Debug options: Stop moving light, camera and cubes.
F1 to have free camera
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@@ -9,16 +9,23 @@ struct PointLight
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float Intensity;
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};
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struct TransformData
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{
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row_major float4x4 Model;
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};
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cbuffer RootConstants : register(b0, space0)
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{
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row_major float4x4 ViewProjection;
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row_major float4x4 Model;
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uint MeshIndex;
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uint TransformsBufferIndex;
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uint BufferIndex;
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uint TextureIndex;
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uint VertexOffset; // Base vertex for indexed drawing with bindless buffers
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uint _Padding; // Padding for alignment
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float2 Scale; // 2D scale factor
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float2 Translate; // 2D translation
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float2 _Padding2; // Explicit padding to align LightDirection to 16 bytes
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float3 LightDirection; // Normalized, world-space
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float LightPad;
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@@ -21,6 +21,10 @@ Output main(uint vertexIndex : SV_VertexID)
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float3 normal = asfloat(buffer.Load3(offset + 12));
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float4 col = asfloat(buffer.Load4(offset + 24));
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// Fetch Model Matrix
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StructuredBuffer<TransformData> transformsBuffer = ResourceDescriptorHeap[TransformsBufferIndex];
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float4x4 Model = transformsBuffer[MeshIndex].Model;
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float4 worldPos = mul(Model, float4(pos, 1.0f));
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output.Position = mul(ViewProjection, worldPos);
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output.Color = col;
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@@ -45,6 +45,15 @@ namespace Juliet
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return result;
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}
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[[nodiscard]] inline Matrix MatrixScale(float x, float y, float z)
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{
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Matrix result = MatrixIdentity();
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result.m[0][0] = x;
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result.m[1][1] = y;
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result.m[2][2] = z;
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return result;
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}
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[[nodiscard]] inline Matrix MatrixRotationX(float radians)
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{
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float c = cosf(radians);
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@@ -9,13 +9,15 @@ namespace Juliet
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struct PushData
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{
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Matrix ViewProjection;
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Matrix Model;
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uint32 MeshIndex;
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uint32 TransformsBufferIndex;
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uint32 BufferIndex;
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uint32 TextureIndex;
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uint32 VertexOffset;
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uint32 Padding;
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float Scale[2];
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float Translate[2];
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float Padding2[2];
