diff options
author | HampusM <hampus@hampusmat.com> | 2024-08-17 13:43:45 +0200 |
---|---|---|
committer | HampusM <hampus@hampusmat.com> | 2024-08-17 13:43:45 +0200 |
commit | 60f6a0b7783d6d3684f22f8def3c1097963aa3ff (patch) | |
tree | f5df89fd47a802c68d0717cdc144a891750780cd | |
parent | c4686c2992417545e7a05a6a40ee9f1a8bbf3b96 (diff) |
refactor(engine): remove position field from Camera component
-rw-r--r-- | TODO.md | 3 | ||||
-rw-r--r-- | engine/src/camera.rs | 2 | ||||
-rw-r--r-- | engine/src/camera/fly.rs | 18 | ||||
-rw-r--r-- | engine/src/renderer/opengl.rs | 26 |
4 files changed, 24 insertions, 25 deletions
@@ -10,8 +10,7 @@ - [x] Add component events (removal & addition) in ECS framework - [x] Make renderer not create new buffers each frame - [ ] Multiple rendering passes -- [ ] Make projection changable -- [ ] Remove position field from Camera component +- [x] Remove position field from Camera component - [ ] Effects using stencil buffer - [ ] Remove possible edge cases in ECS component storage - [ ] Fix OpenGL warning "Vertex shader in program 3 is being recompiled based on GL state". diff --git a/engine/src/camera.rs b/engine/src/camera.rs index 5b71e2f..46b7293 100644 --- a/engine/src/camera.rs +++ b/engine/src/camera.rs @@ -8,7 +8,6 @@ pub mod fly; #[derive(Debug, Component)] pub struct Camera { - pub position: Vec3<f32>, pub target: Vec3<f32>, pub global_up: Vec3<f32>, pub current: bool, @@ -20,7 +19,6 @@ impl Default for Camera fn default() -> Self { Self { - position: Vec3 { x: 0.0, y: 0.0, z: 3.0 }, target: Vec3::default(), global_up: Vec3::UP, current: false, diff --git a/engine/src/camera/fly.rs b/engine/src/camera/fly.rs index ed41253..5b55cec 100644 --- a/engine/src/camera/fly.rs +++ b/engine/src/camera/fly.rs @@ -8,6 +8,7 @@ use crate::camera::Camera; use crate::delta_time::DeltaTime; use crate::event::Update as UpdateEvent; use crate::input::{Cursor, CursorFlags, Keys}; +use crate::transform::Position; use crate::vector::{Vec2, Vec3}; /// Fly camera extension. @@ -38,7 +39,7 @@ pub struct Options } fn update( - camera_query: Query<(Camera,)>, + camera_query: Query<(Camera, Position)>, keys: Single<Keys>, cursor: Single<Cursor>, cursor_flags: Single<CursorFlags>, @@ -47,7 +48,7 @@ fn update( options: Local<Options>, ) { - let Some((mut camera,)) = camera_query.iter().next() else { + let Some((mut camera, mut camera_pos)) = camera_query.iter().next() else { #[cfg(feature = "debug")] tracing::warn!("No camera"); @@ -91,26 +92,29 @@ fn update( camera.global_up = cam_right.cross(&direction).normalize(); if matches!(keys.get_key_state(Key::W), KeyState::Pressed) { - camera.position += direction * options.camera_speed * delta_time.as_secs_f32(); + camera_pos.position += + direction * options.camera_speed * delta_time.as_secs_f32(); } if matches!(keys.get_key_state(Key::S), KeyState::Pressed) { - camera.position -= direction * options.camera_speed * delta_time.as_secs_f32(); + camera_pos.position -= + direction * options.camera_speed * delta_time.as_secs_f32(); } if matches!(keys.get_key_state(Key::A), KeyState::Pressed) { let cam_left = -direction.cross(&Vec3::UP).normalize(); - camera.position += cam_left * options.camera_speed * delta_time.as_secs_f32(); + camera_pos.position += cam_left * options.camera_speed * delta_time.as_secs_f32(); } if matches!(keys.get_key_state(Key::D), KeyState::Pressed) { let cam_right = direction.cross(&Vec3::UP).normalize(); - camera.position += cam_right * options.camera_speed * delta_time.as_secs_f32(); + camera_pos.position += + cam_right * options.camera_speed * delta_time.as_secs_f32(); } - camera.target = camera.position + direction; + camera.target = camera_pos.position + direction; } #[derive(Debug, Component)] diff --git a/engine/src/renderer/opengl.rs b/engine/src/renderer/opengl.rs index 5c7435c..a90c069 100644 --- a/engine/src/renderer/opengl.rs +++ b/engine/src/renderer/opengl.rs @@ -115,20 +115,16 @@ fn render( query: Query<RenderableEntity, Not<With<NoDraw>>>, point_light_query: Query<(PointLight,)>, directional_lights: Query<(DirectionalLight,)>, - camera_query: Query<(Camera,)>, + camera_query: Query<(Camera, Position)>, window: Single<Window>, global_light: Single<GlobalLight>, mut gl_objects: Local<GlobalGlObjects>, mut actions: Actions, ) { - let Some(camera) = camera_query.iter().find_map(|(camera,)| { - if !camera.current { - return None; - } - - Some(camera) - }) else { + let Some((camera, camera_pos)) = + camera_query.iter().find(|(camera, _)| camera.current) + else { #[cfg(feature = "debug")] tracing::warn!("No current camera. Nothing will be rendered"); return; @@ -196,6 +192,7 @@ fn render( }, shader_program, &camera, + &camera_pos, window.size().expect("Failed to get window size"), ); @@ -210,7 +207,7 @@ fn render( .map(|(dir_light,)| &**dir_light) .collect::<Vec<_>>() .as_slice(), - &camera, + &camera_pos, ); for texture in &material.textures { @@ -430,6 +427,7 @@ fn apply_transformation_matrices( transformation: Transformation, gl_shader_program: &mut GlShaderProgram, camera: &Camera, + camera_pos: &Position, window_size: Dimens<u32>, ) { @@ -438,7 +436,7 @@ fn apply_transformation_matrices( &create_transformation_matrix(transformation), ); - let view = create_view(camera); + let view = create_view(camera, camera_pos); gl_shader_program.set_uniform_matrix_4fv(cstr!("view"), &view); @@ -460,7 +458,7 @@ fn apply_light<PointLightHolder>( gl_shader_program: &mut GlShaderProgram, point_lights: &[PointLightHolder], directional_lights: &[&DirectionalLight], - camera: &Camera, + camera_pos: &Position, ) where PointLightHolder: Deref<Target = PointLight>, { @@ -559,7 +557,7 @@ fn apply_light<PointLightHolder>( gl_shader_program.set_uniform_1fv(cstr!("material.shininess"), material.shininess); - gl_shader_program.set_uniform_vec_3fv(cstr!("view_pos"), &camera.position); + gl_shader_program.set_uniform_vec_3fv(cstr!("view_pos"), &camera_pos.position); } fn set_light_attenuation_uniforms( @@ -656,11 +654,11 @@ fn create_light_uniform_name( } } -fn create_view(camera: &Camera) -> Matrix<f32, 4, 4> +fn create_view(camera: &Camera, camera_pos: &Position) -> Matrix<f32, 4, 4> { let mut view = Matrix::new(); - view.look_at(&camera.position, &camera.target, &camera.global_up); + view.look_at(&camera_pos.position, &camera.target, &camera.global_up); view } |