Corrected camera system

This commit is contained in:
Marc Palau 2015-02-09 18:35:25 +01:00
parent e1353b9f7d
commit 3cb4edcbc3
3 changed files with 322 additions and 282 deletions

View file

@ -261,7 +261,6 @@ static Vector2 cameraMousePosition = { 0, 0 };
static Vector2 cameraMouseVariation = { 0, 0 };
static int cameraMovementCounter = 0;
static bool cameraUseGravity = true;
static Vector3 cameraPosition = { 2, 0, 2 }; // Player
// Shaders variables
static bool enabledPostpro = false;
@ -316,7 +315,7 @@ static int32_t InputCallback(struct android_app *app, AInputEvent *event); //
static void CommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands
#endif
static void ProcessCamera(Camera *camera);
static void ProcessCamera(Camera *camera, Vector3 *playerPosition);
//----------------------------------------------------------------------------------
// Module Functions Definition - Window and OpenGL Context Functions
@ -535,10 +534,7 @@ void BeginDrawing(void)
currentTime = GetTime(); // Number of elapsed seconds since InitTimer() was called
updateTime = currentTime - previousTime;
previousTime = currentTime;
// Calculate camera
if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera);
if (enabledPostpro) rlEnableFBO();
rlClearScreenBuffers();
@ -707,9 +703,46 @@ void ShowLogo(void)
void SetCameraMode(int mode)
{
if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_FREE))
{
cameraMode = CAMERA_THIRD_PERSON;
cameraTargetDistance = 5;
cameraAngle.y = -40 * DEG2RAD;
ProcessCamera(&internalCamera, &internalCamera.position);
}
else if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_ORBITAL))
{
cameraMode = CAMERA_THIRD_PERSON;
cameraTargetDistance = 5;
cameraAngle.y = -40 * DEG2RAD;
ProcessCamera(&internalCamera, &internalCamera.position);
}
else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_FREE))
{
cameraMode = CAMERA_THIRD_PERSON;
cameraTargetDistance = 5;
internalCamera.position = (Vector3){ -1, 1, -1 };
internalCamera.target = (Vector3){ 3, 0, 3};
ProcessCamera(&internalCamera, &internalCamera.position);
}
else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL))
{
cameraMode = CAMERA_THIRD_PERSON;
cameraTargetDistance = 5;
cameraAngle.x = 45 * DEG2RAD;
cameraAngle.y = -20 * DEG2RAD;
ProcessCamera(&internalCamera, &internalCamera.position);
}
cameraMode = mode;
}
void UpdateCamera(Vector3 *playerPosition)
{
// Calculate camera
if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, playerPosition);
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
//----------------------------------------------------------------------------------
@ -1026,6 +1059,32 @@ Vector2 GetTouchPosition(void)
}*/
#endif
// Initialize OpenGL graphics
void InitGraphics(void)
{
rlglInit(); // Init rlgl
rlglInitGraphics(renderOffsetX, renderOffsetY, renderWidth, renderHeight); // Init graphics (OpenGL stuff)
ClearBackground(RAYWHITE); // Default background color for raylib games :P
#if defined(PLATFORM_ANDROID)
windowReady = true; // IMPORTANT!
#endif
}
void InitPostShader(void)
{
rlglInitPostpro();
enabledPostpro = true;
}
void SetPostShader(unsigned int shader)
{
fboShader = shader;
}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
@ -1287,32 +1346,6 @@ static void InitDisplay(int width, int height)
#endif
}
// Initialize OpenGL graphics
void InitGraphics(void)
{
rlglInit(); // Init rlgl
rlglInitGraphics(renderOffsetX, renderOffsetY, renderWidth, renderHeight); // Init graphics (OpenGL stuff)
ClearBackground(RAYWHITE); // Default background color for raylib games :P
#if defined(PLATFORM_ANDROID)
windowReady = true; // IMPORTANT!
#endif
}
void InitPostShader(void)
{
rlglInitPostpro();
enabledPostpro = true;
}
void SetPostShader(unsigned int shader)
{
fboShader = shader;
}
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// GLFW3 Error Callback, runs on GLFW3 error
static void ErrorCallback(int error, const char *description)
@ -2299,8 +2332,8 @@ static void LogoAnimation(void)
}
// Process desired camera mode and controls
static void ProcessCamera(Camera *camera)
{
static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
{
// Mouse movement detection
if (fullscreen)
{
@ -2408,16 +2441,16 @@ static void ProcessCamera(Camera *camera)
