Reverse depth is now working in the shadow pass

This commit is contained in:
2025-09-27 21:50:01 +02:00
parent ed69a21b80
commit a2f1e0bd8c
12 changed files with 127 additions and 134 deletions
+3 -3
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@@ -27,7 +27,7 @@ ParameterBlock<LightCullingData> pLightCullingData;
static const float4x4 biasMat = float4x4( static const float4x4 biasMat = float4x4(
0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.5,
0.0, -0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5,
0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0); 0.0, 0.0, 0.0, 1.0);
@@ -46,7 +46,7 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
{ {
uint cascadeIndex = 0; uint cascadeIndex = 0;
for (uint c = 0; c < NUM_CASCADES - 1; ++c) { for (uint c = 0; c < NUM_CASCADES - 1; ++c) {
if (params.position_VS.z > pShadowMapping.cascadeSplits[c]) { if (params.position_VS.z < pShadowMapping.cascadeSplits[c]) {
cascadeIndex = c + 1; cascadeIndex = c + 1;
} }
} }
@@ -68,7 +68,7 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
if (shadowCoord.z > 0.0 && shadowCoord.z < 1.0) if (shadowCoord.z > 0.0 && shadowCoord.z < 1.0)
{ {
float dist = pShadowMapping.shadowMaps[cascadeIndex].Sample(pShadowMapping.shadowSampler, float3(shadowCoord.xy + float2(dx * x, dy * y), i)).r; float dist = pShadowMapping.shadowMaps[cascadeIndex].Sample(pShadowMapping.shadowSampler, float3(shadowCoord.xy + float2(dx * x, dy * y), i)).r;
if (shadowCoord.w > 0 && dist > shadowCoord.z) if (shadowCoord.w > 0 && dist < shadowCoord.z)
{ {
shadow = 0; shadow = 0;
} }
+2 -5
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@@ -6,6 +6,7 @@
#include "Graphics/Graphics.h" #include "Graphics/Graphics.h"
#include "Graphics/Initializer.h" #include "Graphics/Initializer.h"
#include "Graphics/RenderTarget.h" #include "Graphics/RenderTarget.h"
#include "Math/Matrix.h"
#include "stb_image.h" #include "stb_image.h"
using namespace Seele; using namespace Seele;
@@ -20,7 +21,6 @@ EnvironmentLoader::EnvironmentLoader(Gfx::PGraphics graphics) : graphics(graphic
.size = {SOURCE_RESOLUTION, SOURCE_RESOLUTION}, .size = {SOURCE_RESOLUTION, SOURCE_RESOLUTION},
.offset = {0, 0}, .offset = {0, 0},
}, },
.fieldOfView = glm::radians(90.0f),
}); });
convolutionViewport = graphics->createViewport(nullptr, ViewportCreateInfo{ convolutionViewport = graphics->createViewport(nullptr, ViewportCreateInfo{
.dimensions = .dimensions =
@@ -28,7 +28,6 @@ EnvironmentLoader::EnvironmentLoader(Gfx::PGraphics graphics) : graphics(graphic
.size = {CONVOLUTED_RESOLUTION, CONVOLUTED_RESOLUTION}, .size = {CONVOLUTED_RESOLUTION, CONVOLUTED_RESOLUTION},
.offset = {0, 0}, .offset = {0, 0},
}, },
.fieldOfView = glm::radians(90.0f),
}); });
for (uint32 i = 0; i < prefilterViewports.size(); ++i) { for (uint32 i = 0; i < prefilterViewports.size(); ++i) {
prefilterViewports[i] = graphics->createViewport(nullptr, ViewportCreateInfo{ prefilterViewports[i] = graphics->createViewport(nullptr, ViewportCreateInfo{
@@ -37,7 +36,6 @@ EnvironmentLoader::EnvironmentLoader(Gfx::PGraphics graphics) : graphics(graphic
