Camera Integration, viewport resize and resize fix #99

Merged
Xenosas1337 merged 4 commits from CameraIntegration into main 2022-10-19 16:59:12 +08:00
11 changed files with 534 additions and 70 deletions
Showing only changes of commit 284ee12205 - Show all commits

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@ -10,7 +10,7 @@ Collapsed=0
[Window][Hierarchy Panel]
Pos=0,142
Size=321,918
Size=381,918
Collapsed=0
DockId=0x00000004,0
@ -27,22 +27,22 @@ DockId=0x00000006,0
[Window][Profiler]
Pos=0,48
Size=321,92
Size=381,92
Collapsed=0
DockId=0x00000003,0
[Window][Viewport]
Pos=323,48
Size=1324,1012
Pos=383,48
Size=1264,1012
Collapsed=0
DockId=0x00000002,0
[Docking][Data]
DockSpace ID=0xC5C9B8AB Window=0xBE4044E9 Pos=617,298 Size=1920,1012 Split=X
DockSpace ID=0xC5C9B8AB Window=0xBE4044E9 Pos=90,200 Size=1920,1012 Split=X
DockNode ID=0x00000005 Parent=0xC5C9B8AB SizeRef=1992,1036 Split=X
DockNode ID=0x00000001 Parent=0x00000005 SizeRef=321,1036 Split=Y Selected=0x1E6EB881
DockNode ID=0x00000001 Parent=0x00000005 SizeRef=381,1036 Split=Y Selected=0x1E6EB881
DockNode ID=0x00000003 Parent=0x00000001 SizeRef=225,94 Selected=0x1E6EB881
DockNode ID=0x00000004 Parent=0x00000001 SizeRef=225,940 Selected=0xE096E5AE
DockNode ID=0x00000002 Parent=0x00000005 SizeRef=1324,1036 CentralNode=1 Selected=0x13926F0B
DockNode ID=0x00000002 Parent=0x00000005 SizeRef=1264,1036 CentralNode=1 Selected=0x13926F0B
DockNode ID=0x00000006 Parent=0xC5C9B8AB SizeRef=271,1036 Selected=0xE7039252

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@ -30,6 +30,7 @@
#include "Input/SHInputManager.h"
#include "FRC/SHFramerateController.h"
#include "AudioSystem/SHAudioSystem.h"
#include "Camera/SHCameraSystem.h"
// Components
#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
@ -67,6 +68,7 @@ namespace Sandbox
SHSystemManager::CreateSystem<SHTransformSystem>();
SHGraphicsSystem* graphicsSystem = static_cast<SHGraphicsSystem*>(SHSystemManager::GetSystem<SHGraphicsSystem>());
SHSystemManager::CreateSystem<SHAudioSystem>();
SHSystemManager::CreateSystem<SHCameraSystem>();
#ifdef SHEDITOR
SDL_Init(SDL_INIT_VIDEO);
@ -90,6 +92,8 @@ namespace Sandbox
SHSystemManager::RegisterRoutine<SHGraphicsSystem, SHGraphicsSystem::BatcherDispatcherRoutine>();
SHSystemManager::RegisterRoutine<SHGraphicsSystem, SHGraphicsSystem::BeginRoutine>();
SHSystemManager::RegisterRoutine<SHCameraSystem, SHCameraSystem::EditorCameraUpdate>();
#ifdef SHEDITOR
SHSystemManager::RegisterRoutine<SHEditor, SHEditor::EditorRoutine>();
#endif
@ -101,6 +105,7 @@ namespace Sandbox
SHComponentManager::CreateComponentSparseSet<SHColliderComponent>();
SHComponentManager::CreateComponentSparseSet<SHTransformComponent>();
SHComponentManager::CreateComponentSparseSet<SHRenderable>();
SHComponentManager::CreateComponentSparseSet<SHCameraComponent>();
//TODO: REMOVE AFTER PRESENTATION
//SHAssetManager::LoadDataTemp("../../Assets/racoon.gltf");

