procedural-3d-engine/base/camera.hpp
Sascha Willems feb939096f
Merge glTF branch (#747)
* Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class

* Split glTF loader into header and implementation

* Updated sample to use glTF

* Removed collada files

Replaced assets are now part of the asset pack

* Return value for glTF model vertex input state create info helper

* Removed unused assets

* Use glTF assets

* Added default material for glTF node's without materials

* Use glTF assets

* Apply pre-transforms to normals

* Use glTF assets

* Use glTF assets

* Use vertex input state from glTF model class

* Scene setup

* Use glTF assets

* Use glTF assets

* Display error message and exit if glTF file could not be loaded

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Remove unused buffer binds

* Use glTF assets

* Remove no longer used model files

* Remove no longer used model files

* Added support for rendering glTF models with images

* glTF model normal pre-transform ignores translation

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Only add combined image samplers to pool if actually used in the scene

* Use global descriptor set layouts

* Use global descriptor set layouts

* Use glTF assets

* Use glTF assets

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Remove no-longer used model

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders
Removed no-longer used model

* Use glTF assets

Code cleanup
Use RGBA texture instead of different compressed formats
Removed no-longer used assets

* Adnrdoid build file

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders

* Added vertex count and way of passing additional memory property type flags to glTF loader

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Updated GLSL and HLSL shaders

* Remove unfinished sample

* Completely reworked push constants sample

Use glTF assets
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Android CMake build files

* Removed un-used asset

* Explicit buffer binding function

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup

* Use glTF assets

Code cleanup
Removed no-longer used assets

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Remove no-longer used asset

* Use glTF assets

Code cleanup and refactoring
Performance optimizations
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring

* Use glTF assets

Code cleanup and refactoring

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Pass vertex size and calculate multiplier in shaders instead of hard-coding

With this, changes to the glTF vertex structure won't break the ray tracing samples

* Load tangents (if present)

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code

* Android build

* Normal mapping fixes

Udpated HLSL shaders

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code
Updated GLSL and HLSL shaders

* Code cleanup, comments

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code
Updated GLSL and HLSL shaders

* Added sample count to framebuffer create info

* Removed no-longer used assets

* Android build

Removed no-longer used assets

* Code cleanup and heavy refactoring

Updated GLSL and HLSL shaders
Use tangents stored in GLSL instead of calculating them in the fragment shader

* Renamed textured PBR sample main cpp file

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Removed no-longer used assets

* Android build files

* Android build files

* Use glTF assets

Removed no-longer used assets

* Fixed HLSL shaders

* Android build files

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Added flag to disable glTF image loading

Useful for samples that use their own textures or don't use textures at all to speed up loading

* Use glTF assets

Code cleanup
Use Sponza scene instead of Sibenik to better highlight the effect
Updated GLSL and HLSL shaders

* Updated Android build files

* Removed left-over comment

* Use Sponza scene for the SSAO sample

* Removed unused code

* Removed ASSIMP

No longer required as all samples now use the glTF file format

* Added missing vertex shader stage

* Removed old ASSIMP-based model loader

* Added support for loading external glTF images from ktx

Android fixes for loading external buffer files

* Scene setup

* Added missing shader stages

* Removed ASSIMP from build files

* Fixed compiler warning

* Removed ASSIMP from readmes

* Android build files cleanup

* Replaced ktx submodule with only the files required for this repo

The ktx submodule was a tad too big and contained lots of files not required for this repo