.size = {128 * std::pow(0.5, i), 128 * std::pow(0.5, i)}, .size = {128 * std::pow(0.5, i), 128 * std::pow(0.5, i)},
.offset = {0, 0}, .offset = {0, 0},
}, },
.fieldOfView = glm::radians(90.0f),
}); });
} }
cubeSampler = graphics->createSampler({ cubeSampler = graphics->createSampler({
@@ -127,7 +125,6 @@ EnvironmentLoader::EnvironmentLoader(Gfx::PGraphics graphics) : graphics(graphic
.size = {512, 512}, .size = {512, 512},
.offset = {0, 0}, .offset = {0, 0},
}, },
.fieldOfView = glm::radians(90.0f),
}); });
Gfx::ORenderPass lutPass = graphics->createRenderPass( Gfx::ORenderPass lutPass = graphics->createRenderPass(
Gfx::RenderTargetLayout{ Gfx::RenderTargetLayout{
@@ -195,7 +192,7 @@ void EnvironmentLoader::import(EnvironmentImportArgs args, PEnvironmentMapAsset
.height = (uint32)height, .height = (uint32)height,
.name = "HDRRaw", .name = "HDRRaw",
}); });
Matrix4 captureProjection = cubeRenderViewport->getProjectionMatrix(0.1f, 10.0f); Matrix4 captureProjection = perspectiveProjection(glm::radians(90.0f), 1.0f, 0.1f, 10.0f);
Matrix4 captureViews[] = { Matrix4 captureViews[] = {
glm::lookAt(Vector(0.0f, 0.0f, 0.0f), Vector(1.0f, 0.0f, 0.0f), Vector(0.0f, 1.0f, 0.0f)), glm::lookAt(Vector(0.0f, 0.0f, 0.0f), Vector(1.0f, 0.0f, 0.0f), Vector(0.0f, 1.0f, 0.0f)),
glm::lookAt(Vector(0.0f, 0.0f, 0.0f), Vector(-1.0f, 0.0f, 0.0f), Vector(0.0f, 1.0f, 0.0f)), glm::lookAt(Vector(0.0f, 0.0f, 0.0f), Vector(-1.0f, 0.0f, 0.0f), Vector(0.0f, 1.0f, 0.0f)),
+19 -1
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@@ -2,13 +2,31 @@
#include "Component.h" #include "Component.h"
#include "Math/Matrix.h" #include "Math/Matrix.h"
#include "Transform.h" #include "Transform.h"
#include <glm/trigonometric.hpp>
namespace Seele { namespace Seele {
namespace Component { namespace Component {
struct Camera { struct Camera {
float fieldOfView = glm::radians(70.0f);
float aspectRatio = 16.0f / 9.0f;
float nearPlane = 0.1f; float nearPlane = 0.1f;
float farPlane = 10000.0f; float farPlane = 1000.0f;
bool mainCamera = false; bool mainCamera = false;
constexpr Matrix4 getProjectionMatrix() const {
if(fieldOfView > 0.0f) {
return perspectiveProjection(fieldOfView, aspectRatio, nearPlane, farPlane);
} else {
float orthoHeight = 10.0f;
float orthoWidth = orthoHeight * aspectRatio;
return orthographicProjection(-orthoWidth / 2.0f, orthoWidth / 2.0f, -orthoHeight / 2.0f, orthoHeight / 2.0f, nearPlane, farPlane);
}
}
constexpr Matrix4 getPerspectiveMatrix() const {
return perspectiveProjection(fieldOfView, aspectRatio, nearPlane, farPlane);
}
constexpr Matrix4 getOrthographicMatrix(float left, float right, float bottom, float top) const {
return orthographicProjection(left, right, bottom, top, nearPlane, farPlane);
}
}; };
} // namespace Component } // namespace Component
} // namespace Seele } // namespace Seele
-6
View File
@@ -31,12 +31,6 @@ struct WindowCreateInfo {
}; };
struct ViewportCreateInfo { struct ViewportCreateInfo {
URect dimensions; URect dimensions;
float fieldOfView = glm::radians(70.0f);
// ortho params
float left = 0;
float right = 0;
float top = 0;
float bottom = 0;
}; };
// doesnt own the data, only proxy it // doesnt own the data, only proxy it
struct DataSource { struct DataSource {
