Better camera control
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c31e7cb1ec
commit
f138aa10ee
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@ -1,3 +1,8 @@
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use std::{
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collections::HashSet,
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time::{Instant, SystemTime},
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};
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use glam::{mat4, vec2, vec3, vec4, Mat4, Quat, Vec2, Vec3};
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use glium::{
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backend::glutin::SimpleWindowBuilder,
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@ -5,7 +10,11 @@ use glium::{
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winit::event::{Event, WindowEvent},
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Program, Surface, VertexBuffer,
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};
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use winit::{event::ElementState, event_loop::EventLoop};
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use winit::{
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event::ElementState,
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event_loop::EventLoop,
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keyboard::{KeyCode, PhysicalKey},
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};
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#[derive(Copy, Clone)]
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struct Vertex {
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@ -53,6 +62,8 @@ fn main() {
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.with_title("Refraction: Wireframe")
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.build(&event_loop);
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let mut keys_pressed = HashSet::<PhysicalKey>::new();
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let vs_src = include_str!("ray.v.glsl");
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let fs_src = include_str!("ray.f.glsl");
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let program = Program::from_source(&display, vs_src, fs_src, None).unwrap();
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@ -87,21 +98,50 @@ fn main() {
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0.,
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);
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let mut cur_pos = vec2(0., 0.);
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let mut cam_pos = DragCtl::new(rot * vec3(0., 0., 4.));
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let mut cam_rot = DragCtl::new(rot.inverse());
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let mut cam_pos = DragCtl::new(rot * vec3(0., 0., -4.));
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let mut cam_pos_2 = Vec3::ZERO;
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let mut cam_rot = DragCtl::new(rot);
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let mut t1 = Instant::now();
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#[allow(deprecated)]
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event_loop
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.run(move |ev, window_target| match ev {
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Event::WindowEvent { event, .. } => match event {
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WindowEvent::RedrawRequested => {
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let dt = {
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let t2 = Instant::now();
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let dt = t2 - t1;
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t1 = t2;
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dt.as_secs_f32()
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};
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let v: Vec3 = {
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let ctl_left =
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keys_pressed.contains(&PhysicalKey::Code(KeyCode::KeyA)) as i32 as f32;
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let ctl_right =
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keys_pressed.contains(&PhysicalKey::Code(KeyCode::KeyD)) as i32 as f32;
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let ctl_fwd =
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keys_pressed.contains(&PhysicalKey::Code(KeyCode::KeyW)) as i32 as f32;
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let ctl_bwd =
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keys_pressed.contains(&PhysicalKey::Code(KeyCode::KeyS)) as i32 as f32;
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[
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ctl_left * vec3(-1., 0., 0.),
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ctl_right * vec3(1., 0., 0.),
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ctl_fwd * vec3(0., 0., 1.),
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ctl_bwd * vec3(0., 0., -1.),
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]
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.into_iter()
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.sum()
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};
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cam_pos_2 += 5. * dt * (cam_rot.state() * v);
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let size = window.inner_size();
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let size = vec2(size.width as f32, size.height as f32).normalize()
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* std::f32::consts::SQRT_2;
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let proj = make_proj_matrix(vec3(size.x, size.y, 2.), (0.125, 1024.125));
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let view =
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Mat4::from_quat(cam_rot.state()) * Mat4::from_translation(cam_pos.state());
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let view = Mat4::from_quat(cam_rot.state().inverse())
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* Mat4::from_translation(-(cam_pos.state() + cam_pos_2));
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let mut target = display.draw();
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target.clear_color(0.0, 0.0, 0.2, 1.0);
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@ -142,14 +182,25 @@ fn main() {
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cur_pos = vec2(position.x as f32, position.y as f32) / size.length();
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cam_pos.on_move(cur_pos, |init, off| {
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window.request_redraw();
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init + 4. * (cam_rot.state().inverse() * vec3(off.x, -off.y, 0.))
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init - 4. * (cam_rot.state() * vec3(off.x, -off.y, 0.))
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});
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cam_rot.on_move(cur_pos, |init, off| {
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window.request_redraw();
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Quat::from_euler(glam::EulerRot::YXZ, 5. * off.x, 5. * off.y, 0.) * init
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init * Quat::from_euler(glam::EulerRot::YXZ, -2. * off.x, -2. * off.y, 0.)
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});
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}
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WindowEvent::KeyboardInput {
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device_id: _,
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event,
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is_synthetic: _,
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} => {
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match event.state {
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ElementState::Pressed => keys_pressed.insert(event.physical_key),
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ElementState::Released => keys_pressed.remove(&event.physical_key),
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};
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}
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WindowEvent::Resized(window_size) => {
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display.resize(window_size.into());
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}
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