Camera control
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parent
f0b4f2d46e
commit
4ff19bffa6
1 changed files with 12 additions and 12 deletions
24
main.cc
24
main.cc
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@ -17,16 +17,18 @@ struct T_Main
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const std::string projectFile;
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const std::string projectFile;
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SDL_Window * window;
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SDL_Window * window;
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SDL_GLContext gl;
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SDL_GLContext gl;
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T_FilesWatcher watcher;
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T_WatchedFiles shaderFiles;
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GLuint prog;
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std::string loadError;
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bool done = false;
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bool done = false;
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bool capture = false;
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bool capture = false;
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ImVec2 mouseInitial;
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ImVec2 mouseInitial;
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ImVec2 mouseMove;
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ImVec2 mouseMove;
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T_Camera camera;
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T_FilesWatcher watcher;
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T_WatchedFiles shaderFiles;
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GLuint prog;
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void startIteration( );
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void startIteration( );
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void handleCapture( );
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void handleCapture( );
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void makeUI( );
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void makeUI( );
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@ -128,8 +130,7 @@ void T_Main::handleCapture( )
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ImGui::SetMouseCursor( ImGuiMouseCursor_Arrow );
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ImGui::SetMouseCursor( ImGuiMouseCursor_Arrow );
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} else if ( capture ) {
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} else if ( capture ) {
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ImGui::SetMouseCursor( ImGuiMouseCursor_Move );
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ImGui::SetMouseCursor( ImGuiMouseCursor_Move );
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//project->handleDND( mouseMove , ctrl , shift , lmb );
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camera.handleDND( mouseMove , ctrl , shift , lmb );
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// FIXME: D'n'D
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} else if ( appCanGrab && mb ) {
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} else if ( appCanGrab && mb ) {
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capture = true;
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capture = true;
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mouseInitial = ImGui::GetMousePos( );
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mouseInitial = ImGui::GetMousePos( );
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@ -139,8 +140,7 @@ void T_Main::handleCapture( )
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}
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}
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if ( ( appCanGrab || capture ) && io.MouseWheel ) {
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if ( ( appCanGrab || capture ) && io.MouseWheel ) {
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//project->handleWheel( io.MouseWheel , ctrl , shift );
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camera.handleWheel( io.MouseWheel , ctrl , shift );
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// FIXME wheel
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}
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}
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}
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}
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@ -175,10 +175,10 @@ void T_Main::render( )
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glUniform1f( U_TIME , 0 );
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glUniform1f( U_TIME , 0 );
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glUniform2f( U_RESOLUTION , dspSize.x , dspSize.y );
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glUniform2f( U_RESOLUTION , dspSize.x , dspSize.y );
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glUniform3f( U_CAM_POS , 0 , 0 , -15 );
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glUniform3fv( U_CAM_POS , 1 , &camera.pos.x );
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glUniform3f( U_LOOK_AT , 0 , 0 , 0 );
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glUniform3fv( U_LOOK_AT , 1 , &camera.lookAt.x );
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glUniform3f( U_CAM_UP , 0 , 1 , 0 );
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glUniform3fv( U_CAM_UP , 1 , &camera.up.x );
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glUniform1f( U_NEAR_PLANE , 1 );
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glUniform1f( U_NEAR_PLANE , camera.np );
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glUniform3f( U_LIGHT_DIR , 0 , 1 , 1 );
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glUniform3f( U_LIGHT_DIR , 0 , 1 , 1 );
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glUniform4f( U_RENDER , 128 , 0.9 , 0.001 , 100 );
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glUniform4f( U_RENDER , 128 , 0.9 , 0.001 , 100 );
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