@@ -114,7 +114,6 @@ BasePass::BasePass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics)
.mipLodBias = 0.0f, .mipLodBias = 0.0f,
.maxAnisotropy = 1.0f, .maxAnisotropy = 1.0f,
.minLod = 0.0f, .minLod = 0.0f,
.maxLod = 1.0f,
.borderColor = Gfx::SE_BORDER_COLOR_FLOAT_OPAQUE_WHITE, .borderColor = Gfx::SE_BORDER_COLOR_FLOAT_OPAQUE_WHITE,
}); });
} }
@@ -32,7 +32,7 @@ void RenderPass::updateViewParameters(const Component::Camera& cam, const Compon
Vector eyePos = transform.getPosition(); Vector eyePos = transform.getPosition();
Vector lookAt = eyePos + transform.getForward(); Vector lookAt = eyePos + transform.getForward();
Matrix4 cameraMatrix = glm::lookAt(eyePos, lookAt, Vector(0, 1, 0)); Matrix4 cameraMatrix = glm::lookAt(eyePos, lookAt, Vector(0, 1, 0));
Matrix4 projectionMatrix = viewport->getProjectionMatrix(cam.nearPlane, cam.farPlane); Matrix4 projectionMatrix = cam.getProjectionMatrix();
viewParams = { viewParams = {
.viewMatrix = cameraMatrix, .viewMatrix = cameraMatrix,
.inverseViewMatrix = glm::inverse(cameraMatrix), .inverseViewMatrix = glm::inverse(cameraMatrix),
+39 -40
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@@ -50,10 +50,10 @@ void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Tr
float nearClip = camera.nearPlane; float nearClip = camera.nearPlane;
float farClip = camera.farPlane; float farClip = camera.farPlane;
float clipRange = farClip - nearClip; float clipRange = nearClip - farClip;
float minZ = nearClip; float minZ = farClip;
float maxZ = nearClip + clipRange; float maxZ = nearClip;
float range = maxZ - minZ; float range = maxZ - minZ;
float ratio = maxZ / minZ; float ratio = maxZ / minZ;
@@ -63,23 +63,21 @@ void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Tr
float log = minZ * std::pow(ratio, p); float log = minZ * std::pow(ratio, p);
float uniform = minZ + range * p; float uniform = minZ + range * p;
float d = cascadeSplitLambda * (log - uniform) + uniform; float d = cascadeSplitLambda * (log - uniform) + uniform;
cascadeSplits[i] = (d - nearClip) / clipRange; cascadeSplits[i] = (d - farClip) / clipRange;
splitDepths[i] = (camera.nearPlane + cascadeSplits[i] * clipRange) * -1.0f; splitDepths[i] = farClip + cascadeSplits[i] * clipRange;
cascades[i].viewParams.clear(); cascades[i].viewParams.clear();
} }
cascadeSplitsBuffer->updateContents(0, sizeof(float) * NUM_CASCADES, splitDepths); cascadeSplitsBuffer->updateContents(0, sizeof(float) * NUM_CASCADES, splitDepths);
// call this to update view params member, ignore descriptor set
updateViewParameters(camera, transform); updateViewParameters(camera, transform);
Matrix4 invCam = viewParams.inverseViewProjectionMatrix; Matrix4 invCam = viewParams.inverseViewProjectionMatrix;
for (uint32 s = 0; s < scene->getLightEnvironment()->getNumDirectionalLights(); ++s) {
float lastSplitDist = 0.0; float lastSplitDist = 0.0;
for (uint32 i = 0; i < NUM_CASCADES; ++i) { for (uint32 i = 0; i < NUM_CASCADES; ++i) {
float splitDist = cascadeSplits[i]; float splitDist = cascadeSplits[i];
Array<Vector> frustumCorners = { Array<Vector> frustumCorners = {
