view: factor out all view mutation
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@ -6,6 +6,8 @@ namespace view {
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XMVECTOR eye;
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XMVECTOR forward;
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XMVECTOR direction;
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XMVECTOR at;
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XMVECTOR normal;
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float fov;
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float pitch;
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@ -15,7 +17,12 @@ namespace view {
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XMFLOAT4X4 float_transform;
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};
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extern view_state state;
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void apply_translation(float forward, float strafe, float elevation);
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void apply_yaw_pitch(float delta_yaw, float delta_pitch);
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void apply_fov(float delta);
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void update_transforms();
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void load();
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}
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40
src/test.cpp
40
src/test.cpp
@ -598,13 +598,11 @@ void load(const char * source_path)
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load_textures();
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load_texture_id_uniform_buffer();
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view::state.up = XMVectorSet(0.0f, 0.0f, 1.0f, 0.0f);
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view::state.eye = XMVectorSet(-55.5f, 48.25f, 50.0f, 1);
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view::state.forward = XMVectorSet(-0.63, 0.78, 0, 0);
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view::state.direction = view::state.forward;
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view::state.pitch = -0.11;
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//////////////////////////////////////////////////////////////////////
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// view
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//////////////////////////////////////////////////////////////////////
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view::state.fov = 1.5;
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view::load();
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//////////////////////////////////////////////////////////////////////
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// font
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@ -667,9 +665,9 @@ light_parameters lighting = {
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void update_keyboard(int up, int down, int left, int right)
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{
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XMVECTOR normal = XMVector3NormalizeEst(XMVector3Cross(view::state.forward, view::state.up));
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view::state.eye += view::state.forward * (0.1f * up + -0.1f * down);
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view::state.eye += normal * (-0.1f * left + 0.1f * right);
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float forward = (0.1f * up + -0.1f * down);
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float strafe = (-0.1f * left + 0.1f * right);
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view::apply_translation(forward, strafe, 0);
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}
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const int max_joysticks = 8;
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@ -682,25 +680,13 @@ void update_joystick(int joystick_index,
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int leftshoulder, int rightshoulder,
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int start)
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{
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//view::state.yaw += rx;
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XMMATRIX mrz = XMMatrixRotationZ(rx * -0.035);
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float forward = -ly;
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float strafe = lx;
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float elevation = tl - tr;
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view::apply_yaw_pitch(rx * -0.035, ry * -0.035);
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view::apply_translation(forward, strafe, elevation);
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view::apply_fov(0.01 * up + -0.01 * down);
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view::state.forward = XMVector3Transform(XMVector3NormalizeEst(view::state.forward), mrz);
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XMVECTOR normal = XMVector3NormalizeEst(XMVector3Cross(view::state.forward, view::state.up));
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view::state.pitch += ry * -0.035;
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if (view::state.pitch > 1.57f) view::state.pitch = 1.57f;
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if (view::state.pitch < -1.57f) view::state.pitch = -1.57f;
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XMMATRIX mrn = XMMatrixRotationAxis(normal, view::state.pitch);
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view::state.direction = XMVector3Transform(view::state.forward, mrn);
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view::state.eye += view::state.forward * -ly + normal * lx + view::state.up * (tl - tr);
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float new_fov = view::state.fov + 0.01 * up + -0.01 * down;
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if (new_fov > 0.00001f) {
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view::state.fov = new_fov;
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}
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lighting.quadratic += 0.01 * a + -0.01 * b;
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if (lighting.quadratic < 0.0f)
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lighting.quadratic = 0.0f;
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62
src/view.cpp
62
src/view.cpp
@ -1,22 +1,11 @@
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#include "directxmath/directxmath.h"
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#include "window.h"
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#include "view.h"
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constexpr bool third_person = false;
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namespace view {
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struct view_state {
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XMVECTOR up;
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XMVECTOR eye;
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XMVECTOR forward;
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XMVECTOR direction;
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float fov;
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float pitch;
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XMMATRIX projection_transform;
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XMMATRIX view_transform;
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XMMATRIX transform;
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XMFLOAT4X4 float_transform;
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};
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view_state state;
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static inline XMMATRIX current_projection()
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@ -31,11 +20,39 @@ namespace view {
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static inline XMMATRIX current_view()
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{
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XMVECTOR at = XMVectorAdd(state.eye, state.direction);
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XMMATRIX view = XMMatrixLookAtRH(state.eye, at, state.up);
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state.at = XMVectorAdd(state.eye, state.direction);
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XMMATRIX view = XMMatrixLookAtRH(state.eye, state.at, state.up);
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return view;
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}
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void apply_translation(float forward, float strafe, float elevation)
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{
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state.eye += state.forward * forward + state.normal * strafe + state.up * elevation;
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}
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void apply_yaw_pitch(float delta_yaw, float delta_pitch)
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{
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XMMATRIX mrz = XMMatrixRotationZ(delta_yaw);
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state.forward = XMVector3Transform(state.forward, mrz);
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state.normal = XMVector3NormalizeEst(XMVector3Cross(state.forward, state.up));
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state.pitch += delta_pitch;
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if (state.pitch > 1.57f) state.pitch = 1.57f;
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if (state.pitch < -1.57f) state.pitch = -1.57f;
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XMMATRIX mrn = XMMatrixRotationAxis(state.normal, state.pitch);
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state.direction = XMVector3Transform(state.forward, mrn);
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}
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void apply_fov(float delta)
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{
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float new_fov = state.fov + delta;
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if (new_fov > 0.00001f) {
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state.fov = new_fov;
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}
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}
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void update_transforms()
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{
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state.projection_transform = current_projection();
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@ -43,4 +60,17 @@ namespace view {
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state.transform = state.view_transform * state.projection_transform;
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XMStoreFloat4x4(&state.float_transform, state.transform);
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}
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void load()
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{
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state.up = XMVectorSet(0.0f, 0.0f, 1.0f, 0.0f);
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state.eye = XMVectorSet(-55.5f, 48.25f, 50.0f, 1);
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state.forward = XMVector3Normalize(XMVectorSet(-0.63, 0.78, 0, 0));
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state.direction = state.forward;
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state.normal = XMVector3Normalize(XMVector3Cross(state.forward, state.up));
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state.fov = 1.5;
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state.pitch = 0;
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}
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}
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