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OpenGLDelegate.cpp
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333 lines (273 loc) · 9.26 KB
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//
// OpenGLDelegate.cpp
// OpenGLTutorial
//
// Created by Robby Tong on 1/1/19.
// Copyright © 2019 Robby Tong. All rights reserved.
//
#include "OpenGLDelegate.hpp"
using namespace glm;
OpenGLDelegate::OpenGLDelegate(int width, int height, float near_plane, float far_plane)
{
mWidth = width;
mHeight = height;
mAspectRatio = (1.0f * width) / (1.0f * height);
mPerspectiveTransform = perspective(radians(45.0f), mAspectRatio, near_plane, far_plane);
updateLookAtTransform();
mTransformationMatrixDirty = true;
mCameraState = STATE_CAMERA_IDLE;
mUserInputState = STATE_USER_INPUT_ADJUSTS_CAMERA;
last_cursor_x = 0;
last_cursor_y = 0;
mPhi = radians(90.0f);
mTheta = radians(-90.0f);
mR = 3;
mCameraTarget = vec3(0.0f,0.0f,0.0f);
mLastFPSMeasTime = glfwGetTime();
mMeasuredFPS = 0.0;
mFrameCount = 0;
}
#define PAIR(x,y) ( (x << 16) + y )
void OpenGLDelegate::modeOrbitOriginMouseEvent(MouseEventData mouse)
{
if(mouse.event == MOUSE_EVENT_RELEASE)
{
mCameraState = STATE_CAMERA_IDLE;
return;
}
switch(mouse.event)
{
case MOUSE_EVENT_RELEASE:
mCameraState = STATE_CAMERA_IDLE;
return;
case MOUSE_EVENT_POSITION:
break;
default:
break;
}
switch(PAIR(mCameraState, mouse.event))
{
case PAIR(STATE_CAMERA_IDLE, MOUSE_EVENT_POSITION):
last_cursor_y = mouse.cursor_y;
last_cursor_x = mouse.cursor_x;
break;
case PAIR(STATE_CAMERA_IDLE, MOUSE_EVENT_SCROLLWHEEL):
{
printf("scroll wheel [%.3f %.3f]\n", mouse.scrollwheel_x, mouse.scrollwheel_y);
float scale = 0.25;
float newR = mouse.scrollwheel_y * scale * (0.05 * mR) + mR;
if(newR > 0.5)
{
mR = newR;
mTransformationMatrixDirty = true;
}
break;
}
case PAIR(STATE_CAMERA_IDLE, MOUSE_EVENT_PRESS):
{
switch(mouse.button)
{
case MOUSE_BUTTON_LEFT:
mCameraState = STATE_CAMERA_ADJUST_ORIENTATION;
break;
case MOUSE_BUTTON_MIDDLE:
printf("middle button pressed!");
break;
case MOUSE_BUTTON_RIGHT:
mCameraState = STATE_CAMERA_ADJUST_POSITION;
break;
default:
break;
}
break;
}
case PAIR(STATE_CAMERA_ADJUST_ORIENTATION, MOUSE_EVENT_POSITION):
{
float delta_x = mouse.cursor_x - last_cursor_x;
float delta_y = mouse.cursor_y - last_cursor_y;
//printf("[%.3f %.3f]\n", delta_x, delta_y);
float scale = 0.5;
mPhi -= delta_x * scale;
mTheta -= delta_y * scale;
mTransformationMatrixDirty = true;
break;
}
case PAIR(STATE_CAMERA_ADJUST_POSITION, MOUSE_EVENT_POSITION):
{
break;
}
default:
{
break;
}
}
}
void OpenGLDelegate::setCameraOrbitRadius(float radius)
{
assert(radius >= 0);
mR = radius;
mTransformationMatrixDirty = true;
}
void OpenGLDelegate::modeRotateObjectMouseEvent(MouseEventData mouse)
{
float scale = 180;
switch(PAIR(mOrientationState, mouse.event))
{
case PAIR(STATE_ORIENTATION_IDLE, MOUSE_EVENT_POSITION):
{
last_cursor_x = mouse.cursor_x;
last_cursor_y = mouse.cursor_y;
break;
}
case PAIR(STATE_ORIENTATION_IDLE, MOUSE_EVENT_PRESS):
{
if(mouse.button == MOUSE_BUTTON_LEFT)
{
mOrientationState = STATE_ORIENTATION_ADJUST_ROLL_AND_PITCH;
}
else if(mouse.button == MOUSE_BUTTON_MIDDLE)
{
mOrientationState = STATE_ORIENTATION_IDLE;
}
else if(mouse.button == MOUSE_BUTTON_RIGHT)
{
mOrientationState = STATE_ORIENTATION_ADJUST_YAW_AND_PITCH;
}
break;
}
case PAIR(STATE_ORIENTATION_ADJUST_ROLL_AND_PITCH, MOUSE_EVENT_PRESS):
{
if(mouse.button == MOUSE_BUTTON_LEFT)
{
mOrientationState = STATE_ORIENTATION_IDLE;
}
break;
}
case PAIR(STATE_ORIENTATION_ADJUST_ROLL_AND_PITCH, MOUSE_EVENT_POSITION):
{
float inverse = -1.0f;
mObjectRoll = (mouse.cursor_x - last_cursor_x) * scale * inverse;
