Code-Cleanup: All samples now use the camera class and it's matrices
Cleaned up base class
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27d5abc038
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42 changed files with 234 additions and 396 deletions
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@ -62,7 +62,7 @@ public:
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struct {
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glm::mat4 projection;
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glm::mat4 model;
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glm::mat4 modelView;
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glm::vec4 viewPos;
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float lodBias = 0.0f;
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} uboVS;
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@ -77,9 +77,11 @@ public:
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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zoom = -2.5f;
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rotation = { 0.0f, 15.0f, 0.0f };
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title = "Texture loading";
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camera.type = Camera::CameraType::lookat;
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camera.setPosition(glm::vec3(0.0f, 0.0f, -2.5f));
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camera.setRotation(glm::vec3(0.0f, 15.0f, 0.0f));
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
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settings.overlay = true;
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}
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@ -772,26 +774,17 @@ public:
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&uniformBufferVS,
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sizeof(uboVS),
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&uboVS));
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VK_CHECK_RESULT(uniformBufferVS.map());
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updateUniformBuffers();
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}
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void updateUniformBuffers()
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{
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// Vertex shader
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uboVS.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.001f, 256.0f);
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glm::mat4 viewMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, zoom));
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uboVS.model = viewMatrix * glm::translate(glm::mat4(1.0f), cameraPos);
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uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
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uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
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uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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uboVS.viewPos = glm::vec4(0.0f, 0.0f, -zoom, 0.0f);
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VK_CHECK_RESULT(uniformBufferVS.map());
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uboVS.projection = camera.matrices.perspective;
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uboVS.modelView = camera.matrices.view;
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uboVS.viewPos = camera.viewPos;
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memcpy(uniformBufferVS.mapped, &uboVS, sizeof(uboVS));
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uniformBufferVS.unmap();
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}
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void prepare()
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