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@ -0,0 +1,131 @@
#include "SHpch.h"
#include "SHCameraComponent.h"
#include "ECS_Base/Managers/SHComponentManager.h"
namespace SHADE
{
SHCameraComponent::SHCameraComponent()
:yaw(0.0f), pitch(0.0f), roll(0.0f)
, width(1920.0f), height(1080.0f), zNear(0.01f), zFar(10000.0f), fov(90.0f), movementSpeed(1.0f), turnSpeed(1.0f)
, perspProj(false), dirtyView(true), dirtyProj(true)
, viewMatrix(), projMatrix()
, position()
{
ComponentFamily::GetID<SHCameraComponent>();
}
SHCameraComponent::~SHCameraComponent()
{
}
void SHCameraComponent::SetYaw(float yaw) noexcept
{
this->yaw = yaw;
dirtyView = true;
}
void SHCameraComponent::SetPitch(float pitch) noexcept
{
this->pitch = pitch;
dirtyView = true;
}
void SHCameraComponent::SetRoll(float roll) noexcept
{
this->roll = roll;
dirtyView = true;
}
void SHCameraComponent::SetPositionX(float x) noexcept
{
position.x = x;
dirtyView = true;
}
void SHCameraComponent::SetPositionY(float y) noexcept
{
position.y = y;
dirtyView = true;
}
void SHCameraComponent::SetPositionZ(float z) noexcept
{
position.z = z;
dirtyView = true;
}
void SHCameraComponent::SetPosition(float x,float y, float z) noexcept
{
position.x = x;
position.y = y;
position.z = z;
dirtyView = true;
}
void SHCameraComponent::SetPosition(SHVec3& pos) noexcept
{
this->position = pos;
dirtyView = true;
}
void SHCameraComponent::SetWidth(float width) noexcept
{
this->width = width;
dirtyProj = true;
}
void SHCameraComponent::SetHeight(float height) noexcept
{
this->height = height;
dirtyProj = true;
}
void SHCameraComponent::SetNear(float znear) noexcept
{
this->zNear = znear;
dirtyProj = true;
}
void SHCameraComponent::SetFar(float zFar) noexcept
{
this->zFar = zFar;
dirtyProj = true;
}
void SHCameraComponent::SetFOV(float fov) noexcept
{
this->fov = fov;
dirtyProj = true;
}
float SHCameraComponent::GetYaw() const noexcept
{
return yaw;
}
float SHCameraComponent::GetPitch() const noexcept
{
return pitch;
}
float SHCameraComponent::GetRoll() const noexcept
{
return roll;
}
float SHCameraComponent::GetAspectRatio() const noexcept
{
return width/height;
}
float SHCameraComponent::GetFOV() const noexcept
{
return fov;
}
const SHMatrix& SHCameraComponent::GetViewMatrix() const noexcept
{
return viewMatrix;
}
const SHMatrix& SHCameraComponent::GetProjMatrix() const noexcept
{
return projMatrix;
}
}

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@ -0,0 +1,85 @@
#pragma once
#include "ECS_Base/Components/SHComponent.h"
#include "Math/Vector/SHVec3.h"
#include "Math/SHMatrix.h"
#include "SH_API.h"
namespace SHADE
{
class SH_API SHCameraComponent final : public SHComponent
{
private:
float yaw;
float pitch;
float roll;
float width;
float height;
float zNear;
float zFar;
float fov;
bool dirtyView;
bool dirtyProj;
SHMatrix viewMatrix;
SHMatrix projMatrix;
SHVec3 position;
bool perspProj;
public:
friend class SHCameraSystem;
SHCameraComponent();
~SHCameraComponent();
//Getters and setters.
void SetYaw(float yaw) noexcept;
void SetPitch(float pitch) noexcept;
void SetRoll(float roll) noexcept;
void SetPositionX(float x) noexcept;
void SetPositionY(float y) noexcept;
void SetPositionZ(float z) noexcept;
void SetPosition(float x, float y, float z) noexcept;
void SetPosition(SHVec3& pos) noexcept;
void SetWidth(float width) noexcept;
void SetHeight(float height) noexcept;
void SetNear(float znear) noexcept;
void SetFar(float zfar) noexcept;
void SetFOV(float fov) noexcept;
float GetYaw() const noexcept;
float GetPitch() const noexcept;
float GetRoll() const noexcept;
float GetAspectRatio() const noexcept;
float GetFOV() const noexcept;
const SHMatrix& GetViewMatrix() const noexcept;
const SHMatrix& GetProjMatrix() const noexcept;
float movementSpeed;
SHVec3 turnSpeed;
protected:
};
}

