Starting to work

This commit is contained in:
Thomas Forgione 2018-04-10 15:13:35 +02:00
parent b9bdac0dae
commit 376a38c4dc
No known key found for this signature in database
GPG Key ID: C75CD416BD1FFCE1
5 changed files with 161 additions and 23 deletions

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@ -66,6 +66,11 @@ macro_rules! make_vector {
pub fn $x(&self) -> T {
self.data[$y]
}
/// Get a mut ref to the coordinate of the vector.
pub fn $x_mut(&mut self) -> &mut T {
&mut self.data[$y]
}
)*
}

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@ -12,14 +12,17 @@ use glium::glutin::Event;
use glium::glutin::WindowEvent;
use glium::glutin::VirtualKeyCode;
use model_converter::math::vector::Vector3;
use model_converter::parser::{parse, parse_into_model};
use model_converter::renderer::Renderer;
use model_converter::renderer::camera::RotatingCamera;
use model_converter::renderer::controls::OrbitControls;
use model_converter::renderer::camera::Camera;
fn main() {
let mut model = parse("./assets/models/toonlink/link.mtl").unwrap();
parse_into_model("./assets/models/toonlink/link.obj", &mut model).unwrap();
let mut model = parse("./assets/models/cube/cube.mtl").unwrap();
parse_into_model("./assets/models/cube/cube.obj", &mut model).unwrap();
let mut events_loop = EventsLoop::new();
let window = WindowBuilder::new();
@ -31,18 +34,21 @@ fn main() {
let mut renderer = Renderer::new(display);
renderer.add_model(&model);
let mut camera = RotatingCamera::new(50.0);
let mut camera = Camera::new(
Vector3::new( 0.0, 0.0, 0.0),
Vector3::new( 0.0, 0.0, 0.0),
Vector3::new( 0.0, 1.0, 0.0),
);
let mut controls = OrbitControls::new(&mut camera);
while !closed {
camera.increase_theta(0.025);
let mut target = renderer.draw();
renderer.render(&camera, &mut target);
target.finish().unwrap();
events_loop.poll_events(|ev| {
use model_converter::renderer::controls::Controls;
controls.manage_event(&ev, &mut camera);
match ev {
// Close window
Event::WindowEvent {
@ -61,5 +67,11 @@ fn main() {
_ => (),
}
});
let mut target = renderer.draw();
renderer.render(&camera, &mut target);
target.finish().unwrap();
}
}

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@ -1,6 +1,6 @@
use math::vector::Vector3;
pub trait Camera {
pub trait RenderCamera {
fn get_view_matrix(&self) -> [[f32; 4]; 4];
fn get_perspective_matrix(&self, dimensions: (u32, u32)) -> [[f32; 4]; 4] {
let (width, height) = dimensions;
@ -61,15 +61,15 @@ pub fn look_at_matrix(position: [f32; 3], target: [f32; 3], up: [f32; 3]) -> [[f
}
pub struct FixedCamera {
position: Vector3<f32>,
target: Vector3<f32>,
up: Vector3<f32>,
pub struct Camera {
pub position: Vector3<f32>,
pub target: Vector3<f32>,
pub up: Vector3<f32>,
}
impl FixedCamera {
pub fn new(position: Vector3<f32>, target: Vector3<f32>, up: Vector3<f32>) -> FixedCamera {
FixedCamera {
impl Camera {
pub fn new(position: Vector3<f32>, target: Vector3<f32>, up: Vector3<f32>) -> Camera {
Camera {
position: position,
target: target,
up: up,
@ -77,7 +77,7 @@ impl FixedCamera {
}
}
impl Camera for FixedCamera {
impl RenderCamera for Camera {
fn get_view_matrix(&self) -> [[f32; 4]; 4] {
look_at_matrix(self.position.into(), self.target.into(), self.up.into())
}
@ -101,7 +101,7 @@ impl RotatingCamera {
}
}
impl Camera for RotatingCamera {
impl RenderCamera for RotatingCamera {
fn get_view_matrix(&self) -> [[f32; 4]; 4] {
let position = Vector3::new(
self.distance * self.theta.cos(),