// Keyboard inputs
if (IsKeyDown('W'))
{
cameraPosition.x -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
cameraPosition.z -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
playerPosition->x -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
playerPosition->z -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
if (!cameraUseGravity) camera->position.y += sin(cameraAngle.y) / PLAYER_MOVEMENT_DIVIDER;
isMoving = true;
}
else if (IsKeyDown('S'))
{
cameraPosition.x += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
cameraPosition.z += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
playerPosition->x += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
playerPosition->z += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
if (!cameraUseGravity) camera->position.y -= sin(cameraAngle.y) / PLAYER_MOVEMENT_DIVIDER;
isMoving = true;
@ -2425,26 +2458,26 @@ static void ProcessCamera(Camera *camera)
if (IsKeyDown('A'))
{
cameraPosition.x -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
cameraPosition.z += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
playerPosition->x -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
playerPosition->z += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
isMoving = true;
}
else if (IsKeyDown('D'))
{
cameraPosition.x += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
cameraPosition.z -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
playerPosition->x += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
playerPosition->z -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
isMoving = true;
}
if (IsKeyDown('E'))
{
if (!cameraUseGravity) cameraPosition.y += 1 / PLAYER_MOVEMENT_DIVIDER;
if (!cameraUseGravity) playerPosition->y += 1 / PLAYER_MOVEMENT_DIVIDER;
}
else if (IsKeyDown('Q'))
{
if (!cameraUseGravity) cameraPosition.y -= 1 / PLAYER_MOVEMENT_DIVIDER;
if (!cameraUseGravity) playerPosition->y -= 1 / PLAYER_MOVEMENT_DIVIDER;
}
if (cameraMode == CAMERA_THIRD_PERSON)
@ -2465,9 +2498,9 @@ static void ProcessCamera(Camera *camera)
if (cameraTargetDistance < THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = THIRD_PERSON_DISTANCE_CLAMP;
// Camera is always looking at player
camera->target.x = cameraPosition.x + THIRD_PERSON_OFFSET.x * cos(cameraAngle.x) + THIRD_PERSON_OFFSET.z * sin(cameraAngle.x);
camera->target.y = cameraPosition.y + PLAYER_HEIGHT * FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + THIRD_PERSON_OFFSET.y;
camera->target.z = cameraPosition.z + THIRD_PERSON_OFFSET.z * sin(cameraAngle.x) - THIRD_PERSON_OFFSET.x * sin(cameraAngle.x);
camera->target.x = playerPosition->x + THIRD_PERSON_OFFSET.x * cos(cameraAngle.x) + THIRD_PERSON_OFFSET.z * sin(cameraAngle.x);
camera->target.y = playerPosition->y + PLAYER_HEIGHT * FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + THIRD_PERSON_OFFSET.y;
camera->target.z = playerPosition->z + THIRD_PERSON_OFFSET.z * sin(cameraAngle.x) - THIRD_PERSON_OFFSET.x * sin(cameraAngle.x);
// Camera position update
camera->position.x = sin(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.x;
@ -2495,9 +2528,9 @@ static void ProcessCamera(Camera *camera)
camera->target.y = camera->position.y + sin(cameraAngle.y) * FIRST_PERSON_FOCUS_DISTANCE;
camera->target.z = camera->position.z - cos(cameraAngle.x) * FIRST_PERSON_FOCUS_DISTANCE;
camera->position.x = cameraPosition.x;
camera->position.y = (cameraPosition.y + PLAYER_HEIGHT * FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION) - sin(cameraMovementCounter / FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER) / FIRST_PERSON_STEP_DIVIDER;
camera->position.z = cameraPosition.z;
camera->position.x = playerPosition->x;
camera->position.y = (playerPosition->y + PLAYER_HEIGHT * FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION) - sin(cameraMovementCounter / FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER) / FIRST_PERSON_STEP_DIVIDER;
camera->position.z = playerPosition->z;
camera->up.x = sin(cameraMovementCounter / (FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER * 2)) / FIRST_PERSON_WAVING_DIVIDER;
camera->up.z = -sin(cameraMovementCounter / (FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER * 2)) / FIRST_PERSON_WAVING_DIVIDER;