Added camera
Moved some math types Added some more vector types Did the camera matrix calulations Updated shaders to take push constants
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@@ -171,10 +171,17 @@ void G_PipelinesLoad(G_State *game) {
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vk.CreateDescriptorSetLayout(vk.device, &set_info, 0, &basic->layout.set);
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VkPushConstantRange push_range = { 0 };
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push_range.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
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push_range.offset = 0;
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push_range.size = 128;
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VkPipelineLayoutCreateInfo layout_create = { 0 };
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layout_create.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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layout_create.setLayoutCount = 1;
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layout_create.pSetLayouts = &basic->layout.set;
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layout_create.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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layout_create.setLayoutCount = 1;
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layout_create.pSetLayouts = &basic->layout.set;
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layout_create.pushConstantRangeCount = 1;
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layout_create.pPushConstantRanges = &push_range;
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vk.CreatePipelineLayout(vk.device, &layout_create, 0, &basic->layout.pipeline);
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}
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@@ -193,6 +200,14 @@ void G_PipelinesLoad(G_State *game) {
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Vk_PipelineCreate(basic);
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}
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void G_CalulateCamera(G_Camera *camera, F32 aspect) {
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Mat4x4FInv proj = M4x4F_Perspective(camera->fov, aspect, camera->nearp, camera->farp);
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Mat4x4FInv view = M4x4F_CameraView(camera->x, camera->y, camera->z, camera->p);
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camera->proj.fwd = M4x4F_Mul(proj.fwd, view.fwd);
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camera->proj.inv = M4x4F_Mul(view.inv, proj.inv);
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}
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#include "impl/aabb.c"
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#include "impl/nav.c"
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#include "impl/player.c"
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