Vector(-1.0f, 1.0f, 1.0f), Vector(1.0f, 1.0f, 1.0f), Vector(1.0f, -1.0f, 1.0f), Vector(-1.0f, -1.0f, 1.0f),
Vector(-1.0f, 1.0f, 0.0f), Vector(1.0f, 1.0f, 0.0f), Vector(1.0f, -1.0f, 0.0f), Vector(-1.0f, -1.0f, 0.0f), Vector(-1.0f, 1.0f, 0.0f), Vector(1.0f, 1.0f, 0.0f), Vector(1.0f, -1.0f, 0.0f), Vector(-1.0f, -1.0f, 0.0f),
Vector(-1.0f, 1.0f, 1.0f), Vector(1.0f, 1.0f, 1.0f), Vector(1.0f, -1.0f, 1.0f), Vector(-1.0f, -1.0f, 1.0f),
}; };
for (auto& c : frustumCorners) { for (auto& c : frustumCorners) {
@@ -108,27 +106,31 @@ void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Tr
Vector maxExtents = Vector(radius); Vector maxExtents = Vector(radius);
Vector minExtents = -maxExtents; Vector minExtents = -maxExtents;
for (uint32 s = 0; s < scene->getLightEnvironment()->getNumDirectionalLights(); ++s) {
Vector lightDir = glm::normalize(scene->getLightEnvironment()->getDirectionalLight(s).direction); Vector lightDir = glm::normalize(scene->getLightEnvironment()->getDirectionalLight(s).direction);
Vector cameraPos = frustumCenter - lightDir * -minExtents.z; Vector cameraPos = frustumCenter - lightDir * -minExtents.z;
Matrix4 viewMatrix = glm::lookAt(cameraPos, frustumCenter, Vector(0, 1, 0)); Matrix4 viewMatrix = glm::lookAt(cameraPos, frustumCenter, Vector(0, 1, 0));
Matrix4 projectionMatrix = Matrix4 projectionMatrix =
orthographicProjection(minExtents.x, maxExtents.x, minExtents.y, maxExtents.y, 0.0f, maxExtents.z - minExtents.z); orthographicProjection(minExtents.x, maxExtents.x, minExtents.y, maxExtents.y, 0.0f, maxExtents.z - minExtents.z);
Matrix4 viewProjectionMatrix = projectionMatrix * viewMatrix; Matrix4 viewProjectionMatrix = projectionMatrix * viewMatrix;
viewParams.viewMatrix = viewMatrix; viewParams = {
viewParams.inverseViewMatrix = glm::inverse(viewMatrix); .viewMatrix = viewMatrix,
viewParams.projectionMatrix = projectionMatrix; .inverseViewMatrix = glm::inverse(viewMatrix),
viewParams.inverseProjection = glm::inverse(projectionMatrix); .projectionMatrix = projectionMatrix,
viewParams.viewProjectionMatrix = viewProjectionMatrix; .inverseProjection = glm::inverse(projectionMatrix),
viewParams.inverseViewProjectionMatrix = glm::inverse(viewProjectionMatrix); .viewProjectionMatrix = viewProjectionMatrix,
viewParams.cameraPosition_WS = Vector4(cameraPos, 1); .inverseViewProjectionMatrix = glm::inverse(viewProjectionMatrix),
viewParams.cameraForward_WS = Vector4(frustumCenter - cameraPos, 0); .cameraPosition_WS = Vector4(cameraPos, 1),
viewParams.screenDimensions = Vector2(maxExtents.x - minExtents.x, maxExtents.y - minExtents.y); .cameraForward_WS = Vector4(frustumCenter - cameraPos, 0),
viewParams.invScreenDimensions = 1.0f / viewParams.screenDimensions; .screenDimensions = Vector2(maxExtents.x - minExtents.x, maxExtents.y - minExtents.y),
.invScreenDimensions = 1.0f / Vector2(maxExtents.x - minExtents.x, maxExtents.y - minExtents.y),
.frameIndex = Gfx::getCurrentFrameIndex(),
.time = (float)Gfx::getCurrentFrameTime(),
};
cascades[i].viewParams.add(createViewParamsSet()); cascades[i].viewParams.add(createViewParamsSet());
cascades[i].lightSpaceBuffer->updateContents(0, sizeof(Matrix4), &viewProjectionMatrix); cascades[i].lightSpaceBuffer->updateContents(0, sizeof(Matrix4), &viewProjectionMatrix);
