Got mouse and keyboard movement working -- I think
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@ -82,18 +82,15 @@ void Input::handleMovementKeys(Renderer& ren) {
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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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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(forward, glm::vec3(0.0, 1.0, 0.0));
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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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if(glfwGetKey(in, GLFW_KEY_UP)) {
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ren.cam.theta -= 0.01;
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}
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if(glfwGetKey(in, GLFW_KEY_UP)) {
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ren.cam.theta -= 0.01;
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ren.cam.theta -= 0.02;
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}
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if(glfwGetKey(in, GLFW_KEY_DOWN)) {
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ren.cam.theta += 0.01;
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ren.cam.theta += 0.02;
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}
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if(glfwGetKey(in, GLFW_KEY_LEFT)) {
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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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.time = time,
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.cam_pos = cam.pos,
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.cam_dir = cam.dir(),
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.focal_length = 2.0,
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});
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command_buffer->bind(*pipeline);
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@ -58,7 +58,7 @@ struct Renderer {
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std::unique_ptr<UI> ui;
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Camera cam{ .pos = glm::vec3(0.0, -10.0, 0.0), };
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Camera cam{ .pos = glm::vec3(0.0, 0.0, -1.0), };
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bool capture_mouse = false;
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bool flycam = false;
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@ -8,10 +8,6 @@ UniformBuffer::UniformBuffer(vk::PhysicalDevice phys_dev, vk::Device dev) {
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vk::MemoryPropertyFlagBits::eHostCoherent | vk::MemoryPropertyFlagBits::eHostVisible
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);
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Log::debug("Offset of time: %zu\n", offsetof(UniformData, time));
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Log::debug("Offset of cam_pos: %zu\n", offsetof(UniformData, cam_pos));
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Log::debug("Offset of viewport: %zu\n", offsetof(UniformData, viewport));
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}
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void UniformBuffer::upload(const UniformData& data) {
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@ -12,19 +12,19 @@
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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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* vec3 cam_pos;
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* vec3 cam_dir;
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* float focal_length;
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* };
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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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float time;
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glm::vec3 cam_pos;
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glm::vec3 cam_dir;
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float focal_length = 2.0;
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};
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struct UniformBuffer {
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@ -15,7 +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::vec3(sin(theta) * cos(phi), cos(theta), sin(theta) * sin(phi));
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return glm::normalize(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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inline glm::mat4 view() {
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11
UI/UI.cpp
11
UI/UI.cpp
@ -89,9 +89,18 @@ void UI::newFrame() {
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ImGui::SetNextWindowBgAlpha(0.5f);
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ImGui::Begin("Rendering Info", nullptr);
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auto target = info.cam.dir() + info.cam.pos;
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ImGui::Text("FPS: %f", info.fps);
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ImGui::Text("Time: %f", info.time);
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ImGui::Checkbox("Fly Camera", &info.flycam);
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ImGui::Text("Target: %f %f %f", target.x, target.y, target.z);
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ImGui::SliderFloat("Theta", &info.cam.theta, 0.0, glm::pi<float>());
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ImGui::SliderFloat("Phi", &info.cam.phi, 0.0, glm::two_pi<float>());
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ImGui::SliderFloat("X", &info.cam.pos.x, -10.0, 10.0);
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ImGui::SliderFloat("Y", &info.cam.pos.y, -10.0, 10.0);
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ImGui::SliderFloat("Z", &info.cam.pos.z, -10.0, 10.0);
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ImGui::End();
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}
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@ -1,16 +1,43 @@
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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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float time;
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vec3 cam_pos;
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vec3 cam_dir;
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};
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layout (location = 0) in vec2 texCoord;
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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) 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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}
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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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}
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float raycast() {
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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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if(dt < 0.0001*t)
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return t;
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else if(dt > 200.0)
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return -1;
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t += dt;
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}
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return -1;
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}
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void main() {
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fragColor = vec4(abs(texCoord), abs(cos(time)), 1.0);
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float d = raycast();
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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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}
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@ -2,16 +2,21 @@
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layout (location = 0) in vec2 aCoord;
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layout (location = 0) out vec2 texCoord;
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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 (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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vec3 cam_pos;
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vec3 cam_dir;
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float focal_length;
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};
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void main() {
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texCoord = aCoord;
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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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}
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