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Vector3 LightDirection;
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float LightPad;
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@@ -300,12 +300,11 @@ namespace Juliet
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// Render depth-tested primitives (vertices at offset 0 in buffer)
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if (g_DebugState.DepthTestedVertexCount > 0 && g_DebugState.DepthTestedPipeline && g_DebugState.VertexBuffer)
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{
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BindGraphicsPipeline(renderPass, g_DebugState.DepthTestedPipeline);
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// Pack VP matrix + Model (identity for debug) + buffer index into push constants
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// Pack VP matrix + buffer index into push constants
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PushData pushData = {};
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pushData.ViewProjection = Camera_GetViewProjectionMatrix(camera);
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pushData.Model = MatrixIdentity();
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pushData.MeshIndex = 0;
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pushData.TransformsBufferIndex = 0; // Not used by debug shader but layout must match
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pushData.BufferIndex = bufferIndex;
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pushData.TextureIndex = 0;
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pushData.VertexOffset = 0; // Depth-tested vertices start at 0
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@@ -329,10 +328,11 @@ namespace Juliet
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{
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BindGraphicsPipeline(renderPass, g_DebugState.OverlayPipeline);
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// Pack VP matrix + Model (identity for debug) + buffer index into push constants
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// Pack VP matrix + buffer index into push constants
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PushData pushData = {};
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pushData.ViewProjection = Camera_GetViewProjectionMatrix(camera);
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pushData.Model = MatrixIdentity();
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pushData.MeshIndex = 0;
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pushData.TransformsBufferIndex = 0;
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pushData.BufferIndex = bufferIndex;
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pushData.TextureIndex = 0;
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pushData.VertexOffset = kMaxDebugVertices / 2; // Overlay vertices start at half
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@@ -12,7 +12,26 @@ namespace Juliet
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{
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namespace
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{
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MeshRenderer g_MeshRenderer;
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struct MeshRendererState
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{
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GraphicsDevice* Device = nullptr;
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GraphicsPipeline* Pipeline = nullptr;
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GraphicsBuffer* VertexBuffer = nullptr;
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GraphicsBuffer* IndexBuffer = nullptr;
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GraphicsBuffer* LightsBuffer = nullptr;
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GraphicsBuffer* TransformsBuffer = nullptr;
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GraphicsTransferBuffer* LoadCopyBuffer = nullptr;
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VectorArena<Mesh, kDefaultMeshNumber, false> Meshes;
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VectorArena<Vertex, kDefaultVertexCount, false> Vertices;
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VectorArena<Index, kDefaultIndexCount, false> Indices;
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VectorArena<PointLight, kDefaultLightCount, false> PointLights;
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PointLight* MappedLights = nullptr;
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Matrix* MappedTransforms = nullptr;
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};
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MeshRendererState g_MeshRenderer;