* Moved ktx build files into base project

* Use glTF assets

* Use glTF assets

* Removed license files, will be moved to asset pack

* Use RGBA textures

* Use RGBA cubemp texture with face assignment based on original images

Refs #679

* Android build files

* Removed textures

All textures will be moved to the asset pack

* Ignore asset folders

* Removed font

Fonts will be moved to the asset pack

* Link to gltf asset pack

* Updated gitignore

* Android build file
2020-07-28 20:20:38 +02:00

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5.4 KiB
C++

/*
* Basic camera class
*
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtc/matrix_transform.hpp>
class Camera
{
private:
float fov;
float znear, zfar;
void updateViewMatrix()
{
glm::mat4 rotM = glm::mat4(1.0f);
glm::mat4 transM;
rotM = glm::rotate(rotM, glm::radians(rotation.x * (flipY ? -1.0f : 1.0f)), glm::vec3(1.0f, 0.0f, 0.0f));
rotM = glm::rotate(rotM, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
rotM = glm::rotate(rotM, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
glm::vec3 translation = position;
if (flipY) {
translation.y *= -1.0f;
}
transM = glm::translate(glm::mat4(1.0f), translation);
if (type == CameraType::firstperson)
{
matrices.view = rotM * transM;
}
else
{
matrices.view = transM * rotM;
}
viewPos = glm::vec4(position, 0.0f) * glm::vec4(-1.0f, 1.0f, -1.0f, 1.0f);
updated = true;
};
public:
enum CameraType { lookat, firstperson };
CameraType type = CameraType::lookat;
glm::vec3 rotation = glm::vec3();
glm::vec3 position = glm::vec3();
glm::vec4 viewPos = glm::vec4();
float rotationSpeed = 1.0f;
float movementSpeed = 1.0f;
bool updated = false;
bool flipY = false;
struct
{
glm::mat4 perspective;
glm::mat4 view;
} matrices;
struct
{
bool left = false;
bool right = false;
bool up = false;
bool down = false;
} keys;
bool moving()
{
return keys.left || keys.right || keys.up || keys.down;
}
float getNearClip() {
return znear;
}
float getFarClip() {
return zfar;
}
void setPerspective(float fov, float aspect, float znear, float zfar)
{
this->fov = fov;
this->znear = znear;
this->zfar = zfar;
matrices.perspective = glm::perspective(glm::radians(fov), aspect, znear, zfar);
if (flipY) {
matrices.perspective[1][1] *= -1.0f;
}
};
void updateAspectRatio(float aspect)
{
matrices.perspective = glm::perspective(glm::radians(fov), aspect, znear, zfar);
if (flipY) {
matrices.perspective[1][1] *= -1.0f;
}
}
void setPosition(glm::vec3 position)
{
this->position = position;
updateViewMatrix();
}
void setRotation(glm::vec3 rotation)
{
this->rotation = rotation;
updateViewMatrix();
}
void rotate(glm::vec3 delta)
{
this->rotation += delta;
updateViewMatrix();
}
void setTranslation(glm::vec3 translation)
{
this->position = translation;
updateViewMatrix();
};
void translate(glm::vec3 delta)
{
this->position += delta;
updateViewMatrix();
}
void setRotationSpeed(float rotationSpeed)
{
this->rotationSpeed = rotationSpeed;
}
void setMovementSpeed(float movementSpeed)
{
this->movementSpeed = movementSpeed;
}
void update(float deltaTime)
{
updated = false;
if (type == CameraType::firstperson)
{
if (moving())
{
glm::vec3 camFront;
camFront.x = -cos(glm::radians(rotation.x)) * sin(glm::radians(rotation.y));
camFront.y = sin(glm::radians(rotation.x));
camFront.z = cos(glm::radians(rotation.x)) * cos(glm::radians(rotation.y));
camFront = glm::normalize(camFront);
float moveSpeed = deltaTime * movementSpeed;
if (keys.up)
position += camFront * moveSpeed;
if (keys.down)
position -= camFront * moveSpeed;
if (keys.left)
position -= glm::normalize(glm::cross(camFront, glm::vec3(0.0f, 1.0f, 0.0f))) * moveSpeed;
if (keys.right)
position += glm::normalize(glm::cross(camFront, glm::vec3(0.0f, 1.0f, 0.0f))) * moveSpeed;
updateViewMatrix();
}
}
};
// Update camera passing separate axis data (gamepad)
// Returns true if view or position has been changed
bool updatePad(glm::vec2 axisLeft, glm::vec2 axisRight, float deltaTime)
{
bool retVal = false;
if (type == CameraType::firstperson)
{
// Use the common console thumbstick layout
// Left = view, right = move
const float deadZone = 0.0015f;
const float range = 1.0f - deadZone;
glm::vec3 camFront;
camFront.x = -cos(glm::radians(rotation.x)) * sin(glm::radians(rotation.y));
camFront.y = sin(glm::radians(rotation.x));
camFront.z = cos(glm::radians(rotation.x)) * cos(glm::radians(rotation.y));
camFront = glm::normalize(camFront);
float moveSpeed = deltaTime * movementSpeed * 2.0f;
float rotSpeed = deltaTime * rotationSpeed * 50.0f;
// Move
if (fabsf(axisLeft.y) > deadZone)
{
float pos = (fabsf(axisLeft.y) - deadZone) / range;
position -= camFront * pos * ((axisLeft.y < 0.0f) ? -1.0f : 1.0f) * moveSpeed;
retVal = true;
}
if (fabsf(axisLeft.x) > deadZone)
{
float pos = (fabsf(axisLeft.x) - deadZone) / range;
position += glm::normalize(glm::cross(camFront, glm::vec3(0.0f, 1.0f, 0.0f))) * pos * ((axisLeft.x < 0.0f) ? -1.0f : 1.0f) * moveSpeed;
retVal = true;
}
// Rotate
if (fabsf(axisRight.x) > deadZone)
{
float pos = (fabsf(axisRight.x) - deadZone) / range;
rotation.y += pos * ((axisRight.x < 0.0f) ? -1.0f : 1.0f) * rotSpeed;
retVal = true;
}
if (fabsf(axisRight.y) > deadZone)
{
float pos = (fabsf(axisRight.y) - deadZone) / range;
rotation.x -= pos * ((axisRight.y < 0.0f) ? -1.0f : 1.0f) * rotSpeed;
retVal = true;
}
}
else
{
// todo: move code from example base class for look-at
}
if (retVal)
{
updateViewMatrix();
}
return retVal;
}
};