14.Camera (View) Transform

This commit is contained in:
hoenking 2025-12-15 22:26:53 +08:00
parent ee3aa35567
commit 2e7056c246
6 changed files with 62 additions and 4 deletions

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@ -30,7 +30,8 @@ namespace hk
SimpleRenderSystem simpleRenderSystem{m_device, m_renderer.getSwapChainRenderPass()};
RainbowSystem rainbowSystem(2000.0f);
Camera camera{};
//camera.setViewDirection(glm::vec3(0.f), glm::vec3(0.5f, 0.f, 1.f));
camera.setViewTarget(glm::vec3(-1.f, -2.f, -2.f), glm::vec3(0.f, 0.f, 2.5f));
while (!m_window.shouldClose())
{

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@ -24,7 +24,6 @@ namespace hk
FirstApp &operator=(const FirstApp &) = delete;
void run();
void runGravitySystem();
private:
void loadGameObjects();

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@ -24,4 +24,54 @@ namespace hk
m_projectionMatrix[2][3] = 1.f;
m_projectionMatrix[3][2] = -(far * near) / (far - near);
}
void Camera::setViewDirection(glm::vec3 position, glm::vec3 direction, glm::vec3 up)
{
const glm::vec3 w = glm::normalize(direction);
const glm::vec3 u = glm::normalize(glm::cross(w, up));
const glm::vec3 v = glm::cross(w, u);
m_viewMatrix = glm::mat4{1.0f};
m_viewMatrix[0][0] = u.x;
m_viewMatrix[1][0] = u.y;
m_viewMatrix[2][0] = u.z;
m_viewMatrix[0][1] = v.x;
m_viewMatrix[1][1] = v.y;
m_viewMatrix[2][1] = v.z;
m_viewMatrix[0][2] = w.x;
m_viewMatrix[1][2] = w.y;
m_viewMatrix[2][2] = w.z;
m_viewMatrix[3][0] = -glm::dot(u, position);
m_viewMatrix[3][1] = -glm::dot(v, position);
m_viewMatrix[3][2] = -glm::dot(w, position);
}
void Camera::setViewTarget(glm::vec3 position, glm::vec3 target, glm::vec3 up)
{
setViewDirection(position, target - position, up);
}
void Camera::setViewYXZ(glm::vec3 position, glm::vec3 rotation)
{
const float c3 = glm::cos(rotation.z);
const float s3 = glm::sin(rotation.z);
const float c2 = glm::cos(rotation.x);
const float s2 = glm::sin(rotation.x);
const float c1 = glm::cos(rotation.y);
const float s1 = glm::sin(rotation.y);
const glm::vec3 u{(c1 * c3 + s1 * s2 * s3), (c2 * s3), (c1 * s2 * s3 - c3 * s1)};
const glm::vec3 v{(c3 * s1 * s2 - c1 * s3), (c2 * c3), (c1 * c3 * s2 + s1 * s3)};
const glm::vec3 w{(c2 * s1), (-s2), (c1 * c2)};
m_viewMatrix = glm::mat4{1.0f};
m_viewMatrix[0][0] = u.x;
m_viewMatrix[1][0] = u.y;
m_viewMatrix[2][0] = u.z;
m_viewMatrix[0][1] = v.x;
m_viewMatrix[1][1] = v.y;
m_viewMatrix[2][1] = v.z;
m_viewMatrix[0][2] = w.x;
m_viewMatrix[1][2] = w.y;
m_viewMatrix[2][2] = w.z;
m_viewMatrix[3][0] = -glm::dot(u, position);
m_viewMatrix[3][1] = -glm::dot(v, position);
m_viewMatrix[3][2] = -glm::dot(w, position);
}
} // namespace hk

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@ -14,11 +14,16 @@ namespace hk
~Camera() = default;
void setOrthographicProjection(float left, float right, float top, float bottom, float near, float far);
void setPerspectiveProjection(float fovY, float aspect, float near, float far);
void setViewDirection(glm::vec3 position, glm::vec3 direction, glm::vec3 up = glm::vec3{0.f, -1.f, 0.f});
void setViewTarget(glm::vec3 position, glm::vec3 target, glm::vec3 up = glm::vec3{0.f, -1.f, 0.f});
void setViewYXZ(glm::vec3 position, glm::vec3 rotation);
const glm::mat4& getProjection() const { return m_projectionMatrix; }
const glm::mat4& getView() const { return m_viewMatrix; }
private:
glm::mat4 m_projectionMatrix{1.0f};
glm::mat4 m_viewMatrix{1.0f};
};
} // namespace hk

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@ -69,6 +69,9 @@ namespace hk
void SimpleRenderSystem::renderGameObjects(VkCommandBuffer commandBuffer, std::vector<GameObject> &gameObjects, const Camera &camera)
{
m_pipeline->bind(commandBuffer);
auto projectionView = camera.getProjection() * camera.getView();
for (auto &obj : gameObjects)
{
obj.m_transform.rotation.y = glm::mod(obj.m_transform.rotation.y + 0.01f, glm::two_pi<float>());
@ -76,7 +79,7 @@ namespace hk
SimplePushConstantData push{};
push.color = obj.m_color;
push.transform = camera.getProjection() * obj.m_transform.mat4();
push.transform = projectionView * obj.m_transform.mat4();
vkCmdPushConstants(
commandBuffer,