lastSplitDist = cascadeSplits[i];
} }
lastSplitDist = cascadeSplits[i];
} }
} }
@@ -177,7 +179,7 @@ void ShadowPass::render() {
Gfx::PermutationId id(permutation); Gfx::PermutationId id(permutation);
Gfx::ORenderCommand command = graphics->createRenderCommand("ShadowRender"); Gfx::ORenderCommand command = graphics->createRenderCommand("ShadowRender");
command->setViewport(shadowViewport); command->setViewport(cascades[c].shadowViewport);
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id); const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
constexpr float depthBiasConstant = -1.25f; constexpr float depthBiasConstant = -1.25f;
@@ -262,19 +264,9 @@ void ShadowPass::publishOutputs() {
.data = nullptr, .data = nullptr,
}, },
.name = "CascadeSplits"}); .name = "CascadeSplits"});
shadowViewport = graphics->createViewport(nullptr, ViewportCreateInfo{.dimensions =
{
.size = {SHADOW_MAP_SIZE, SHADOW_MAP_SIZE},
.offset = {0, 0},
},
.fieldOfView = 0,
.left = -100,
.right = 100,
.top = 100,
.bottom = -100});
uint32 cascadeDim = SHADOW_MAP_SIZE; uint32 cascadeDim = SHADOW_MAP_SIZE;
for (uint32 s = 0; s < NUM_CASCADES; ++s) { for (uint32 c = 0; c < NUM_CASCADES; ++c) {
cascades[s].shadowMaps = graphics->createTexture2DArray(TextureCreateInfo{ cascades[c].shadowMaps = graphics->createTexture2DArray(TextureCreateInfo{
.format = Gfx::SE_FORMAT_D32_SFLOAT, .format = Gfx::SE_FORMAT_D32_SFLOAT,
.width = cascadeDim, .width = cascadeDim,
.height = cascadeDim, .height = cascadeDim,
@@ -282,19 +274,26 @@ void ShadowPass::publishOutputs() {
.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT, .usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
.name = "ShadowMapCascade", .name = "ShadowMapCascade",
}); });
cascades[s].lightSpaceBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{.sourceData = cascades[c].lightSpaceBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{.sourceData =
{ {
.size = sizeof(Matrix4), .size = sizeof(Matrix4),
.data = nullptr, .data = nullptr,
}, },
.name = "LightSpaceBuffer"}); .name = "LightSpaceBuffer"});
cascades[s].views.clear(); cascades[c].views.clear();
for (uint32 j = 0; j < cascades[s].shadowMaps->getNumLayers(); ++j) { for (uint32 j = 0; j < cascades[c].shadowMaps->getNumLayers(); ++j) {
cascades[s].views.add(cascades[s].shadowMaps->createTextureView(0, 1, j, 1)); cascades[c].views.add(cascades[c].shadowMaps->createTextureView(0, 1, j, 1));
} }
cascades[c].shadowViewport = graphics->createViewport(nullptr, ViewportCreateInfo{
.dimensions =
{
.size = {cascadeDim, cascadeDim},
.offset = {0, 0},
},
});
cascadeDim /= 2; cascadeDim /= 2;
resources->registerTextureOutput(fmt::format("SHADOWMAP_TEXTURE{0}", s), Gfx::PTexture2DArray(cascades[s].shadowMaps)); resources->registerTextureOutput(fmt::format("SHADOWMAP_TEXTURE{0}", c), Gfx::PTexture2DArray(cascades[c].shadowMaps));
resources->registerBufferOutput(fmt::format("SHADOWMAP_LIGHTSPACE{0}", s), cascades[s].lightSpaceBuffer); resources->registerBufferOutput(fmt::format("SHADOWMAP_LIGHTSPACE{0}", c), cascades[c].lightSpaceBuffer);
} }
cascadeSplitsBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{.sourceData = cascadeSplitsBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{.sourceData =
{ {
@@ -303,7 +302,7 @@ void ShadowPass::publishOutputs() {
}, },
.name = "CASCADE_SPLITS"}); .name = "CASCADE_SPLITS"});
resources->registerUniformOutput("SHADOWMAP_CASCADESPLITS", cascadeSplitsBuffer); resources->registerUniformOutput("SHADOWMAP_CASCADESPLITS", cascadeSplitsBuffer);
viewport = shadowViewport; viewport = cascades[0].shadowViewport;
} }
void ShadowPass::createRenderPass() { cullingBuffer = resources->requestBuffer("CULLINGBUFFER"); } void ShadowPass::createRenderPass() { cullingBuffer = resources->requestBuffer("CULLINGBUFFER"); }
+1 -1
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@@ -27,12 +27,12 @@ class ShadowPass : public RenderPass {
Array<Matrix4> lightSpaceMatrices; Array<Matrix4> lightSpaceMatrices;
Gfx::OShaderBuffer lightSpaceBuffer; Gfx::OShaderBuffer lightSpaceBuffer;
Array<Gfx::ODescriptorSet> viewParams; Array<Gfx::ODescriptorSet> viewParams;
Gfx::OViewport shadowViewport;
}; };
StaticArray<Cascade, NUM_CASCADES> cascades; StaticArray<Cascade, NUM_CASCADES> cascades;
Gfx::OUniformBuffer cascadeSplitsBuffer; Gfx::OUniformBuffer cascadeSplitsBuffer;
Gfx::OPipelineLayout shadowLayout; Gfx::OPipelineLayout shadowLayout;
Gfx::PShaderBuffer cullingBuffer; Gfx::PShaderBuffer cullingBuffer;
Gfx::OViewport shadowViewport;
PScene scene; PScene scene;
}; };
DEFINE_REF(ShadowPass) DEFINE_REF(ShadowPass)
+1 -10
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@@ -10,8 +10,7 @@ Window::~Window() {}
Viewport::Viewport(PWindow owner, const ViewportCreateInfo& viewportInfo) Viewport::Viewport(PWindow owner, const ViewportCreateInfo& viewportInfo)
: sizeX(viewportInfo.dimensions.size.x), sizeY(viewportInfo.dimensions.size.y), offsetX(viewportInfo.dimensions.offset.x), : sizeX(viewportInfo.dimensions.size.x), sizeY(viewportInfo.dimensions.size.y), offsetX(viewportInfo.dimensions.offset.x),
offsetY(viewportInfo.dimensions.offset.y), fieldOfView(viewportInfo.fieldOfView), orthoLeft(viewportInfo.left), offsetY(viewportInfo.dimensions.offset.y), owner(owner) {
orthoRight(viewportInfo.right), orthoTop(viewportInfo.top), orthoBottom(viewportInfo.bottom), owner(owner) {
if (owner != nullptr) { if (owner != nullptr) {
sizeX = std::min(owner->getFramebufferWidth(), sizeX); sizeX = std::min(owner->getFramebufferWidth(), sizeX);
sizeY = std::min(owner->getFramebufferHeight(), sizeY); sizeY = std::min(owner->getFramebufferHeight(), sizeY);
@@ -19,11 +18,3 @@ Viewport::Viewport(PWindow owner, const ViewportCreateInfo& viewportInfo)
} }
Viewport::~Viewport() {} Viewport::~Viewport() {}
Matrix4 Viewport::getProjectionMatrix(float nearPlane, float farPlane) const {
if (fieldOfView > 0.0f) {
return perspectiveProjection(fieldOfView, static_cast<float>(sizeX) / sizeY, nearPlane, farPlane);
} else {
return orthographicProjection(orthoLeft, orthoRight, orthoBottom, orthoTop, nearPlane, farPlane);
}
}
-6
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@@ -52,7 +52,6 @@ class Viewport {
