Integrated Daniel's camera
Still need to integrate camera directors
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parent
284ee12205
commit
d9136de134
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@ -10,7 +10,7 @@ Collapsed=0
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[Window][Hierarchy Panel]
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[Window][Hierarchy Panel]
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Pos=0,142
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Pos=0,142
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Size=381,918
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Size=650,918
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Collapsed=0
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Collapsed=0
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DockId=0x00000004,0
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DockId=0x00000004,0
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@ -27,22 +27,22 @@ DockId=0x00000006,0
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[Window][Profiler]
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[Window][Profiler]
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Pos=0,48
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Pos=0,48
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Size=381,92
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Size=650,92
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Collapsed=0
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Collapsed=0
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DockId=0x00000003,0
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DockId=0x00000003,0
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[Window][Viewport]
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[Window][Viewport]
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Pos=383,48
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Pos=652,48
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Size=1264,1012
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Size=995,1012
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Collapsed=0
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Collapsed=0
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DockId=0x00000002,0
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DockId=0x00000002,0
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[Docking][Data]
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[Docking][Data]
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DockSpace ID=0xC5C9B8AB Window=0xBE4044E9 Pos=90,200 Size=1920,1012 Split=X
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DockSpace ID=0xC5C9B8AB Window=0xBE4044E9 Pos=8,79 Size=1920,1012 Split=X
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DockNode ID=0x00000005 Parent=0xC5C9B8AB SizeRef=1992,1036 Split=X
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DockNode ID=0x00000005 Parent=0xC5C9B8AB SizeRef=1992,1036 Split=X
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DockNode ID=0x00000001 Parent=0x00000005 SizeRef=381,1036 Split=Y Selected=0x1E6EB881
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DockNode ID=0x00000001 Parent=0x00000005 SizeRef=650,1036 Split=Y Selected=0x1E6EB881
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DockNode ID=0x00000003 Parent=0x00000001 SizeRef=225,94 Selected=0x1E6EB881
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DockNode ID=0x00000003 Parent=0x00000001 SizeRef=225,94 Selected=0x1E6EB881
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DockNode ID=0x00000004 Parent=0x00000001 SizeRef=225,940 Selected=0xE096E5AE
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DockNode ID=0x00000004 Parent=0x00000001 SizeRef=225,940 Selected=0xE096E5AE
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DockNode ID=0x00000002 Parent=0x00000005 SizeRef=1264,1036 CentralNode=1 Selected=0x13926F0B
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DockNode ID=0x00000002 Parent=0x00000005 SizeRef=995,1036 CentralNode=1 Selected=0x13926F0B
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DockNode ID=0x00000006 Parent=0xC5C9B8AB SizeRef=271,1036 Selected=0xE7039252
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DockNode ID=0x00000006 Parent=0xC5C9B8AB SizeRef=271,1036 Selected=0xE7039252
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@ -8,7 +8,7 @@ namespace SHADE
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SHCameraComponent::SHCameraComponent()
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SHCameraComponent::SHCameraComponent()
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:yaw(0.0f), pitch(0.0f), roll(0.0f)
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:yaw(0.0f), pitch(0.0f), roll(0.0f)
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, width(1920.0f), height(1080.0f), zNear(0.01f), zFar(10000.0f), fov(90.0f), movementSpeed(1.0f), turnSpeed(1.0f)
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, width(1920.0f), height(1080.0f), zNear(0.01f), zFar(10000.0f), fov(90.0f), movementSpeed(1.0f), turnSpeed(1.0f)
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, perspProj(false), dirtyView(true), dirtyProj(true)
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, perspProj(true), dirtyView(true), dirtyProj(true)
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, viewMatrix(), projMatrix()
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, viewMatrix(), projMatrix()
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, position()
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, position()
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{
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{
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@ -11,18 +11,19 @@ namespace SHADE
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void SHCameraSystem::EditorCameraUpdate::Execute(double dt) noexcept
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void SHCameraSystem::EditorCameraUpdate::Execute(double dt) noexcept
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{
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{
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SHCameraSystem* system = static_cast<SHCameraSystem*>(GetSystem());
