Reverse Y axis (+Y is now up)

This commit is contained in:
Jérôme Leclercq 2021-06-06 15:59:25 +02:00
parent 86097b331b
commit b85cb174ce
6 changed files with 61 additions and 66 deletions

View File

@ -62,7 +62,7 @@ fn main(input: VertIn) -> VertOut
let output: VertOut;
output.position = viewerData.projectionMatrix * rotationMat * vec4<f32>(input.position, 1.0);
output.uvw = vec3<f32>(input.position.xy * -1.0, input.position.z);
output.uvw = input.position.xyz;
return output;
}

View File

@ -84,7 +84,7 @@ int main()
Nz::MeshParams meshParams;
meshParams.storage = Nz::DataStorage::Software;
meshParams.center = true;
meshParams.matrix = Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, 90.f, 180.f)) * Nz::Matrix4f::Scale(Nz::Vector3f(0.002f));
meshParams.matrix = Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, 90.f, 0.f)) * Nz::Matrix4f::Scale(Nz::Vector3f(0.002f));
meshParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV);
std::shared_ptr<Nz::RenderDevice> device = Nz::Graphics::Instance()->GetRenderDevice();
@ -116,7 +116,7 @@ int main()
std::shared_ptr<Nz::Mesh> planeMesh = std::make_shared<Nz::Mesh>();
planeMesh->CreateStatic();
planeMesh->BuildSubMesh(Nz::Primitive::Plane(Nz::Vector2f(25.f, 25.f), Nz::Vector2ui(0u), Nz::Matrix4f::Rotate(Nz::EulerAnglesf(180.f, 0.f, 0.f)), Nz::Rectf(0.f, 0.f, 10.f, 10.f)), meshPrimitiveParams);
planeMesh->BuildSubMesh(Nz::Primitive::Plane(Nz::Vector2f(25.f, 25.f), Nz::Vector2ui(0u), Nz::Matrix4f::Identity(), Nz::Rectf(0.f, 0.f, 10.f, 10.f)), meshPrimitiveParams);
//planeMesh->BuildSubMesh(Nz::Primitive::Cone(1.f, 1.f, 16, Nz::Matrix4f::Rotate(Nz::EulerAnglesf(90.f, 0.f, 0.f))), planeParams);
planeMesh->SetMaterialCount(1);
@ -225,19 +225,18 @@ int main()
Nz::ViewerInstance viewerInstance;
viewerInstance.UpdateTargetSize(Nz::Vector2f(windowSize));
viewerInstance.UpdateProjViewMatrices(Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f), Nz::Matrix4f::Translate(Nz::Vector3f::Backward() * 1));
viewerInstance.UpdateProjViewMatrices(Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f), Nz::Matrix4f::Translate(Nz::Vector3f::Up() * 1));
Nz::ModelInstance modelInstance1(spaceshipMat->GetSettings());
spaceshipMat->UpdateShaderBinding(modelInstance1.GetShaderBinding());
modelInstance1.UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Right()));
modelInstance1.UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Left() + Nz::Vector3f::Up()));
Nz::ModelInstance modelInstance2(spaceshipMat->GetSettings());
spaceshipMat->UpdateShaderBinding(modelInstance2.GetShaderBinding());
modelInstance2.UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Right() * 3.f));
modelInstance2.UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Right() + Nz::Vector3f::Up()));
Nz::ModelInstance planeInstance(planeMat->GetSettings());
planeMat->UpdateShaderBinding(planeInstance.GetShaderBinding());
planeInstance.UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Up() * 2.f));
std::shared_ptr<Nz::AbstractBuffer> viewerDataUBO = Nz::Graphics::Instance()->GetViewerDataUBO();
@ -325,10 +324,10 @@ int main()
std::random_device rng;
std::mt19937 randomEngine(rng());
