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VkeCamera.h
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VkeCamera.h
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/*
* Copyright (c) 2014-2024, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2024 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
/* Contact chebert@nvidia.com (Chris Hebert) for feedback */
#pragma once
#include "Transform.h"
#include "VkeBuffer.h"
#include <map>
#include <glm/glm.hpp>
#ifndef VKE_DEFAULT_CAMERA_VIEWPORT
#define VKE_DEFAULT_CAMERA_VIEWPORT 0, 0, 1024, 768
#endif
#ifndef VKE_DEFAULT_CAMERA_NEAR_PLANE
#define VKE_DEFAULT_CAMERA_NEAR_PLANE 0.001f
#endif
#ifndef VKE_DEFAULT_CAMERA_FAR_PLANE
#define VKE_DEFAULT_CAMERA_FAR_PLANE 600.0f
#endif
#ifndef VKE_DEFAULT_CAMERA_FOV
#define VKE_DEFAULT_CAMERA_FOV 45.0f
#endif
struct VkeCameraUniform
{
glm::mat4 proj_view_matrix; // proj * view
glm::mat4 inverse_proj_view_matrix; // inverse(proj * view)
glm::vec4 camera_position; // .xyz = camera position, .w = time
};
class VkeCamera : public VkeBuffer<VkeCameraUniform>
{
public:
typedef uint32_t ID;
typedef std::map<VkeCamera::ID, VkeCamera*> Map;
typedef uint32_t Count;
class List
{
public:
List();
~List();
void update();
ID nextID();
Count count();
void getDescriptors(VkDescriptorBufferInfo* outDescriptor);
private:
VkeCamera::Map m_data;
std::vector<VkeCamera::ID> m_deleted_keys;
};
VkeCamera();
VkeCamera(const ID& inID);
VkeCamera(const ID& inID, const float inX, const float inY, const float inZ);
~VkeCamera();
void initCameraData();
void updateCameraCmd(VkCommandBuffer inCommand);
void update(float time);
void bind(VkCommandBuffer* inBuffer);
void setViewport(float inX, float inY, float inW, float inH);
void setPosition(float inX, float inY, float inZ);
void setRotation(float inX, float inY, float inZ);
void setRotation(glm::quat& inQuat);
void setNear(float inNear);
void setFar(float inFar);
void setFOV(float inFOV);
float getNear();
float getFar();
float getFOV();
glm::vec4 worldPosition();
glm::vec4 worldPosition(glm::vec4& inPosition);
void lookAt(glm::vec4& inPosition);
void setLookAtMatrix(glm::mat4& inMat);
private:
void updateProjection();
void updateTransform();
void updateViewProjection(float time);
ID m_id = 0;
glm::vec4 m_viewport{VKE_DEFAULT_CAMERA_VIEWPORT};
float m_near = VKE_DEFAULT_CAMERA_NEAR_PLANE;
float m_far = VKE_DEFAULT_CAMERA_FAR_PLANE;
float m_fov = VKE_DEFAULT_CAMERA_FOV;
float m_aspect = 1.0f;
glm::vec3 m_position{0.0f, 0.0f, 0.0f};
glm::vec3 m_rotation{0.0f, 0.0f, 0.0f};
Transform m_transform;
glm::mat4 m_projection;
bool m_projection_needs_update = true;
bool m_transform_needs_update = true;
bool m_view_projection_needs_update = true;
glm::mat4 m_look_at_matrix;
bool m_use_look_at = false;
};