normals and ortho starting:
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@@ -1,8 +1,13 @@
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#include "engine.hpp"
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#include <exception>
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#include <glm/trigonometric.hpp>
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#include <limits>
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#include <ranges>
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#include "glm/ext/matrix_clip_space.hpp"
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#include <glm/gtc/matrix_transform.hpp>
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namespace {
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[[nodiscard]] auto load_scene_to_renderer(trb::render::renderer &renderer,
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trb::game::scene &scene) {
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@@ -18,6 +23,85 @@ namespace {
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std::views::transform(upload_mesh_node) |
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std::ranges::to<std::vector<std::uint32_t>>();
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}
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[[nodiscard]] std::pair<glm::vec3, glm::vec3>
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bounds_of(const trb::game::scene &scene) {
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auto min = glm::vec3(std::numeric_limits<float>::infinity());
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auto max = glm::vec3(-std::numeric_limits<float>::infinity());
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const auto is_mesh_node = [](const auto &v) {
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return std::holds_alternative<trb::game::mesh_node>(v);
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};
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for (const auto &v : scene.nodes | std::views::filter(is_mesh_node)) {
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const auto &mesh = std::get<trb::game::mesh_node>(v);
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for (const auto [position, normal, uv] : mesh.vertices) {
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min = glm::min(min, position);
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max = glm::max(max, position);
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}
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}
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return std::make_pair(min, max);
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}
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struct level_view {
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glm::mat4 view;
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glm::mat4 projection;
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};
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[[nodiscard]] level_view calculate_camera_matrices(glm::vec3 min, glm::vec3 max,
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float aspectRatio,
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float zoom = 1.0f) {
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// 1. Calculate the X/Z center. We ignore the Y center per your requirement.
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glm::vec3 center =
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glm::vec3((min.x + max.x) * 0.5f, 0.0f, (min.z + max.z) * 0.5f);
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// 2. Position the camera.
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// For 45 degrees in Y-up: we move 'distance' up (Y) and 'distance' back (Z).
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float distance = 100.0f;
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glm::vec3 cameraPos = center + glm::vec3(0.0f, distance, distance);
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// 3. View Matrix
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// Up is (0, 1, 0). Camera looks at the X/Z center.
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glm::mat4 view = glm::lookAt(cameraPos, center, glm::vec3(0.0f, 1.0f, 0.0f));
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// 4. Determine Ortho Bounds
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// We must check all corners because at 45 degrees, the Y-height
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// of objects affects their projected X/Y position on screen.
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glm::vec3 corners[8] = {{min.x, min.y, min.z}, {max.x, min.y, min.z},
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{min.x, max.y, min.z}, {max.x, max.y, min.z},
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{min.x, min.y, max.z}, {max.x, min.y, max.z},
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{min.x, max.y, max.z}, {max.x, max.y, max.z}};
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float vMinX = FLT_MAX, vMaxX = -FLT_MAX;
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float vMinY = FLT_MAX, vMaxY = -FLT_MAX;
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for (const auto &corner : corners) {
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glm::vec4 vSpace = view * glm::vec4(corner, 1.0f);
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vMinX = glm::min(vMinX, vSpace.x);
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vMaxX = glm::max(vMaxX, vSpace.x);
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vMinY = glm::min(vMinY, vSpace.y);
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vMaxY = glm::max(vMaxY, vSpace.y);
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}
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// 5. Apply Zoom and Aspect Ratio
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float width = (vMaxX - vMinX) / zoom;
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float height = (vMaxY - vMinY) / zoom;
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float midX = (vMinX + vMaxX) * 0.5f;
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float midY = (vMinY + vMaxY) * 0.5f;
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if (aspectRatio > (width / height)) {
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width = height * aspectRatio;
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} else {
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height = width / aspectRatio;
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}
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glm::mat4 projection =
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glm::ortho(midX - width * 0.5f, midX + width * 0.5f, midY - height * 0.5f,
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midY + height * 0.5f, -1000.0f, 1000.0f);
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return {view, projection};
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}
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} // namespace
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namespace trb::game {
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@@ -30,7 +114,10 @@ engine::engine()
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void engine::run() {
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while (!display.should_close()) {
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try {
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renderer.render();
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const auto [map_min, map_max] = ::bounds_of(level_border);
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const auto [view, projection] =
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::calculate_camera_matrices(map_min, map_max, 1920.0f / 1080.0f);
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renderer.render(level_border_render_ids, view, projection);
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} catch (const vuk::VkException &ex) {
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if (ex.what() != std::string("Out of date.")) {
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std::rethrow_exception(std::current_exception());
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