119
src/renderer/controls.rs Normal file
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@ -0,0 +1,119 @@
const EPSILON: f32 = 0.001;
use glium::glutin::{
Event,
WindowEvent,
ElementState,
MouseButton,
MouseScrollDelta,
};
use math::vector::Vector2;
use renderer::camera::Camera;
/// The trait that all controls should implement.
pub trait Controls {
/// Modifies the camera depending on the event.
fn manage_event(&mut self, event: &Event, camera: &mut Camera);
}
/// An orbit controls allowing to orbit around an object.
///
/// Only object centered are supported.
pub struct OrbitControls {
/// The last position of the mouse.
mouse_position: Vector2<f32>,
/// Wether the left click of the mouse is pressed or not.
pressed: bool,
/// The theta angle of the position of the camera in spheric coordinates.
theta: f32,
/// The phi angle of the position of the camera in spheric coordinates.
phi: f32,
/// The distance between the camera and the origin.
distance: f32,
/// The sensitiviy of the rotation of the mouse.
sensitivity: f32,
}
impl OrbitControls {
/// Creates a new orbit controls, and initializes the camera.
pub fn new(camera: &mut Camera) -> OrbitControls {
let controls = OrbitControls {
mouse_position: Vector2::new(0.0, 0.0),
pressed: false,
theta: 0.0,
phi: 0.0,
distance: 5.0,
sensitivity: 200.0,
};
*camera.position.x_mut() = controls.distance * controls.theta.cos();
*camera.position.y_mut() = 0.0;
*camera.position.z_mut() = controls.distance * controls.phi.sin();
controls
}
}
impl Controls for OrbitControls {
fn manage_event(&mut self, event: &Event, camera: &mut Camera) {
match *event {
Event::WindowEvent {
event: WindowEvent::MouseInput {
button: MouseButton::Left,
state, ..
}, ..
} => {
self.pressed = state == ElementState::Pressed;
},
Event::WindowEvent {
event: WindowEvent::MouseWheel {
delta: MouseScrollDelta::LineDelta(_, y), ..
}, ..
} => {
self.distance -= y;
*camera.position.x_mut() = self.distance * self.phi.cos() * self.theta.cos();
*camera.position.y_mut() = self.distance * self.phi.sin();
*camera.position.z_mut() = self.distance * self.phi.cos() * self.theta.sin();
},
Event::WindowEvent{
event: WindowEvent::CursorMoved {
position: (x, y), ..
}, ..
} => {
let current_position = Vector2::new(x as f32, y as f32);
if self.pressed {
let difference = (current_position - self.mouse_position) / self.sensitivity;
self.theta += difference.x();
self.phi += difference.y();
use std::f32::consts::PI;
self.phi = self.phi.max(- PI/2.0 + EPSILON);
self.phi = self.phi.min( PI/2.0 - EPSILON);
*camera.position.x_mut() = self.distance * self.phi.cos() * self.theta.cos();
*camera.position.y_mut() = self.distance * self.phi.sin();
*camera.position.z_mut() = self.distance * self.phi.cos() * self.theta.sin();
}
// Record new position
self.mouse_position = current_position;
},
_ => (),
}
}
}

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@ -1,4 +1,5 @@
pub mod camera;
pub mod controls;
use glium::draw_parameters::DepthTest;
use glium::texture::{
@ -20,7 +21,7 @@ use glium::{
use image;
use model::{Model, Vertex};
use renderer::camera::Camera;
use renderer::camera::RenderCamera;
pub struct RenderMaterial {
texture: Option<SrgbTexture2d>,
@ -105,7 +106,7 @@ impl<'a> Renderer<'a> {
self.display.draw()
}
pub fn render<C: Camera>(&self, camera: &C, target: &mut Frame) {
pub fn render<C: RenderCamera>(&self, camera: &C, target: &mut Frame) {
use glium::Surface;
target.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
@ -119,6 +120,7 @@ impl<'a> Renderer<'a> {
};
for &(_, ref buffers) in &self.models {
for &(ref material, ref buffer) in buffers {
let perspective = camera.get_perspective_matrix(target.get_dimensions());