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} // namespace
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void InitializeMeshRenderer(NonNullPtr<Arena> arena)
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@@ -92,6 +111,18 @@ namespace Juliet
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g_MeshRenderer.MappedLights = static_cast<PointLight*>(MapGraphicsBuffer(graphicsDevice, g_MeshRenderer.LightsBuffer));
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Assert(g_MeshRenderer.MappedLights != nullptr);
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// Transforms Buffer
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BufferCreateInfo transformsBufferCI = {};
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transformsBufferCI.Size = 10000 * sizeof(Matrix); // Max 10000 meshes for now
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transformsBufferCI.Stride = sizeof(Matrix);
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transformsBufferCI.Usage = BufferUsage::StructuredBuffer;
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transformsBufferCI.IsDynamic = true;
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g_MeshRenderer.TransformsBuffer = CreateGraphicsBuffer(graphicsDevice, transformsBufferCI);
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Assert(g_MeshRenderer.TransformsBuffer != nullptr);
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g_MeshRenderer.MappedTransforms =
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static_cast<Matrix*>(MapGraphicsBuffer(graphicsDevice, g_MeshRenderer.TransformsBuffer));
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Assert(g_MeshRenderer.MappedTransforms != nullptr);
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// Sync existing lights that might have been added before graphics initialization
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for (index_t i = 0; i < g_MeshRenderer.PointLights.Count; ++i)
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{
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@@ -130,6 +161,14 @@ namespace Juliet
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{
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UnmapGraphicsBuffer(g_MeshRenderer.Device, g_MeshRenderer.LightsBuffer);
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DestroyGraphicsBuffer(g_MeshRenderer.Device, g_MeshRenderer.LightsBuffer);
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g_MeshRenderer.LightsBuffer = nullptr;
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}
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if (g_MeshRenderer.TransformsBuffer)
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{
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UnmapGraphicsBuffer(g_MeshRenderer.Device, g_MeshRenderer.TransformsBuffer);
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DestroyGraphicsBuffer(g_MeshRenderer.Device, g_MeshRenderer.TransformsBuffer);
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g_MeshRenderer.TransformsBuffer = nullptr;
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}
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}
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@@ -214,15 +253,24 @@ namespace Juliet
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uint32 vertexDescriptorIndex = GetDescriptorIndex(g_MeshRenderer.Device, g_MeshRenderer.VertexBuffer);
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uint32 lightDescriptorIndex = GetDescriptorIndex(g_MeshRenderer.Device, g_MeshRenderer.LightsBuffer);
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pushData.BufferIndex = vertexDescriptorIndex;
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pushData.LightBufferIndex = lightDescriptorIndex;
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pushData.ActiveLightCount = static_cast<uint32>(g_MeshRenderer.PointLights.Count);
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uint32 transformsDescriptorIndex = GetDescriptorIndex(g_MeshRenderer.Device, g_MeshRenderer.TransformsBuffer);
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pushData.BufferIndex = vertexDescriptorIndex;
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pushData.LightBufferIndex = lightDescriptorIndex;
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pushData.TransformsBufferIndex = transformsDescriptorIndex;
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pushData.ActiveLightCount = static_cast<uint32>(g_MeshRenderer.PointLights.Count);
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SetIndexBuffer(cmdList, g_MeshRenderer.IndexBuffer, IndexFormat::UInt16, g_MeshRenderer.Indices.Count, 0);
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uint32 meshIndex = 0;
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for (Mesh& mesh : g_MeshRenderer.Meshes)