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@ -0,0 +1,162 @@
#include "SHpch.h"
#include "SHCameraSystem.h"
#include "Math/SHMathHelpers.h"
#include "Input/SHInputManager.h"
namespace SHADE
{
void SHCameraSystem::EditorCameraUpdate::Execute(double dt) noexcept
{
SHCameraSystem* system = static_cast<SHCameraSystem*>(GetSystem());
SHVec3 target{ 0.0f,0.0f,-1.0f };
SHVec3 up = { 0.0f,1.0f,0.0f };
auto& camera = system->editorCamera;
SHVec3::RotateY(target, SHMath::DegreesToRadians(camera.yaw));
SHVec3::RotateX(target, SHMath::DegreesToRadians(camera.pitch));
//SHVec3::RotateZ(target, SHMath::DegreesToRadians(camera.roll));
target = SHVec3::Normalise(target);
SHVec3::RotateZ(up, camera.roll);
up = SHVec3::Normalise(up);
SHVec3 view = target - camera.position; view = SHVec3::Normalise(view);
SHVec3 right = SHVec3::Cross(view, up); right = SHVec3::Normalise(right);
const SHVec3 UP = SHVec3::Cross(view, right);
if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::A))
{
system->editorCamera.position -= SHVec3(1.0,0.0,0.0) * dt * camera.movementSpeed;
system->editorCamera.dirtyView = true;
}
if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::D))
{
system->editorCamera.position += right * dt * camera.movementSpeed;
system->editorCamera.dirtyView = true;
}
if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::W))
{
system->editorCamera.position += view * dt * camera.movementSpeed;
system->editorCamera.dirtyView = true;
}
if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::S))
{
system->editorCamera.position -= view * dt * camera.movementSpeed;
system->editorCamera.dirtyView = true;
}
if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::Q))
{
system->editorCamera.position += UP * dt * camera.movementSpeed;
system->editorCamera.dirtyView = true;
}
if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::E))
{
system->editorCamera.position -= UP * dt * camera.movementSpeed;
system->editorCamera.dirtyView = true;
}
system->UpdateCameraComponent(system->editorCamera);
}
void SHCameraSystem::Init(void)
{
editorCamera.SetPosition(0.0f, 0.0f, 0.0f);
editorCamera.SetPitch(0.0f);
editorCamera.SetYaw(0.0f);
editorCamera.SetRoll(0.0f);
//editorCamera.movementSpeed = 100.0f;
}
void SHCameraSystem::Exit(void)
{
}
SHCameraComponent* SHCameraSystem::GetEditorCamera(void) noexcept
{
return &editorCamera;
}
void SHCameraSystem::UpdateCameraComponent(SHCameraComponent& camera) noexcept
{
if (camera.dirtyView)
{
SHVec3 target{ 0.0f,0.0f,-1.0f };
SHVec3 up = { 0.0f,1.0f,0.0f };
SHVec3::RotateY(target, SHMath::DegreesToRadians(camera.yaw));
SHVec3::RotateX(target, SHMath::DegreesToRadians(camera.pitch));
//SHVec3::RotateZ(target, SHMath::DegreesToRadians(camera.roll));
target = SHVec3::Normalise(target);
SHVec3::RotateZ(up, camera.roll);
up = SHVec3::Normalise(up);
SHVec3 view = target - camera.position; view = SHVec3::Normalise(view);
SHVec3 right = SHVec3::Cross(view, up); right = SHVec3::Normalise(right);
const SHVec3 UP = SHVec3::Cross(view, right);
camera.viewMatrix = SHMatrix::Identity;
camera.viewMatrix(0, 0) = right[0];
camera.viewMatrix(0, 1) = right[1];
camera.viewMatrix(0, 2) = right[2];
camera.viewMatrix(1, 0) = UP[0];
camera.viewMatrix(1, 1) = UP[1];
camera.viewMatrix(1, 2) = UP[2];
camera.viewMatrix(2, 0) = view[0];
camera.viewMatrix(2, 1) = view[1];
camera.viewMatrix(2, 2) = view[2];
camera.viewMatrix(0, 3) = -right.Dot(camera.position);
camera.viewMatrix(1, 3) = -UP.Dot(camera.position);
camera.viewMatrix(2, 3) = -view.Dot(camera.position);
camera.dirtyView = false;
}
if (camera.dirtyProj == true)
{
if (camera.perspProj == true)
{
const float ASPECT_RATIO = camera.GetAspectRatio();
const float TAN_HALF_FOV = tan(camera.fov * 0.5f);
camera.projMatrix = SHMatrix::Identity;
camera.projMatrix(0, 0) = 1.0f / (ASPECT_RATIO * TAN_HALF_FOV);
camera.projMatrix(1, 1) = 1.0f / TAN_HALF_FOV;
camera.projMatrix(2, 2) = camera.zFar / (camera.zFar - camera.zNear);
camera.projMatrix(2, 3) = 1.0f;
camera.projMatrix(3, 2) = -(camera.zFar * camera.zNear) / (camera.zFar - camera.zNear);
camera.dirtyProj = false;
}
else
{
const float R = camera.width * 0.5f;
const float L = -R;
const float T = camera.height * 0.5f;
const float B = -T;
camera.projMatrix = SHMatrix::Identity;
camera.projMatrix(0, 0) = 2.0f / (R - L);
camera.projMatrix(1, 1) = 2.0f / (B - T);
camera.projMatrix(2, 2) = 1.0f / (camera.zFar - camera.zNear);
camera.projMatrix(3, 0) = -(R + L) / (R - L);
camera.projMatrix(3, 1) = -(B + T) / (B - T);
camera.projMatrix(3, 2) = -camera.zNear / (camera.zFar - camera.zNear);
camera.dirtyProj = false;
}
}
}
}