std::uniform_int_distribution<unsigned int> colorDis(0, 255);
std::uniform_real_distribution<float> heightDis(1.5f, 1.95f);
std::uniform_real_distribution<float> heightDis(0.15f, 1.f);
std::uniform_real_distribution<float> posDis(-10.f, 10.f);
std::uniform_real_distribution<float> dirDis(-1.f, 1.f);
std::uniform_real_distribution<float> dirYDis(0.0f, 0.33f);
std::uniform_real_distribution<float> dirYDis(-0.33f, 0.f);
std::uniform_real_distribution<float> radiusDis(1.f, 5.f);
for (std::size_t i = 0; i < 1000; ++i)
@ -946,9 +945,9 @@ int main()
RebuildCommandBuffer();
Nz::Vector3f viewerPos = Nz::Vector3f::Backward() * 10.f + Nz::Vector3f::Up() * -3.f;
Nz::Vector3f viewerPos = Nz::Vector3f::Backward() * 10.f + Nz::Vector3f::Up() * 3.f;
Nz::EulerAnglesf camAngles(30.f, 0.f, 0.f);
Nz::EulerAnglesf camAngles(-30.f, 0.f, 0.f);
Nz::Quaternionf camQuat(camAngles);
window.EnableEventPolling(true);
@ -1009,7 +1008,7 @@ int main()
camAngles.yaw.Normalize();
// Idem, mais pour éviter les problèmes de calcul de la matrice de vue, on restreint les angles
camAngles.pitch = Nz::Clamp(camAngles.pitch + event.mouseMove.deltaY*sensitivity, -89.f, 89.f);
camAngles.pitch = Nz::Clamp(camAngles.pitch - event.mouseMove.deltaY*sensitivity, -89.f, 89.f);
camQuat = camAngles;
break;
@ -1040,7 +1039,7 @@ int main()
case Nz::WindowEventType::Resized:
{
Nz::Vector2ui windowSize = window.GetSize();
viewerInstance.UpdateProjViewMatrices(Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f), Nz::Matrix4f::Translate(Nz::Vector3f::Backward() * 1));
viewerInstance.UpdateProjectionMatrix(Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f));
break;
}
@ -1087,59 +1086,56 @@ int main()
if (frame.IsFramebufferInvalidated())
RebuildCommandBuffer();
if (lightAnimation || lightUpdate)
Nz::UploadPool& uploadPool = frame.GetUploadPool();
frame.Execute([&](Nz::CommandBufferBuilder& builder)
{
Nz::UploadPool& uploadPool = frame.GetUploadPool();
frame.Execute([&](Nz::CommandBufferBuilder& builder)
builder.BeginDebugRegion("UBO Update", Nz::Color::Yellow);
{
builder.BeginDebugRegion("UBO Update", Nz::Color::Yellow);
builder.PreTransferBarrier();
modelInstance1.UpdateBuffers(uploadPool, builder);
modelInstance2.UpdateBuffers(uploadPool, builder);
planeInstance.UpdateBuffers(uploadPool, builder);
viewerInstance.UpdateViewBuffer(uploadPool, builder);
if (!spotLights.empty() && (lightUpdate || lightAnimation))
{
builder.PreTransferBarrier();
auto& lightDataAllocation = uploadPool.Allocate(alignedSpotLightSize * spotLights.size());
Nz::UInt8* lightDataPtr = static_cast<Nz::UInt8*>(lightDataAllocation.mappedPtr);
modelInstance1.UpdateBuffers(uploadPool, builder);
modelInstance2.UpdateBuffers(uploadPool, builder);
planeInstance.UpdateBuffers(uploadPool, builder);
viewerInstance.UpdateViewBuffer(uploadPool, builder);
if (!spotLights.empty() && (lightUpdate || lightAnimation))
for (const SpotLight& spotLight : spotLights)
{
auto& lightDataAllocation = uploadPool.Allocate(alignedSpotLightSize * spotLights.size());
Nz::UInt8* lightDataPtr = static_cast<Nz::UInt8*>(lightDataAllocation.mappedPtr);