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SHCameraSystem* system = static_cast<SHCameraSystem*>(GetSystem());
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auto& camera = system->editorCamera;
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SHVec3 target{ 0.0f,0.0f,-1.0f };
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SHVec3 target{ 0.0f,0.0f,-1.0f };
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SHVec3 up = { 0.0f,1.0f,0.0f };
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SHVec3 up = { 0.0f,1.0f,0.0f };
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auto& camera = system->editorCamera;
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target += camera.position;
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SHVec3::RotateY(target, SHMath::DegreesToRadians(camera.yaw));
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SHVec3::RotateX(target, SHMath::DegreesToRadians(camera.pitch));
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//SHVec3::RotateZ(target, SHMath::DegreesToRadians(camera.roll));
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target = SHVec3::Normalise(target);
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//SHVec3::RotateY(target, SHMath::DegreesToRadians(camera.yaw));
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//SHVec3::RotateX(target, SHMath::DegreesToRadians(camera.pitch));
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////SHVec3::RotateZ(target, SHMath::DegreesToRadians(camera.roll));
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SHVec3::RotateZ(up, camera.roll);
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//target = SHVec3::Normalise(target);
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//SHVec3::RotateZ(up, camera.roll);
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up = SHVec3::Normalise(up);
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up = SHVec3::Normalise(up);
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@ -33,7 +34,7 @@ namespace SHADE
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if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::A))
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if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::A))
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{
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{
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system->editorCamera.position -= SHVec3(1.0,0.0,0.0) * dt * camera.movementSpeed;
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system->editorCamera.position -= right * dt * camera.movementSpeed;
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system->editorCamera.dirtyView = true;
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system->editorCamera.dirtyView = true;
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}
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}
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if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::D))
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if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::D))
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@ -70,7 +71,7 @@ namespace SHADE
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editorCamera.SetPitch(0.0f);
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editorCamera.SetPitch(0.0f);
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editorCamera.SetYaw(0.0f);
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editorCamera.SetYaw(0.0f);
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editorCamera.SetRoll(0.0f);
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editorCamera.SetRoll(0.0f);
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//editorCamera.movementSpeed = 100.0f;
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editorCamera.movementSpeed = 2.0f;
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}
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}
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@ -91,13 +92,15 @@ namespace SHADE
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SHVec3 target{ 0.0f,0.0f,-1.0f };
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SHVec3 target{ 0.0f,0.0f,-1.0f };
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SHVec3 up = { 0.0f,1.0f,0.0f };
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SHVec3 up = { 0.0f,1.0f,0.0f };
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SHVec3::RotateY(target, SHMath::DegreesToRadians(camera.yaw));
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target += camera.position;
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SHVec3::RotateX(target, SHMath::DegreesToRadians(camera.pitch));
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//SHVec3::RotateZ(target, SHMath::DegreesToRadians(camera.roll));
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target = SHVec3::Normalise(target);
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//SHVec3::RotateY(target, SHMath::DegreesToRadians(camera.yaw));
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//SHVec3::RotateX(target, SHMath::DegreesToRadians(camera.pitch));
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////SHVec3::RotateZ(target, SHMath::DegreesToRadians(camera.roll));
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SHVec3::RotateZ(up, camera.roll);
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//target = SHVec3::Normalise(target);
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//SHVec3::RotateZ(up, camera.roll);
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up = SHVec3::Normalise(up);
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up = SHVec3::Normalise(up);
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@ -128,14 +131,28 @@ namespace SHADE
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{
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{
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if (camera.perspProj == true)
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if (camera.perspProj == true)
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{
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{
