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CosmicEngine/lib/All/JoltPhysics/TestFramework/Renderer/Renderer.cpp

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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));
}
bool 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);
return true;
}
void Renderer::EndFrame()
{
// Mark that we're no longer in the frame
JPH_ASSERT(mInFrame);
mInFrame = false;
}