float rotationSpeed = ComputeLightAnimationSpeed(spotLight.position);
for (const SpotLight& spotLight : spotLights)
{
float rotationSpeed = ComputeLightAnimationSpeed(spotLight.position);
Nz::Vector3f position = AnimateLightPosition(spotLight.position, rotationSpeed, elapsedTime);
Nz::Vector3f direction = AnimateLightDirection(spotLight.direction, rotationSpeed, elapsedTime);
Nz::Vector3f position = AnimateLightPosition(spotLight.position, rotationSpeed, elapsedTime);
Nz::Vector3f direction = AnimateLightDirection(spotLight.direction, rotationSpeed, elapsedTime);
Nz::AccessByOffset<Nz::Vector3f&>(lightDataPtr, colorOffset) = Nz::Vector3f(spotLight.color.r / 255.f, spotLight.color.g / 255.f, spotLight.color.b / 255.f);
Nz::AccessByOffset<Nz::Vector3f&>(lightDataPtr, positionOffset) = position;
Nz::AccessByOffset<Nz::Vector3f&>(lightDataPtr, directionOffset) = direction;
Nz::AccessByOffset<float&>(lightDataPtr, radiusOffset) = spotLight.radius;
Nz::AccessByOffset<float&>(lightDataPtr, invRadiusOffset) = 1.f / spotLight.radius;
Nz::AccessByOffset<float&>(lightDataPtr, innerAngleOffset) = spotLight.innerAngle.GetCos();
Nz::AccessByOffset<float&>(lightDataPtr, outerAngleOffset) = spotLight.outerAngle.GetCos();
Nz::AccessByOffset<Nz::Vector3f&>(lightDataPtr, colorOffset) = Nz::Vector3f(spotLight.color.r / 255.f, spotLight.color.g / 255.f, spotLight.color.b / 255.f);
Nz::AccessByOffset<Nz::Vector3f&>(lightDataPtr, positionOffset) = position;
Nz::AccessByOffset<Nz::Vector3f&>(lightDataPtr, directionOffset) = direction;
Nz::AccessByOffset<float&>(lightDataPtr, radiusOffset) = spotLight.radius;
Nz::AccessByOffset<float&>(lightDataPtr, invRadiusOffset) = 1.f / spotLight.radius;
Nz::AccessByOffset<float&>(lightDataPtr, innerAngleOffset) = spotLight.innerAngle.GetCos();
Nz::AccessByOffset<float&>(lightDataPtr, outerAngleOffset) = spotLight.outerAngle.GetCos();
float baseRadius = spotLight.radius * spotLight.outerAngle.GetTan() * 1.1f;
Nz::Matrix4f transformMatrix = Nz::Matrix4f::Transform(position, Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), direction), Nz::Vector3f(baseRadius, baseRadius, spotLight.radius));
Nz::AccessByOffset<Nz::Matrix4f&>(lightDataPtr, transformMatrixOffset) = transformMatrix;
float baseRadius = spotLight.radius * spotLight.outerAngle.GetTan() * 1.1f;
Nz::Matrix4f transformMatrix = Nz::Matrix4f::Transform(position, Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), direction), Nz::Vector3f(baseRadius, baseRadius, spotLight.radius));
Nz::AccessByOffset<Nz::Matrix4f&>(lightDataPtr, transformMatrixOffset) = transformMatrix;
lightDataPtr += alignedSpotLightSize;
}
builder.CopyBuffer(lightDataAllocation, lightUbo.get());
lightDataPtr += alignedSpotLightSize;
}
spaceshipMat->UpdateBuffers(uploadPool, builder);
builder.PostTransferBarrier();
builder.CopyBuffer(lightDataAllocation, lightUbo.get());
}
builder.EndDebugRegion();
}, Nz::QueueType::Transfer);
}
spaceshipMat->UpdateBuffers(uploadPool, builder);
builder.PostTransferBarrier();
}
builder.EndDebugRegion();
}, Nz::QueueType::Transfer);
bakedGraph.Execute(frame);
frame.SubmitCommandBuffer(drawCommandBuffer.get(), Nz::QueueType::Graphics);

