Reverse Y axis (+Y is now up)
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86097b331b
commit
b85cb174ce
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@ -62,7 +62,7 @@ fn main(input: VertIn) -> VertOut
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let output: VertOut;
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output.position = viewerData.projectionMatrix * rotationMat * vec4<f32>(input.position, 1.0);
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output.uvw = vec3<f32>(input.position.xy * -1.0, input.position.z);
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output.uvw = input.position.xyz;
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return output;
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}
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@ -84,7 +84,7 @@ int main()
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Nz::MeshParams meshParams;
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meshParams.storage = Nz::DataStorage::Software;
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meshParams.center = true;
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meshParams.matrix = Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, 90.f, 180.f)) * Nz::Matrix4f::Scale(Nz::Vector3f(0.002f));
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meshParams.matrix = Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, 90.f, 0.f)) * Nz::Matrix4f::Scale(Nz::Vector3f(0.002f));
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meshParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV);
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std::shared_ptr<Nz::RenderDevice> device = Nz::Graphics::Instance()->GetRenderDevice();
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@ -116,7 +116,7 @@ int main()
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std::shared_ptr<Nz::Mesh> planeMesh = std::make_shared<Nz::Mesh>();
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planeMesh->CreateStatic();
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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);
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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);
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//planeMesh->BuildSubMesh(Nz::Primitive::Cone(1.f, 1.f, 16, Nz::Matrix4f::Rotate(Nz::EulerAnglesf(90.f, 0.f, 0.f))), planeParams);
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planeMesh->SetMaterialCount(1);
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@ -225,19 +225,18 @@ int main()
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Nz::ViewerInstance viewerInstance;
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viewerInstance.UpdateTargetSize(Nz::Vector2f(windowSize));
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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));
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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));
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Nz::ModelInstance modelInstance1(spaceshipMat->GetSettings());
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spaceshipMat->UpdateShaderBinding(modelInstance1.GetShaderBinding());
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modelInstance1.UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Right()));
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modelInstance1.UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Left() + Nz::Vector3f::Up()));
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Nz::ModelInstance modelInstance2(spaceshipMat->GetSettings());
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spaceshipMat->UpdateShaderBinding(modelInstance2.GetShaderBinding());
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modelInstance2.UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Right() * 3.f));
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modelInstance2.UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Right() + Nz::Vector3f::Up()));
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Nz::ModelInstance planeInstance(planeMat->GetSettings());
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planeMat->UpdateShaderBinding(planeInstance.GetShaderBinding());
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planeInstance.UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Up() * 2.f));
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std::shared_ptr<Nz::AbstractBuffer> viewerDataUBO = Nz::Graphics::Instance()->GetViewerDataUBO();
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@ -325,10 +324,10 @@ int main()
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std::random_device rng;
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std::mt19937 randomEngine(rng());
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std::uniform_int_distribution<unsigned int> colorDis(0, 255);
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std::uniform_real_distribution<float> heightDis(1.5f, 1.95f);
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std::uniform_real_distribution<float> heightDis(0.15f, 1.f);
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std::uniform_real_distribution<float> posDis(-10.f, 10.f);
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std::uniform_real_distribution<float> dirDis(-1.f, 1.f);
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std::uniform_real_distribution<float> dirYDis(0.0f, 0.33f);
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std::uniform_real_distribution<float> dirYDis(-0.33f, 0.f);
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std::uniform_real_distribution<float> radiusDis(1.f, 5.f);
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for (std::size_t i = 0; i < 1000; ++i)
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@ -946,9 +945,9 @@ int main()
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RebuildCommandBuffer();
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Nz::Vector3f viewerPos = Nz::Vector3f::Backward() * 10.f + Nz::Vector3f::Up() * -3.f;
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Nz::Vector3f viewerPos = Nz::Vector3f::Backward() * 10.f + Nz::Vector3f::Up() * 3.f;
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Nz::EulerAnglesf camAngles(30.f, 0.f, 0.f);
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Nz::EulerAnglesf camAngles(-30.f, 0.f, 0.f);
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Nz::Quaternionf camQuat(camAngles);
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window.EnableEventPolling(true);
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@ -1009,7 +1008,7 @@ int main()
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camAngles.yaw.Normalize();
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// Idem, mais pour éviter les problèmes de calcul de la matrice de vue, on restreint les angles
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camAngles.pitch = Nz::Clamp(camAngles.pitch + event.mouseMove.deltaY*sensitivity, -89.f, 89.f);
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camAngles.pitch = Nz::Clamp(camAngles.pitch - event.mouseMove.deltaY*sensitivity, -89.f, 89.f);
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camQuat = camAngles;
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break;
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@ -1040,7 +1039,7 @@ int main()
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case Nz::WindowEventType::Resized:
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{
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Nz::Vector2ui windowSize = window.GetSize();