mObjectPitch = (mouse.cursor_y - last_cursor_y) * scale * inverse;
setOrientationWithYawPitchRoll(mObjectYaw, mObjectPitch, mObjectRoll);
break;
}
case PAIR(STATE_ORIENTATION_ADJUST_YAW_AND_PITCH, MOUSE_EVENT_PRESS):
{
if(mouse.button == MOUSE_BUTTON_RIGHT)
{
mOrientationState = STATE_ORIENTATION_IDLE;
}
break;
}
case PAIR(STATE_ORIENTATION_ADJUST_YAW_AND_PITCH, MOUSE_EVENT_POSITION):
{
float inverse = -1.0f;
mObjectYaw = (mouse.cursor_x - last_cursor_x) * scale;
mObjectPitch = (mouse.cursor_y - last_cursor_y) * scale * inverse;
setOrientationWithYawPitchRoll(mObjectYaw, mObjectPitch, mObjectRoll);
break;
}
}
}
void OpenGLDelegate::handleMouseEvent(MouseEventData mouse)
{
switch(mUserInputState)
{
case STATE_USER_INPUT_ADJUSTS_CAMERA:
modeOrbitOriginMouseEvent(mouse);
break;
case STATE_USER_INPUT_ADJUSTS_OBJECT_ORIENTATION:
modeRotateObjectMouseEvent(mouse);
break;
}
}
void OpenGLDelegate::handleKeyboardEvent(KeyboardEventData keyboard_event_data)
{
if(keyboard_event_data.key == KEYBOARD_KEY_SPACE &&
keyboard_event_data.event == KEYBOARD_EVENT_PRESS)
{
switch(mUserInputState)
{
case STATE_USER_INPUT_ADJUSTS_CAMERA:
mUserInputState = STATE_USER_INPUT_ADJUSTS_OBJECT_ORIENTATION;
mOrientationState = STATE_ORIENTATION_IDLE;
printf("Orientation Mode!\n");
break;
case STATE_USER_INPUT_ADJUSTS_OBJECT_ORIENTATION:
mUserInputState = STATE_USER_INPUT_ADJUSTS_CAMERA;
mCameraState = STATE_CAMERA_IDLE;
printf("Camera Mode!\n");
break;
}
}
else if(keyboard_event_data.key == KEYBOARD_KEY_R &&
keyboard_event_data.event == KEYBOARD_EVENT_PRESS)
{
mObjectYaw = 0;
mObjectPitch = 0;
mObjectRoll = 0;
setOrientationWithYawPitchRoll(mObjectYaw, mObjectPitch, mObjectRoll);
}
}
glm::vec3 OpenGLDelegate::cameraPositionCartesian(void)
{
float x = mR * sin(mTheta) * cos(mPhi);
float y = mR * sin(mTheta) * sin(mPhi);
float z = mR * cos(mTheta);
return glm::vec3(x, y, z);
}
glm::vec3 OpenGLDelegate::returnCartesianFromSpherical(glm::vec3 spherical)
{
vec3 col0 = vec3(sin(mTheta)*cos(mPhi), sin(mTheta)*sin(mPhi), cos(mTheta));
vec3 col1 = vec3(cos(mTheta)*cos(mPhi), cos(mTheta)*sin(mPhi),-sin(mTheta));
vec3 col2 = vec3(-sin(mPhi), cos(mPhi), 0);
mat3 transform = glm::mat3(col0, col1, col2);
return transform * spherical;
}
void OpenGLDelegate::updateLookAtTransform(void)
{
vec3 position = cameraPositionCartesian();
vec3 thetaUnit = vec3(0.0f, 1.0f, 0.0f);
vec3 cameraUp = returnCartesianFromSpherical(thetaUnit);
position += mCameraTarget;
mLookAtTransform = lookAt(position, mCameraTarget, cameraUp);
}
glm::mat4 OpenGLDelegate::getViewTransform(void)
{
if(true == mTransformationMatrixDirty)
{
updateLookAtTransform();
mTransformationMatrix = mat4(1.0f);
// the camera coordinate system treats z as the axis pointing upwards.
// however, in open gl, z points out of the screen.
mTransformationMatrix = rotate(mTransformationMatrix, radians(90.0f), ROTATION_XAXIS);
mTransformationMatrix = mPerspectiveTransform * mLookAtTransform * mTransformationMatrix;
mTransformationMatrixDirty = false;
}
return mTransformationMatrix;
}
void OpenGLDelegate::frameUpdateDone(void)
{
mFrameCount++;
float current_time = glfwGetTime();
float delta = current_time - mLastFPSMeasTime;
if(delta >= 1.0f)
{
mMeasuredFPS = mFrameCount / delta;
mLastFPSMeasTime = current_time;
mFrameCount = 0;
//printf("Measured FPS: %.3f\n", mMeasuredFPS);
}
}
void OpenGLDelegate::windowClosed(void)
{
}
glm::vec3 OpenGLDelegate::getCameraTarget(void)
{
return mCameraTarget;
}
void OpenGLDelegate::setCameraTarget(glm::vec3 target)
{
mCameraTarget = glm::mat3(rotate(glm::mat4(1.0f), radians(90.0f), ROTATION_XAXIS)) * target;
mTransformationMatrixDirty = true;
}