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{
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pushData.Model = mesh.Transform;
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if (g_MeshRenderer.MappedTransforms)
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{
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g_MeshRenderer.MappedTransforms[meshIndex] = mesh.Transform;
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}
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pushData.MeshIndex = meshIndex;
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pushData.TextureIndex = 0;
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pushData.VertexOffset = static_cast<uint32>(mesh.VertexOffset);
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pushData.Padding = 0;
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@@ -233,6 +281,7 @@ namespace Juliet
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SetPushConstants(cmdList, ShaderStage::Vertex, 0, sizeof(pushData) / 4, &pushData);
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DrawIndexedPrimitives(pass, static_cast<uint32>(mesh.IndexCount), 1, static_cast<uint32>(mesh.IndexOffset),
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static_cast<uint32>(mesh.VertexOffset), 0);
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meshIndex++;
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}
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}
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@@ -278,40 +327,40 @@ namespace Juliet
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Mesh result = {};
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constexpr Vertex vertexData[] = { // Front Face (Z = -0.5f) — Red
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{ { -0.5f, 0.5f, -0.5f }, { 0.0f, 0.0f, -1.0f }, { 0.8f, 0.2f, 0.2f, 1.0f } },
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{ { 0.5f, 0.5f, -0.5f }, { 0.0f, 0.0f, -1.0f }, { 0.8f, 0.2f, 0.2f, 1.0f } },
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{ { 0.5f, -0.5f, -0.5f }, { 0.0f, 0.0f, -1.0f }, { 0.8f, 0.2f, 0.2f, 1.0f } },
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{ { -0.5f, -0.5f, -0.5f }, { 0.0f, 0.0f, -1.0f }, { 0.8f, 0.2f, 0.2f, 1.0f } },
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{ { -0.5f, 0.5f, -0.5f }, { 0.0f, 0.0f, -1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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{ { 0.5f, 0.5f, -0.5f }, { 0.0f, 0.0f, -1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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{ { 0.5f, -0.5f, -0.5f }, { 0.0f, 0.0f, -1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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{ { -0.5f, -0.5f, -0.5f }, { 0.0f, 0.0f, -1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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// Back Face (Z = 0.5f) — Green
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{ { 0.5f, 0.5f, 0.5f }, { 0.0f, 0.0f, 1.0f }, { 0.2f, 0.8f, 0.2f, 1.0f } },
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{ { -0.5f, 0.5f, 0.5f }, { 0.0f, 0.0f, 1.0f }, { 0.2f, 0.8f, 0.2f, 1.0f } },
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{ { -0.5f, -0.5f, 0.5f }, { 0.0f, 0.0f, 1.0f }, { 0.2f, 0.8f, 0.2f, 1.0f } },
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{ { 0.5f, -0.5f, 0.5f }, { 0.0f, 0.0f, 1.0f }, { 0.2f, 0.8f, 0.2f, 1.0f } },
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{ { 0.5f, 0.5f, 0.5f }, { 0.0f, 0.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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{ { -0.5f, 0.5f, 0.5f }, { 0.0f, 0.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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{ { -0.5f, -0.5f, 0.5f }, { 0.0f, 0.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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{ { 0.5f, -0.5f, 0.5f }, { 0.0f, 0.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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// Top Face (Y = 0.5f) — Blue
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{ { -0.5f, 0.5f, 0.5f }, { 0.0f, 1.0f, 0.0f }, { 0.2f, 0.2f, 0.8f, 1.0f } },
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{ { 0.5f, 0.5f, 0.5f }, { 0.0f, 1.0f, 0.0f }, { 0.2f, 0.2f, 0.8f, 1.0f } },
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{ { 0.5f, 0.5f, -0.5f }, { 0.0f, 1.0f, 0.0f }, { 0.2f, 0.2f, 0.8f, 1.0f } },
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{ { -0.5f, 0.5f, -0.5f }, { 0.0f, 1.0f, 0.0f }, { 0.2f, 0.2f, 0.8f, 1.0f } },
