint", glm::vec4(1,1,1,1));
// Creates the view and projection matrix using the set data.
glm::mat4 view_matrix = glm::lookAt(camera_view.eye, camera_view.center, camera_view.up);
glm::mat4 projection_matrix;
if(camera_projection.is_perspective){
projection_matrix = glm::perspective(camera_projection.vertical_field_of_view_angle, camera_projection.aspect_ratio, camera_projection.near, camera_projection.far);
} else {
float half_height = camera_projection.orthographic_height * 0.5f;
float half_width = camera_projection.aspect_ratio * half_height;
projection_matrix = glm::ortho(-half_width, half_width, -half_height, half_height, camera_projection.near, camera_projection.far);
}
glm::mat4 camera_matrix = projection_matrix * view_matrix;
// We use the created camera matrix to render the object.
for(const auto& object : objects) {
program.set("transform", camera_matrix * object.to_mat4());
model.draw();
}
}
void onDestroy() override {
program.destroy();
model.destroy();
}
void onImmediateGui(ImGuiIO &io) override {
ImGui::Begin("Objects");
our::ReorderableList(objects.begin(), objects.end(),
[](size_t index, Transform& transform){
ImGui::DragFloat3("Translation", glm::value_ptr(transform.translation), 1.0f);
ImGui::DragFloat3("Rotation", glm::value_ptr(transform.rotation), 0.1f);
ImGui::DragFloat3("Scale", glm::value_ptr(transform.scale), 0.1f);
}, [this](size_t index){
objects.insert(objects.begin() + index, Transform());
}, [this](size_t index){
objects.erase(objects.begin() + index);
});
ImGui::End();
ImGui::Begin("Camera");
ImGui::Text("View");
ImGui::DragFloat3("Eye", glm::value_ptr(camera_view.eye), 0.1f);
ImGui::DragFloat3("Center", glm::value_ptr(camera_view.center), 0.1f);
ImGui::DragFloat3("Up", glm::value_ptr(camera_view.up), 0.1f);
ImGui::Separator();
ImGui::Text("Projection");
ImGui::Checkbox("Is Perspective", &camera_projection.is_perspective);
ImGui::DragFloat("Near", &camera_projection.near, 0.1f);
ImGui::DragFloat("Far", &camera_projection.far, 0.1f);
ImGui::DragFloat("Aspect Ratio", &camera_projection.aspect_ratio, 0.1f);
if(ImGui::Button("Reset Aspect Ratio")){
int width, height;
glfwGetFramebufferSize(window, &width, &height);
camera_projection.aspect_ratio = static_cast<float>(width)/height;
}
if(camera_projection.is_perspective)
ImGui::DragFloat("Vertical Field of View", &camera_projection.vertical_field_of_view_angle, 0.1f);
else
ImGui::DragFloat("Orthographic Height", &camera_projection.orthographic_height, 0.1f);
ImGui::End();
}
};
int main(int argc, char** argv) {
return CameraProjectionApplication().run();
}