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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));
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viewerInstance.UpdateProjectionMatrix(Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f));
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break;
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}
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@ -1087,8 +1086,6 @@ int main()
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if (frame.IsFramebufferInvalidated())
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RebuildCommandBuffer();
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if (lightAnimation || lightUpdate)
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{
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Nz::UploadPool& uploadPool = frame.GetUploadPool();
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frame.Execute([&](Nz::CommandBufferBuilder& builder)
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@ -1139,7 +1136,6 @@ int main()
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}
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builder.EndDebugRegion();
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}, Nz::QueueType::Transfer);
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}
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bakedGraph.Execute(frame);
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frame.SubmitCommandBuffer(drawCommandBuffer.get(), Nz::QueueType::Graphics);
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@ -28,13 +28,13 @@ int main()
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Nz::MeshParams meshParams;
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meshParams.storage = Nz::DataStorage::Software;
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meshParams.matrix = Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, 90.f, 180.f)) * Nz::Matrix4f::Scale(Nz::Vector3f(0.002f));
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meshParams.matrix = Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, 90.f, 0.f)) * Nz::Matrix4f::Scale(Nz::Vector3f(0.002f));
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meshParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV);
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std::shared_ptr<Nz::RenderDevice> device = Nz::Graphics::Instance()->GetRenderDevice();
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std::string windowTitle = "Graphics Test";
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if (!window.Create(device, Nz::VideoMode(800, 600, 32), windowTitle))
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if (!window.Create(device, Nz::VideoMode(1920, 1080, 32), windowTitle))
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{
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std::cout << "Failed to create Window" << std::endl;
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return __LINE__;
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@ -190,7 +190,7 @@ int main()
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camAngles.yaw.Normalize();
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// Idem, mais pour éviter les problèmes de calcul de la matrice de vue, on restreint les angles
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camAngles.pitch = Nz::Clamp(camAngles.pitch + event.mouseMove.deltaY*sensitivity, -89.f, 89.f);
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camAngles.pitch = Nz::Clamp(camAngles.pitch - event.mouseMove.deltaY*sensitivity, -89.f, 89.f);
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camQuat = camAngles;
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@ -87,7 +87,7 @@ int main()
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Nz::RenderWindow window;
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Nz::MeshParams meshParams;
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meshParams.matrix = Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, 90.f, 180.f)) * Nz::Matrix4f::Scale(Nz::Vector3f(0.002f));
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meshParams.matrix = Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, 90.f, 0.f)) * Nz::Matrix4f::Scale(Nz::Vector3f(0.002f));
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meshParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV);
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std::shared_ptr<Nz::RenderDevice> device = Nz::Renderer::Instance()->InstanciateRenderDevice(0);
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@ -295,7 +295,7 @@ int main()
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camAngles.yaw.Normalize();
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// Idem, mais pour éviter les problèmes de calcul de la matrice de vue, on restreint les angles
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camAngles.pitch = Nz::Clamp(camAngles.pitch + event.mouseMove.deltaY*sensitivity, -89.f, 89.f);
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camAngles.pitch = Nz::Clamp(camAngles.pitch - event.mouseMove.deltaY*sensitivity, -89.f, 89.f);
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camQuat = camAngles;
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@ -914,15 +914,14 @@ namespace Nz
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template<typename T>
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Matrix4<T>& Matrix4<T>::MakePerspective(RadianAngle<T> angle, T ratio, T zNear, T zFar)
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{
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// https://docs.microsoft.com/fr-fr/windows/win32/direct3d10/d3d10-d3dxmatrixperspectivefovrh
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angle = RadianAngle<T>(HalfPi<T>) - angle / T(2.0);
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angle /= T(2.0);
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T yScale = angle.GetTan();
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Set(yScale / ratio, T(0.0), T(0.0), T(0.0),
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T(0.0), yScale, T(0.0), T(0.0),
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Set(T(1.0) / (ratio * yScale), T(0.0), T(0.0), T(0.0),
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T(0.0), T(-1.0) / (yScale), T(0.0), T(0.0),
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T(0.0), T(0.0), zFar / (zNear - zFar), T(-1.0),
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T(0.0), T(0.0), zNear * zFar / (zNear - zFar), T(0.0));
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T(0.0), T(0.0), -(zNear * zFar) / (zFar - zNear), T(0.0));
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return *this;
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}
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@ -21,7 +21,7 @@ namespace Nz
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{
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FaceFilling faceFilling = FaceFilling::Fill;
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FaceSide cullingSide = FaceSide::Back;
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FrontFace frontFace = FrontFace::Clockwise;
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FrontFace frontFace = FrontFace::CounterClockwise;
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RendererComparison depthCompare = RendererComparison::Less;
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PrimitiveMode primitiveMode = PrimitiveMode::TriangleList;
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