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{ { -0.5f, 0.5f, 0.5f }, { 0.0f, 1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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{ { 0.5f, 0.5f, 0.5f }, { 0.0f, 1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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{ { 0.5f, 0.5f, -0.5f }, { 0.0f, 1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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{ { -0.5f, 0.5f, -0.5f }, { 0.0f, 1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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// Bottom Face (Y = -0.5f) — Yellow
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{ { -0.5f, -0.5f, -0.5f }, { 0.0f, -1.0f, 0.0f }, { 0.8f, 0.8f, 0.2f, 1.0f } },
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{ { 0.5f, -0.5f, -0.5f }, { 0.0f, -1.0f, 0.0f }, { 0.8f, 0.8f, 0.2f, 1.0f } },
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{ { 0.5f, -0.5f, 0.5f }, { 0.0f, -1.0f, 0.0f }, { 0.8f, 0.8f, 0.2f, 1.0f } },
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{ { -0.5f, -0.5f, 0.5f }, { 0.0f, -1.0f, 0.0f }, { 0.8f, 0.8f, 0.2f, 1.0f } },
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{ { -0.5f, -0.5f, -0.5f }, { 0.0f, -1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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{ { 0.5f, -0.5f, -0.5f }, { 0.0f, -1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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{ { 0.5f, -0.5f, 0.5f }, { 0.0f, -1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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{ { -0.5f, -0.5f, 0.5f }, { 0.0f, -1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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// Right Face (X = 0.5f) — Cyan
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{ { 0.5f, 0.5f, -0.5f }, { 1.0f, 0.0f, 0.0f }, { 0.2f, 0.8f, 0.8f, 1.0f } },
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{ { 0.5f, 0.5f, 0.5f }, { 1.0f, 0.0f, 0.0f }, { 0.2f, 0.8f, 0.8f, 1.0f } },
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{ { 0.5f, -0.5f, 0.5f }, { 1.0f, 0.0f, 0.0f }, { 0.2f, 0.8f, 0.8f, 1.0f } },
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{ { 0.5f, -0.5f, -0.5f }, { 1.0f, 0.0f, 0.0f }, { 0.2f, 0.8f, 0.8f, 1.0f } },
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{ { 0.5f, 0.5f, -0.5f }, { 1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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{ { 0.5f, 0.5f, 0.5f }, { 1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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{ { 0.5f, -0.5f, 0.5f }, { 1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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{ { 0.5f, -0.5f, -0.5f }, { 1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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// Left Face (X = -0.5f) — Magenta
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{ { -0.5f, 0.5f, 0.5f }, { -1.0f, 0.0f, 0.0f }, { 0.8f, 0.2f, 0.8f, 1.0f } },
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{ { -0.5f, 0.5f, -0.5f }, { -1.0f, 0.0f, 0.0f }, { 0.8f, 0.2f, 0.8f, 1.0f } },
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{ { -0.5f, -0.5f, -0.5f }, { -1.0f, 0.0f, 0.0f }, { 0.8f, 0.2f, 0.8f, 1.0f } },
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{ { -0.5f, -0.5f, 0.5f }, { -1.0f, 0.0f, 0.0f }, { 0.8f, 0.2f, 0.8f, 1.0f } }
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{ { -0.5f, 0.5f, 0.5f }, { -1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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{ { -0.5f, 0.5f, -0.5f }, { -1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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{ { -0.5f, -0.5f, -0.5f }, { -1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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{ { -0.5f, -0.5f, 0.5f }, { -1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } }
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};
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constexpr size_t cubeVertexCount = ArraySize(vertexData);
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result.VertexCount = cubeVertexCount;
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@@ -82,9 +82,11 @@ namespace Juliet
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return;
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}
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PushData pushData = {};
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pushData.ViewProjection = viewProjection;
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pushData.Model = MatrixIdentity();
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PushData pushData = {};
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pushData.ViewProjection = viewProjection;
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pushData.MeshIndex = 0;
