Rework camera.
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6eb05b27ab
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@ -13,7 +13,13 @@
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# You should have received a copy of the GNU Affero General Public License
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# You should have received a copy of the GNU Affero General Public License
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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from engine import mat4, mat4_projection, mat4_lookat, resolve_input, set_input_mat4
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from engine import (
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vec3, vec3_mul_vec3,
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mat3, mat3_rotation, mat3_mul_vec3,
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mat4, mat4_projection, mat4_lookat,
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resolve_input, set_input_mat4)
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_m2km = vec3(0.001, 0.001, 0.001)
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class _Inputs:
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class _Inputs:
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__slots__ = 'projection', 'view'
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__slots__ = 'projection', 'view'
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@ -23,17 +29,30 @@ class _Inputs:
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self.view = resolve_input(shader, view)
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self.view = resolve_input(shader, view)
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class Camera:
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class Camera:
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__slots__ = 'projection', 'view'
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__slots__ = 'origin', 'lookat', 'rotation', 'projection', 'view'
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def __init__(self):
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def __init__(self):
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self.origin = vec3()
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self.lookat = vec3()
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self.rotation = mat3()
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self.projection = mat4()
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self.projection = mat4()
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self.view = mat4()
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self.view = mat4()
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def set_projection(self, half_fov, ratio, near_z, far_z):
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def set_projection(self, half_fov, ratio, near_z, far_z):
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mat4_projection(self.projection, half_fov, ratio, near_z, far_z)
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mat4_projection(self.projection, half_fov, ratio, near_z, far_z)
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def set_view(self, origin, lookat):
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def set_view(self, origin, lookat, axis, angle):
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mat4_lookat(self.view, origin, lookat)
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self.origin.set(*origin)
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self.lookat.set(*lookat)
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mat3_rotation(self.rotation, axis, angle)
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mat3_mul_vec3(self.origin, self.rotation, self.origin)
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mat3_mul_vec3(self.lookat, self.rotation, self.lookat)
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mat4_lookat(self.view, self.origin, self.lookat)
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def to_km(self):
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vec3_mul_vec3(self.origin, _m2km, self.origin)
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vec3_mul_vec3(self.lookat, _m2km, self.lookat)
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mat4_lookat(self.view, self.origin, self.lookat)
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def resolve_inputs(self, shader, projection = b'u_projection', view = b'u_view'):
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def resolve_inputs(self, shader, projection = b'u_projection', view = b'u_view'):
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return _Inputs(shader, projection, view)
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return _Inputs(shader, projection, view)
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14
game/game.py
14
game/game.py
@ -177,12 +177,7 @@ def main():
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vec3_rotate(cube_orientation, vec3_forward, vec3_up, (current_time * 0.43) % tau)
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vec3_rotate(cube_orientation, vec3_forward, vec3_up, (current_time * 0.43) % tau)
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vec3_rotate(clouds_orientation, vec3_forward, vec3_up, (current_time * -0.037) % tau)
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vec3_rotate(clouds_orientation, vec3_forward, vec3_up, (current_time * -0.037) % tau)
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origin = vec3()
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camera.set_view(camera_origin, camera_lookat, vec3_up, (current_time * 0.05) % tau)
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lookat = vec3()
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mat3_rotation(rotation, vec3_up, (current_time * 0.05) % tau)
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mat3_mul_vec3(origin, rotation, vec3(*camera_origin))
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mat3_mul_vec3(lookat, rotation, vec3(*camera_lookat))
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camera.set_view(origin, lookat)
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environment.from_sun(camera.view, sun_direction, sun_power)
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environment.from_sun(camera.view, sun_direction, sun_power)
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select_shader(terrain_shader)
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select_shader(terrain_shader)
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@ -215,12 +210,7 @@ def main():
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unselect_texture(2, normalmap)
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unselect_texture(2, normalmap)
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unselect_shader(tests_shader)
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unselect_shader(tests_shader)
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m2km = vec3(0.001, 0.001, 0.001)
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camera.to_km()
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origin_km = vec3()
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lookat_km = vec3()
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vec3_mul_vec3(origin_km, origin, m2km)
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vec3_mul_vec3(lookat_km, lookat, m2km)
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camera.set_view(origin_km, lookat_km)
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select_shader(sky_shader)
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select_shader(sky_shader)
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camera.update_inputs(sky_camera_inputs)
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camera.update_inputs(sky_camera_inputs)
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