View File

@ -28,13 +28,13 @@ int main()
Nz::MeshParams meshParams;
meshParams.storage = Nz::DataStorage::Software;
meshParams.matrix = Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, 90.f, 180.f)) * Nz::Matrix4f::Scale(Nz::Vector3f(0.002f));
meshParams.matrix = Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, 90.f, 0.f)) * Nz::Matrix4f::Scale(Nz::Vector3f(0.002f));
meshParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV);
std::shared_ptr<Nz::RenderDevice> device = Nz::Graphics::Instance()->GetRenderDevice();
std::string windowTitle = "Graphics Test";
if (!window.Create(device, Nz::VideoMode(800, 600, 32), windowTitle))
if (!window.Create(device, Nz::VideoMode(1920, 1080, 32), windowTitle))
{
std::cout << "Failed to create Window" << std::endl;
return __LINE__;
@ -190,7 +190,7 @@ int main()
camAngles.yaw.Normalize();
// Idem, mais pour éviter les problèmes de calcul de la matrice de vue, on restreint les angles
camAngles.pitch = Nz::Clamp(camAngles.pitch + event.mouseMove.deltaY*sensitivity, -89.f, 89.f);
camAngles.pitch = Nz::Clamp(camAngles.pitch - event.mouseMove.deltaY*sensitivity, -89.f, 89.f);
camQuat = camAngles;

View File

@ -87,7 +87,7 @@ int main()
Nz::RenderWindow window;
Nz::MeshParams meshParams;
meshParams.matrix = Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, 90.f, 180.f)) * Nz::Matrix4f::Scale(Nz::Vector3f(0.002f));
meshParams.matrix = Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, 90.f, 0.f)) * Nz::Matrix4f::Scale(Nz::Vector3f(0.002f));
meshParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV);
std::shared_ptr<Nz::RenderDevice> device = Nz::Renderer::Instance()->InstanciateRenderDevice(0);
@ -295,7 +295,7 @@ int main()
camAngles.yaw.Normalize();
// Idem, mais pour éviter les problèmes de calcul de la matrice de vue, on restreint les angles
camAngles.pitch = Nz::Clamp(camAngles.pitch + event.mouseMove.deltaY*sensitivity, -89.f, 89.f);
camAngles.pitch = Nz::Clamp(camAngles.pitch - event.mouseMove.deltaY*sensitivity, -89.f, 89.f);
camQuat = camAngles;

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@ -914,15 +914,14 @@ namespace Nz
template<typename T>
Matrix4<T>& Matrix4<T>::MakePerspective(RadianAngle<T> angle, T ratio, T zNear, T zFar)
{
// https://docs.microsoft.com/fr-fr/windows/win32/direct3d10/d3d10-d3dxmatrixperspectivefovrh
angle = RadianAngle<T>(HalfPi<T>) - angle / T(2.0);
angle /= T(2.0);
T yScale = angle.GetTan();
Set(yScale / ratio, T(0.0), T(0.0), T(0.0),
T(0.0), yScale, T(0.0), T(0.0),
T(0.0), T(0.0), zFar / (zNear - zFar), T(-1.0),
T(0.0), T(0.0), zNear * zFar / (zNear - zFar), T(0.0));
Set(T(1.0) / (ratio * yScale), T(0.0), T(0.0), T(0.0),
T(0.0), T(-1.0) / (yScale), T(0.0), T(0.0),
T(0.0), T(0.0), zFar / (zNear - zFar), T(-1.0),
T(0.0), T(0.0), -(zNear * zFar) / (zFar - zNear), T(0.0));
return *this;
}

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@ -21,7 +21,7 @@ namespace Nz
{
FaceFilling faceFilling = FaceFilling::Fill;
FaceSide cullingSide = FaceSide::Back;
FrontFace frontFace = FrontFace::Clockwise;
FrontFace frontFace = FrontFace::CounterClockwise;
RendererComparison depthCompare = RendererComparison::Less;
PrimitiveMode primitiveMode = PrimitiveMode::TriangleList;