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pushData.TransformsBufferIndex = 0;
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pushData.BufferIndex = 0;
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BindGraphicsPipeline(pass, g_SkyboxRenderer.Pipeline);
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SetPushConstants(cmdList, ShaderStage::Vertex, 0, sizeof(pushData) / 4, &pushData);
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@@ -38,6 +38,18 @@
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#endif
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static bool ShowMemoryDebugger = false;
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static bool animateCubes = true;
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static bool animateLights = true;
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static bool animateCamera = true;
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static bool freeCameraMode = false;
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static float camYaw = 0.0f;
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static float camPitch = 0.0f;
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static Juliet::Vector3 camPos = { 25.0f, 0.0f, 12.5f };
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static float animateCubesTime = 0.0f;
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static float animateLightsTime = 0.0f;
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static float animateCameraTime = 0.0f;
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// TODO : Replace with message box from framework + call main and not winmain + subsystem
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// TODO : Think how to do the draw pipeline.
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@@ -226,6 +238,7 @@ void JulietApplication::Update()
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bool reloadShaders = false;
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static bool reloadShadersDebounce = false;
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static bool f1Debounce = false;
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SystemEvent evt;
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while (GetEvent(evt))
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@@ -249,18 +262,112 @@ void JulietApplication::Update()
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{
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reloadShadersDebounce = false;
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}
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if (evt.Type == EventType::Mouse_Move && freeCameraMode)
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{
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float sensitivity = 0.005f;
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camYaw += evt.Data.MouseMovement.X_Displacement * sensitivity;
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camPitch -= evt.Data.MouseMovement.Y_Displacement * sensitivity;
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// Limit pitch to avoid flipping
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if (camPitch > 1.5f) camPitch = 1.5f;
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if (camPitch < -1.5f) camPitch = -1.5f;
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}
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}
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if (IsKeyDown(ScanCode::F1))
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{
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if (!f1Debounce)
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{
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freeCameraMode = !freeCameraMode;
|
||||
f1Debounce = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
f1Debounce = false;
|
||||
}
|
||||
|
||||
if (freeCameraMode)
|
||||
{
|
||||
float speed = 10.0f * deltaTime;
|
||||
if ((GetKeyModState() & KeyMod::Shift) != KeyMod::None)
|
||||
{
|
||||
speed *= 3.0f;
|
||||
}
|
||||
|
||||
Vector3 forward = { cosf(camYaw) * cosf(camPitch), sinf(camYaw) * cosf(camPitch), sinf(camPitch) };
|
||||
Vector3 right = { cosf(camYaw + 1.5708f), sinf(camYaw + 1.5708f), 0.0f };
|
||||
Vector3 up = { 0.0f, 0.0f, 1.0f };
|
||||
|
||||
if (IsKeyDown(ScanCode::W)) camPos = camPos + forward * speed;
|
||||
if (IsKeyDown(ScanCode::S)) camPos = camPos - forward * speed;
|
||||
if (IsKeyDown(ScanCode::D)) camPos = camPos + right * speed;
|
||||
if (IsKeyDown(ScanCode::A)) camPos = camPos - right * speed;
|
||||
if (IsKeyDown(ScanCode::E)) camPos = camPos + up * speed;
|
||||
if (IsKeyDown(ScanCode::Q)) camPos = camPos - up * speed;
|
||||
}
|
||||
|
||||
if (animateCubes) animateCubesTime += deltaTime;
|
||||
if (animateLights) animateLightsTime += deltaTime;
|
||||