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@ -0,0 +1,47 @@
#pragma once
#include "ECS_Base/System/SHSystem.h"
#include "SHCameraComponent.h"
#include "ECS_Base/System/SHSystemRoutine.h"
#include "SH_API.h"
namespace SHADE
{
class SH_API SHCameraSystem final : public SHSystem
{
private:
//A camera component that represents editor camera.
//This is not tied to any entity. Hence this EID should not be used.
SHCameraComponent editorCamera;
public:
SHCameraSystem(void) = default;
virtual ~SHCameraSystem(void) = default;
void Init (void);
void Exit (void);
class SH_API EditorCameraUpdate final : public SHSystemRoutine
{
public:
EditorCameraUpdate() : SHSystemRoutine("Editor Camera Update", true) { };
virtual void Execute(double dt) noexcept override final;
};
friend class EditorCameraUpdate;
SHCameraComponent* GetEditorCamera (void) noexcept;
protected:
void UpdateCameraComponent(SHCameraComponent& camera) noexcept;
};
}

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@ -97,13 +97,15 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
SHMatrix SHCamera::GetViewMatrix() const
SHMatrix SHCamera::GetViewMatrix()
{
updateMatrices();
return viewMatrix;
}
SHMatrix SHCamera::GetProjectionMatrix() const
SHMatrix SHCamera::GetProjectionMatrix()
{
updateMatrices();
return projMatrix;
}
SHMatrix SHCamera::GetViewProjectionMatrix()

