Okay, figured out input, for real this time
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@ -77,14 +77,17 @@ void Input::handleMovementKeys(Renderer& ren) {
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if (ImGui::GetIO().WantCaptureKeyboard)
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return;
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auto dir = ren.cam.dir();
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glm::vec3 forward;
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if (ren.flycam)
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forward = glm::vec3(glm::sin(ren.cam.theta)*glm::cos(ren.cam.phi), glm::cos(ren.cam.theta), glm::sin(ren.cam.theta)*glm::sin(ren.cam.phi));
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forward = dir;
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else
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forward = glm::vec3(glm::cos(ren.cam.phi), 0.0, glm::sin(ren.cam.phi));
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const auto right = glm::cross(glm::vec3(0.0, 1.0, 0.0), forward);
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const auto speed = glfwGetKey(in, GLFW_KEY_LEFT_SHIFT)? 2.0f : 1.0f;
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forward = glm::normalize(glm::vec3(dir.x, 0.0, dir.z));
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const auto right = glm::normalize(glm::cross(forward, glm::vec3(0.0, 1.0, 0.0)));
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const auto up = glm::normalize(glm::cross(right, forward));
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const auto speed = glfwGetKey(in, GLFW_KEY_LEFT_SHIFT)? 2.0f : 1.0f;
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if(glfwGetKey(in, GLFW_KEY_UP)) {
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ren.cam.theta -= 0.02;
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@ -324,10 +324,10 @@ void Renderer::draw() {
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auto sz = win.getDimensions();
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uniform_buffer->upload(UniformData {
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.view = cam.view(),
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.viewport = glm::vec2(viewport.width, viewport.y),
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.cam_pos = cam.pos,
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.time = time,
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.focal_length = 2.0,
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.viewport = glm::vec4(viewport.width, viewport.y, 0.0, 0.0),
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.cam_dir = cam.dir(),
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});
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command_buffer->bind(*pipeline);
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@ -11,20 +11,19 @@
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/* Uniform:
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*
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* layout (set = 0, binding = 0) uniform Matrices {
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* mat4 view;
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* vec2 viewport;
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* float time;
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* float focal_length;
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* };
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*
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layout (set = 0, binding = 0) uniform Matrices {
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vec3 cam_pos;
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float time;
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vec4 viewport;
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vec3 cam_dir;
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};
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*/
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struct UniformData {
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glm::mat4 view;
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glm::vec2 viewport;
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glm::vec3 cam_pos;
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float time;
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float focal_length = 2.0;
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glm::vec4 viewport;
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glm::vec3 cam_dir;
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};
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struct UniformBuffer {
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@ -15,11 +15,11 @@ struct Camera {
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glm::vec3 pos = glm::vec3(0.0f);
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inline glm::vec3 dir() {
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return glm::normalize(glm::vec3(
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return glm::vec3(
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sin(theta) * cos(phi),
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cos(theta),
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sin(theta) * sin(phi)
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));
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);
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}
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inline glm::mat4 view() {
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@ -1,43 +1,48 @@
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#version 450 core
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layout (set = 0, binding = 0) uniform Matrices {
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mat4 view;
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vec2 viewport;
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vec3 cam_pos;
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float time;
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vec4 viewport;
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vec3 cam_dir;
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};
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec3 dir;
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layout (location = 0) in vec2 pos;
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layout (location = 0) out vec4 fragColor;
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float sphere(vec3 p, vec3 center, float r) {
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return length(p) - r;
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return length(p-center) - r;
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}
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float sdf(vec3 pos) {
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return sphere(pos, vec3(0.0, 0.0, 10.0), 3.0);
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return sphere(pos, vec3(0.0, 0.0, 0.0), 3.0);
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}
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float raycast() {
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float raycast(vec3 dir) {
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float t = 0.0;
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for(int i = 0; i < 64; i++) {
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float dt = sdf(pos + dir * t);
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float dt = sdf(cam_pos + dir * t);
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if(dt < 0.0001*t)
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return t;
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return float(i) / 64.0;
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else if(dt > 200.0)
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return -1;
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return 1.0;
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t += dt;
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}
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return -1;
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return 1.0;
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}
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vec3 raygen() {
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vec3 forward = cam_dir;
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vec3 right = normalize(cross(forward, vec3(0.0, 1.0, 0.0)));
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vec3 up = normalize(cross(right, forward));
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return normalize(pos.x * right + pos.y * up + forward * 2.0);
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}
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void main() {
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float d = raycast();
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vec3 dir = raygen();
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float d = raycast(dir);
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vec3 col = vec3(1.0-d*0.075);
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fragColor = vec4(col, 1.0);
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fragColor = vec4(d);
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}
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@ -2,21 +2,16 @@
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layout (location = 0) in vec2 aCoord;
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layout (location = 0) out vec3 pos;
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layout (location = 1) out vec3 dir;
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layout (location = 0) out vec2 pos;
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layout (set = 0, binding = 0) uniform Matrices {
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mat4 view;
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vec2 viewport;
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vec3 cam_pos;
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float time;
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float focal_length;
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vec4 viewport;
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vec3 cam_dir;
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};
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void main() {
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vec4 p = view * vec4(aCoord.x * viewport.x/viewport.y, aCoord.y, 0.0, 1.0);
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pos = p.xyz;
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p-= view * vec4(0.0, 0.0, -focal_length, 1.0);
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dir = normalize(p.xyz);
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gl_Position = vec4(aCoord, 0.0, 1.0);
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pos = vec2(aCoord.x * viewport.x / viewport.y, aCoord.y);
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}
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