Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
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lib/All/JoltPhysics/TestFramework/Renderer/Renderer.cpp
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89
lib/All/JoltPhysics/TestFramework/Renderer/Renderer.cpp
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#include <TestFramework.h>
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#include <Renderer/Renderer.h>
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Renderer::~Renderer()
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{
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if (mWindow != nullptr)
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mWindow->SetWindowResizeListener({});
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}
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void Renderer::Initialize(ApplicationWindow *inWindow)
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{
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// Store window
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mWindow = inWindow;
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mWindow->SetWindowResizeListener([this]() { OnWindowResize(); });
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}
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static Mat44 sPerspectiveInfiniteReverseZ(float inFovY, float inAspect, float inNear, float inYSign)
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{
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float height = 1.0f / Tan(0.5f * inFovY);
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float width = height / inAspect;
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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));
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}
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bool Renderer::BeginFrame(const CameraState &inCamera, float inWorldScale)
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{
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// Mark that we're in the frame
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JPH_ASSERT(!mInFrame);
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mInFrame = true;
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// Store state
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mCameraState = inCamera;
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// Light properties
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Vec3 light_pos = inWorldScale * Vec3(250, 250, 250);
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Vec3 light_tgt = Vec3::sZero();
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Vec3 light_up = Vec3(0, 1, 0);
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Vec3 light_fwd = (light_tgt - light_pos).Normalized();
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float light_fov = DegreesToRadians(20.0f);
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float light_near = 1.0f;
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// Camera properties
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Vec3 cam_pos = Vec3(inCamera.mPos - mBaseOffset);
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float camera_fovy = inCamera.mFOVY;
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float camera_aspect = static_cast<float>(mWindow->GetWindowWidth()) / mWindow->GetWindowHeight();
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float camera_fovx = 2.0f * ATan(camera_aspect * Tan(0.5f * camera_fovy));
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float camera_near = 0.01f * inWorldScale;
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// Calculate camera frustum
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mCameraFrustum = Frustum(cam_pos, inCamera.mForward, inCamera.mUp, camera_fovx, camera_fovy, camera_near);
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// Calculate light frustum
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mLightFrustum = Frustum(light_pos, light_fwd, light_up, light_fov, light_fov, light_near);
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// Camera projection and view
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mVSBuffer.mProjection = sPerspectiveInfiniteReverseZ(camera_fovy, camera_aspect, camera_near, mPerspectiveYSign);
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Vec3 tgt = cam_pos + inCamera.mForward;
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mVSBuffer.mView = Mat44::sLookAt(cam_pos, tgt, inCamera.mUp);
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// Light projection and view
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mVSBuffer.mLightProjection = sPerspectiveInfiniteReverseZ(light_fov, 1.0f, light_near, mPerspectiveYSign);
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mVSBuffer.mLightView = Mat44::sLookAt(light_pos, light_tgt, light_up);
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// Camera ortho projection and view
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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));
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mVSBufferOrtho.mView = Mat44::sIdentity();
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// Light projection and view are unused in ortho mode
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mVSBufferOrtho.mLightView = Mat44::sIdentity();
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mVSBufferOrtho.mLightProjection = Mat44::sIdentity();
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// Set constants for pixel shader
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mPSBuffer.mCameraPos = Vec4(cam_pos, 0);
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mPSBuffer.mLightPos = Vec4(light_pos, 0);
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return true;
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}
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void Renderer::EndFrame()
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{
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// Mark that we're no longer in the frame
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JPH_ASSERT(mInFrame);
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mInFrame = false;
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}
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