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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Renderer/Renderer.h>
- Renderer::~Renderer()
- {
- if (mWindow != nullptr)
- mWindow->SetWindowResizeListener({});
- }
- void Renderer::Initialize(ApplicationWindow *inWindow)
- {
- // Store window
- mWindow = inWindow;
- mWindow->SetWindowResizeListener([this]() { OnWindowResize(); });
- }
- static Mat44 sPerspectiveInfiniteReverseZ(float inFovY, float inAspect, float inNear, float inYSign)
- {
- float height = 1.0f / Tan(0.5f * inFovY);
- float width = height / inAspect;
- return Mat44(Vec4(width, 0.0f, 0.0f, 0.0f), Vec4(0.0f, inYSign * height, 0.0f, 0.0f), Vec4(0.0f, 0.0f, 0.0f, -1.0f), Vec4(0.0f, 0.0f, inNear, 0.0f));
- }
- void Renderer::BeginFrame(const CameraState &inCamera, float inWorldScale)
- {
- // Mark that we're in the frame
- JPH_ASSERT(!mInFrame);
- mInFrame = true;
- // Store state
- mCameraState = inCamera;
- // Light properties
- Vec3 light_pos = inWorldScale * Vec3(250, 250, 250);
- Vec3 light_tgt = Vec3::sZero();
- Vec3 light_up = Vec3(0, 1, 0);
- Vec3 light_fwd = (light_tgt - light_pos).Normalized();
- float light_fov = DegreesToRadians(20.0f);
- float light_near = 1.0f;
- // Camera properties
- Vec3 cam_pos = Vec3(inCamera.mPos - mBaseOffset);
- float camera_fovy = inCamera.mFOVY;
- float camera_aspect = static_cast<float>(mWindow->GetWindowWidth()) / mWindow->GetWindowHeight();
- float camera_fovx = 2.0f * ATan(camera_aspect * Tan(0.5f * camera_fovy));
- float camera_near = 0.01f * inWorldScale;
- // Calculate camera frustum
- mCameraFrustum = Frustum(cam_pos, inCamera.mForward, inCamera.mUp, camera_fovx, camera_fovy, camera_near);
- // Calculate light frustum
- mLightFrustum = Frustum(light_pos, light_fwd, light_up, light_fov, light_fov, light_near);
- // Camera projection and view
- mVSBuffer.mProjection = sPerspectiveInfiniteReverseZ(camera_fovy, camera_aspect, camera_near, mPerspectiveYSign);
- Vec3 tgt = cam_pos + inCamera.mForward;
- mVSBuffer.mView = Mat44::sLookAt(cam_pos, tgt, inCamera.mUp);
- // Light projection and view
- mVSBuffer.mLightProjection = sPerspectiveInfiniteReverseZ(light_fov, 1.0f, light_near, mPerspectiveYSign);
- mVSBuffer.mLightView = Mat44::sLookAt(light_pos, light_tgt, light_up);
- // Camera ortho projection and view
- mVSBufferOrtho.mProjection = Mat44(Vec4(2.0f / mWindow->GetWindowWidth(), 0.0f, 0.0f, 0.0f), Vec4(0.0f, -mPerspectiveYSign * 2.0f / mWindow->GetWindowHeight(), 0.0f, 0.0f), Vec4(0.0f, 0.0f, -1.0f, 0.0f), Vec4(-1.0f, mPerspectiveYSign * 1.0f, 0.0f, 1.0f));
- mVSBufferOrtho.mView = Mat44::sIdentity();
- // Light projection and view are unused in ortho mode
- mVSBufferOrtho.mLightView = Mat44::sIdentity();
- mVSBufferOrtho.mLightProjection = Mat44::sIdentity();
- // Set constants for pixel shader
- mPSBuffer.mCameraPos = Vec4(cam_pos, 0);
- mPSBuffer.mLightPos = Vec4(light_pos, 0);
- }
- void Renderer::EndFrame()
- {
- // Mark that we're no longer in the frame
- JPH_ASSERT(mInFrame);
- mInFrame = false;
- }
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