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const float ASPECT_RATIO = camera.GetAspectRatio();
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const float ASPECT_RATIO = (camera.GetAspectRatio());
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const float TAN_HALF_FOV = tan(camera.fov * 0.5f);
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const float TAN_HALF_FOV = tan(SHMath::DegreesToRadians(camera.fov) * 0.5f);
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camera.projMatrix = SHMatrix::Identity;
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camera.projMatrix = SHMatrix::Identity;
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camera.projMatrix(0, 0) = 1.0f / (ASPECT_RATIO * TAN_HALF_FOV);
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camera.projMatrix(0, 0) = 1.0f / (ASPECT_RATIO * TAN_HALF_FOV);
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camera.projMatrix(1, 1) = 1.0f / TAN_HALF_FOV;
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camera.projMatrix(1, 1) = 1.0f / TAN_HALF_FOV;
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camera.projMatrix(2, 2) = camera.zFar / (camera.zFar - camera.zNear);
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camera.projMatrix(2, 2) = camera.zFar / (camera.zFar - camera.zNear);
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camera.projMatrix(2, 3) = 1.0f;
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camera.projMatrix(3, 3) = 0.0f;
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camera.projMatrix(3, 2) = -(camera.zFar * camera.zNear) / (camera.zFar - camera.zNear);
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camera.projMatrix(3, 2) = 1.0f;
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camera.projMatrix(2, 3) = -(camera.zFar * camera.zNear) / (camera.zFar - camera.zNear);
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//const float fov_rad = SHMath::DegreesToRadians(camera.fov);
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//const float focal_length = 1.0f / tan(fov_rad * 0.5f);
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//camera.projMatrix(0,0) = focal_length / camera.GetAspectRatio();
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//camera.projMatrix(1,1) = -focal_length;
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//camera.projMatrix(2,2) = camera.zNear / (camera.zFar - camera.zNear);
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//camera.projMatrix(2,3) = camera.zFar * (camera.zNear / (camera.zFar - camera.zNear));
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//camera.projMatrix(3,2) = -1.0f;
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//camera.projMatrix(3,3) = 0.0f;
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//camera.projMatrix = SHMatrix::Inverse(camera.projMatrix);
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camera.dirtyProj = false;
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camera.dirtyProj = false;
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}
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}
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@ -328,10 +328,7 @@ namespace SHADE
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auto editorSystem = SHSystemManager::GetSystem<SHEditor>();
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auto editorSystem = SHSystemManager::GetSystem<SHEditor>();
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if (editorSystem->editorState != SHEditor::State::PLAY)
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if (editorSystem->editorState != SHEditor::State::PLAY)
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{
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{
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//cameraSystem->GetEditorCamera()->GetViewMatrix();
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worldRenderer->SetViewProjectionMatrix(SHMatrix::Transpose(cameraSystem->GetEditorCamera()->GetProjMatrix() * cameraSystem->GetEditorCamera()->GetViewMatrix()));
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//cameraSystem->GetEditorCamera()->GetProjMatrix();
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worldRenderer->SetViewProjectionMatrix(cameraSystem->GetEditorCamera()->GetViewMatrix() );
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//worldRenderer->SetViewProjectionMatrix(SHMatrix::Inverse(cameraSystem->GetEditorCamera()->GetViewMatrix()/* * cameraSystem->GetEditorCamera()->GetProjMatrix()*/));
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}
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}
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else
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else
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{
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{
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@ -92,8 +92,8 @@ namespace SHADE
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void SHRenderer::SetViewProjectionMatrix(SHMatrix const& vpMatrix) noexcept
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void SHRenderer::SetViewProjectionMatrix(SHMatrix const& vpMatrix) noexcept
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{
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{
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cpuCameraData.viewProjectionMatrix = camera->GetViewMatrix() * camera->GetProjectionMatrix();
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//cpuCameraData.viewProjectionMatrix = camera->GetViewMatrix() * camera->GetProjectionMatrix();
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//cpuCameraData.viewProjectionMatrix = vpMatrix * camera->GetProjectionMatrix();
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cpuCameraData.viewProjectionMatrix = vpMatrix;
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}
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}
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Handle<SHRenderGraph> SHRenderer::GetRenderGraph(void) const noexcept
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Handle<SHRenderGraph> SHRenderer::GetRenderGraph(void) const noexcept
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