constexpr uint32 getOffsetY() const { return offsetY; } constexpr uint32 getOffsetY() const { return offsetY; }
constexpr float getContentScaleX() const { return owner->getContentScaleX(); } constexpr float getContentScaleX() const { return owner->getContentScaleX(); }
constexpr float getContentScaleY() const { return owner->getContentScaleY(); } constexpr float getContentScaleY() const { return owner->getContentScaleY(); }
Matrix4 getProjectionMatrix(float nearPlane, float farPlane) const;
URect getRenderArea() const { URect getRenderArea() const {
return URect{ return URect{
.size = {sizeX, sizeY}, .size = {sizeX, sizeY},
@@ -65,11 +64,6 @@ class Viewport {
uint32 sizeY; uint32 sizeY;
uint32 offsetX; uint32 offsetX;
uint32 offsetY; uint32 offsetY;
float fieldOfView;
float orthoLeft;
float orthoRight;
float orthoTop;
float orthoBottom;
PWindow owner; PWindow owner;
}; };
DEFINE_REF(Viewport) DEFINE_REF(Viewport)
+32 -3
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@@ -1,6 +1,35 @@
#include "Matrix.h" #include "Matrix.h"
using namespace Seele; using namespace Seele;
Matrix4 Seele::perspectiveProjection(float fov, float aspect, float nearPlane, float farPlane) {
const float e = 1.0f / std::tan(fov * 0.5f);
return {
{
e / aspect,
0.0f,
0.0f,
0.0f,
},
{
0.0f,
-e,
0.0f,
0.0f,
},
{
0.0f,
0.0f,
(nearPlane + farPlane) / (nearPlane - farPlane),
-1.0f,
},
{
0.0f,
0.0f,
(farPlane * nearPlane) / (nearPlane - farPlane),
0.0f,
},
};
}
Matrix4 Seele::orthographicProjection(float left, float right, float bottom, float top, float nearPlane, float farPlane) { Matrix4 Seele::orthographicProjection(float left, float right, float bottom, float top, float nearPlane, float farPlane) {
return Matrix4{ return Matrix4{
@@ -12,20 +41,20 @@ Matrix4 Seele::orthographicProjection(float left, float right, float bottom, flo
}, },
{ {
0.0f, 0.0f,
2.0f / (top - bottom), -2.0f / (top - bottom),
0.0f, 0.0f,
0.0f, 0.0f,
}, },
{ {
0.0f, 0.0f,
0.0f, 0.0f,
1.0f / (farPlane - nearPlane), 1.0f / (nearPlane - farPlane),
0.0f, 0.0f,
}, },
{ {
-(right + left) / (right - left), -(right + left) / (right - left),
-(top + bottom) / (top - bottom), -(top + bottom) / (top - bottom),
farPlane / (farPlane - nearPlane), nearPlane / (nearPlane - farPlane),
1.0f, 1.0f,
}, },
}; };
+1 -29
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@@ -8,34 +8,6 @@ typedef glm::mat2 Matrix2;
typedef glm::mat3 Matrix3; typedef glm::mat3 Matrix3;
typedef glm::mat4 Matrix4; typedef glm::mat4 Matrix4;
static Matrix4 perspectiveProjection(float fov, float aspect, float nearPlane, float farPlane) { Matrix4 perspectiveProjection(float fov, float aspect, float nearPlane, float farPlane);
const float e = 1.0f / std::tan(fov * 0.5f);
return {
{
e / aspect,
0.0f,
0.0f,
0.0f,
},
{
0.0f,
-e,
0.0f,
0.0f,
},
{
0.0f,
0.0f,
(nearPlane + farPlane) / (nearPlane - farPlane),
-1.0f,
},
{
0.0f,
0.0f,
(farPlane * nearPlane) / (nearPlane - farPlane),
0.0f,
},
};
}
Matrix4 orthographicProjection(float left, float right, float bottom, float top, float nearPlane, float farPlane); Matrix4 orthographicProjection(float left, float right, float bottom, float top, float nearPlane, float farPlane);
} // namespace Seele } // namespace Seele