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@ -41,11 +41,13 @@ namespace SHADE
void SetPerspective(float fov, float width, float height, float zNear, float zFar);
void SetOrthographic(float width, float height, float zNear, float zFar);
//void SetPerspectiveMatrixExplicit (
/*-----------------------------------------------------------------------------*/
/* Getter Functions */
/*-----------------------------------------------------------------------------*/
SHMatrix GetViewMatrix() const;
SHMatrix GetProjectionMatrix() const;
SHMatrix GetViewMatrix();
SHMatrix GetProjectionMatrix();
SHMatrix GetViewProjectionMatrix();
SHMatrix GetInverseViewMatrix() const;
SHMatrix GetInverseProjectionMatrix() const;

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@ -16,6 +16,9 @@ of DigiPen Institute of Technology is prohibited.
#include "Graphics/Instance/SHVkInstance.h"
#include "Graphics/Windowing/Surface/SHVkSurface.h"
#include "Graphics/Swapchain/SHVkSwapchain.h"
#include "Camera/SHCameraSystem.h"
#include "Editor/SHEditor.hpp"
#include "ECS_Base/Managers/SHSystemManager.h"
//#include "SHRenderer.h"
#include "Graphics/Windowing/SHWindow.h"
#include "Graphics/MiddleEnd/PerFrame/SHPerFrameData.h"
@ -318,6 +321,26 @@ namespace SHADE
// Bind textures
auto cameraSystem = SHSystemManager::GetSystem<SHCameraSystem>();
#ifdef SHEDITOR
auto editorSystem = SHSystemManager::GetSystem<SHEditor>();
if (editorSystem->editorState != SHEditor::State::PLAY)
{
//cameraSystem->GetEditorCamera()->GetViewMatrix();
//cameraSystem->GetEditorCamera()->GetProjMatrix();
worldRenderer->SetViewProjectionMatrix(cameraSystem->GetEditorCamera()->GetViewMatrix() );
//worldRenderer->SetViewProjectionMatrix(SHMatrix::Inverse(cameraSystem->GetEditorCamera()->GetViewMatrix()/* * cameraSystem->GetEditorCamera()->GetProjMatrix()*/));
}
else
{
// main camera
}
#else
// main camera
#endif
// For every viewport
for (int vpIndex = 0; vpIndex < static_cast<int>(viewports.size()); ++vpIndex)

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@ -77,7 +77,7 @@ namespace SHADE
{
if (camera)
{
cpuCameraData.viewProjectionMatrix = camera->GetViewProjectionMatrix();
//cpuCameraData.viewProjectionMatrix = camera->GetViewProjectionMatrix();
cameraBuffer->WriteToMemory(&cpuCameraData, sizeof(SHShaderCameraData), 0, cameraDataAlignedSize * frameIndex);
std::array<uint32_t, 1> dynamicOffsets{ frameIndex * cameraDataAlignedSize };
@ -90,6 +90,12 @@ namespace SHADE
{
}
void SHRenderer::SetViewProjectionMatrix(SHMatrix const& vpMatrix) noexcept
{
cpuCameraData.viewProjectionMatrix = camera->GetViewMatrix() * camera->GetProjectionMatrix();
//cpuCameraData.viewProjectionMatrix = vpMatrix * camera->GetProjectionMatrix();
}
Handle<SHRenderGraph> SHRenderer::GetRenderGraph(void) const noexcept
{
return renderGraph;

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@ -78,6 +78,7 @@ namespace SHADE
void Draw(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool) noexcept;
void UpdateDataAndBind (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept;
void UpdateCameraDataToBuffer (void) noexcept;
void SetViewProjectionMatrix (SHMatrix const& vpMatrix) noexcept;
/*-----------------------------------------------------------------------------*/
/* Setters and Getters */