if (animateCamera) animateCameraTime += deltaTime;
|
||||
|
||||
#ifdef JULIET_ENABLE_IMGUI
|
||||
ImGui::Begin("Debug Controls");
|
||||
ImGui::Checkbox("Animate Cubes", &animateCubes);
|
||||
ImGui::Checkbox("Animate Lights", &animateLights);
|
||||
ImGui::Checkbox("Animate Camera", &animateCamera);
|
||||
ImGui::End();
|
||||
#endif
|
||||
|
||||
ArenaClear(GameScratchArena);
|
||||
|
||||
Vector3 redLightPos{ cosf(CameraTime * 2.0f) * 5.0f, sinf(CameraTime * 2.0f) * 5.0f, 2.0f };
|
||||
Vector3 redLightPos = { 5.0f, 5.0f, 2.0f };
|
||||
Vector3 blueLightPos = { -5.0f, 0.0f, 2.0f };
|
||||
|
||||
if (animateLights || animateLightsTime > 0.0f)
|
||||
{
|
||||
redLightPos = { cosf(animateLightsTime * 2.0f) * 5.0f, sinf(animateLightsTime * 2.0f) * 5.0f, 2.0f };
|
||||
blueLightPos = { -5.0f, cosf(animateLightsTime) * 3.0f, 2.0f };
|
||||
}
|
||||
|
||||
SetPointLightPosition(RedLightID, redLightPos);
|
||||
Vector3 blueLightPos{ -5.0f, cosf(CameraTime) * 3.0f, 2.0f };
|
||||
SetPointLightPosition(BlueLightID, blueLightPos);
|
||||
|
||||
#ifdef JULIET_ENABLE_IMGUI
|
||||
ImGui::ShowDemoWindow();
|
||||
#endif
|
||||
// Animate the 100 cubes (10x10 grid)
|
||||
constexpr int kGridSize = 10;
|
||||
constexpr float kSpacing = 2.5f;
|
||||
constexpr float kOffset = (kGridSize - 1) * kSpacing * 0.5f;
|
||||
|
||||
for (int row = 0; row < kGridSize; ++row)
|
||||
{
|
||||
for (int col = 0; col < kGridSize; ++col)
|
||||
{
|
||||
MeshID cube = static_cast<MeshID>(row * kGridSize + col); // Assuming they were added first
|
||||
float x = static_cast<float>(col) * kSpacing - kOffset;
|
||||
float y = static_cast<float>(row) * kSpacing - kOffset;
|
||||
|
||||
float seed = static_cast<float>(cube);
|
||||
float timeZ = animateCubesTime * 2.0f + seed * 0.5f;
|
||||
float z = 0.0f;
|
||||
|
||||
float scaleF = 1.0f;
|
||||
Matrix rotation = MatrixIdentity();
|
||||
|
||||
if (animateCubes || animateCubesTime > 0.0f)
|
||||
{
|
||||
z = sinf(timeZ) * 1.5f; // Oscillate up and down
|
||||
scaleF = 1.0f + sinf(animateCubesTime * 1.5f + seed) * 0.3f; // Pulse scale
|
||||
rotation = MatrixRotation(animateCubesTime * 1.2f + seed * 0.73f, animateCubesTime * 0.8f + seed * 1.17f,
|
||||
animateCubesTime * 0.5f + seed * 0.53f);
|
||||
}
|
||||
Matrix scale = MatrixScale(scaleF, scaleF, scaleF);
|
||||
|
||||
SetMeshTransform(cube, MatrixTranslation(x, y, z) * rotation * scale);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
DebugDisplay_DrawLine({ 0.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f, 1.0f }, false);
|
||||
DebugDisplay_DrawLine({ 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f, 1.0f }, true);
|
||||
@@ -358,24 +465,51 @@ DepthStencilTargetInfo* JulietApplication::GetDepthTargetInfo()
|
||||
|
||||
Camera JulietApplication::GetDebugCamera()
|
||||
{
|
||||
float time = CameraTime;
|
||||
|
||||
float orbitSpeed = 0.5f;
|
||||
float currentOrbitTime = time * orbitSpeed;
|
||||
if (freeCameraMode)
|
||||
{
|
||||
Camera cam = {};
|
||||
cam.Position = camPos;
|
||||
cam.Target = camPos + Vector3{ cosf(camYaw) * cosf(camPitch), sinf(camYaw) * cosf(camPitch), sinf(camPitch) };
|
||||
cam.Up = { 0.0f, 0.0f, 1.0f };
|
||||
cam.FOV = 1.047f;
|
||||
cam.AspectRatio = 1200.0f / 800.0f;
|
||||
cam.NearPlane = 0.1f;
|
||||
cam.FarPlane = 1000.0f;
|
||||
return cam;
|
||||
}
|
||||
|
||||
// --- Adjusted for 1-Meter Scale ---
|
||||
float baseRadius = 25.0f; // Increased to see 10x10 cube grid
|
||||
|
||||
float radius = baseRadius;
|
||||
//* Uncomment for active zoom
|
||||
float zoomAmplitude = 15.0f;
|
||||
float zoomSpeed = 0.5f;
|
||||
radius = baseRadius + (sinf(time * zoomSpeed) * zoomAmplitude);
|
||||
//*/
|
||||
|
||||
if (animateCamera || animateCameraTime > 0.0f)
|
||||
{
|
||||
float orbitSpeed = 0.5f;
|
||||
float currentOrbitTime = animateCameraTime * orbitSpeed;
|
||||
|
||||
float zoomAmplitude = 15.0f;
|
||||
float zoomSpeed = 0.5f;
|
||||
radius = baseRadius + (sinf(animateCameraTime * zoomSpeed) * zoomAmplitude);
|
||||
|
||||
float zHeight = radius * 0.5f; // Keep a nice downward viewing angle
|
||||
|
||||
Camera cam = {};
|
||||
cam.Position = { cosf(currentOrbitTime) * radius, sinf(currentOrbitTime) * radius, zHeight };
|
||||
cam.Target = { 0.0f, 0.0f, 0.0f };
|
||||
cam.Up = { 0.0f, 0.0f, 1.0f };
|
||||
cam.FOV = 1.047f;
|
||||
cam.AspectRatio = 1200.0f / 800.0f;
|
||||
cam.NearPlane = 0.1f;
|
||||
cam.FarPlane = 1000.0f;
|
||||
|
||||
return cam;
|
||||
}
|
||||
|
||||
float zHeight = radius * 0.5f; // Keep a nice downward viewing angle
|
||||
|
||||
Camera cam = {};
|
||||
cam.Position = { cosf(currentOrbitTime) * radius, sinf(currentOrbitTime) * radius, zHeight };
|
||||
cam.Position = { radius, 0.0f, zHeight };
|
||||
cam.Target = { 0.0f, 0.0f, 0.0f };
|
||||
cam.Up = { 0.0f, 0.0f, 1.0f };
|
||||
cam.FOV = 1.047f;
|
||||
|
||||
Reference in New Issue
Block a user