Code-Cleanup: All samples now use the camera class and it's matrices
Cleaned up base class
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42 changed files with 234 additions and 396 deletions
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@ -131,9 +131,11 @@ public:
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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zoom = -20.0f;
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rotation = { -15.0f, -390.0f, 0.0f };
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title = "Projected shadow mapping";
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camera.type = Camera::CameraType::lookat;
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camera.setPosition(glm::vec3(0.0f, -0.0f, -20.0f));
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camera.setRotation(glm::vec3(-15.0f, -390.0f, 0.0f));
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camera.setPerspective(60.0f, (float)width / (float)height, 1.0f, 256.0f);
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timerSpeed *= 0.5f;
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settings.overlay = true;
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}
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@ -689,26 +691,16 @@ public:
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{
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// Shadow map debug quad
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float AR = (float)height / (float)width;
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uboVSquad.projection = glm::ortho(2.5f / AR, 0.0f, 0.0f, 2.5f, -1.0f, 1.0f);
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uboVSquad.model = glm::mat4(1.0f);
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memcpy(uniformBuffers.debug.mapped, &uboVSquad, sizeof(uboVSquad));
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// 3D scene
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uboVSscene.projection = glm::perspective(glm::radians(45.0f), (float)width / (float)height, zNear, zFar);
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uboVSscene.view = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, zoom));
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uboVSscene.view = glm::rotate(uboVSscene.view, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
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uboVSscene.view = glm::rotate(uboVSscene.view, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
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uboVSscene.view = glm::rotate(uboVSscene.view, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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uboVSscene.projection = camera.matrices.perspective;
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uboVSscene.view = camera.matrices.view;
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uboVSscene.model = glm::mat4(1.0f);
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uboVSscene.lightPos = lightPos;
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uboVSscene.depthBiasMVP = uboOffscreenVS.depthMVP;
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memcpy(uniformBuffers.scene.mapped, &uboVSscene, sizeof(uboVSscene));
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}
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