that did less than expected
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@@ -36,8 +36,9 @@ public:
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glm::vec3 LookDirection = {};
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private:
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glm::mat4 viewMatrix = {};
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glm::mat4 projMatrix = {};
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glm::vec2 mViewport = {};
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glm::mat4 mViewMatrix = {};
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glm::mat4 mProjMatrix = {};
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};
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@@ -116,15 +116,17 @@ int Inferno::run()
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camera.MouseMoved(mouseDelta);
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camera.MoveCamera(movementDelta);
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mRasterRenderer->setTargetSize({mWin->getSize()});
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mRasterRenderer->prepare();
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mRasterRenderer->draw();
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ImGui::Begin("Preview");
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camera.UpdateProjection(ImGui::GetWindowSize().x, ImGui::GetWindowSize().y);
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mRasterRenderer->setTargetSize({ImGui::GetWindowSize().x, ImGui::GetWindowSize().y});
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mRasterRenderer->prepare();
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mRasterRenderer->draw();
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ImGui::Image((ImTextureID)mRasterRenderer->getRenderedTexture(),
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{ mRasterRenderer->getTargetSize().x, mRasterRenderer->getTargetSize().y },
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ImVec2(0,1), ImVec2(1,0));
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ImGui::End();
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ImGui::Begin("Render");
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@@ -4,7 +4,7 @@ using namespace inferno;
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Camera::Camera()
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{
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projMatrix = glm::perspective( glm::radians( 45.0f ), 1.0f, 0.1f, 1000.0f );
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mProjMatrix = glm::perspective( glm::radians( 45.0f ), 1.0f, 0.1f, 1000.0f );
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Roll = 0.0f;
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Pitch = 0.0f;
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@@ -13,14 +13,14 @@ Camera::Camera()
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Position = {};
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LookDirection = {};
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viewMatrix = {};
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mViewMatrix = {};
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UpdateView();
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}
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Camera::Camera(int w, int h)
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{
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projMatrix = glm::perspective(glm::radians(45.0f), (float)w / (float)h, 0.1f, 1000.0f);
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mProjMatrix = glm::perspective(glm::radians(45.0f), (float)w / (float)h, 0.1f, 1000.0f);
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Roll = 0.0f;
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Pitch = 0.0f;
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@@ -29,7 +29,7 @@ Camera::Camera(int w, int h)
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Position = {};
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LookDirection = {};
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viewMatrix = {};
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mViewMatrix = {};
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UpdateView();
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}
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@@ -51,10 +51,10 @@ void Camera::UpdateView()
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glm::mat4 translate = glm::mat4(1.0f);
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translate = glm::translate(translate, -Position);
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viewMatrix = rotate * translate;
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mViewMatrix = rotate * translate;
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// Work out Look Vector
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glm::mat4 inverseView = glm::inverse(viewMatrix);
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glm::mat4 inverseView = glm::inverse(mViewMatrix);
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LookDirection.x = inverseView[2][0];
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LookDirection.y = inverseView[2][1];
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@@ -63,17 +63,18 @@ void Camera::UpdateView()
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glm::mat4 Camera::GetViewMatrix()
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{
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return viewMatrix;
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return mViewMatrix;
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}
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glm::mat4 Camera::GetProjectionMatrix()
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{
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return projMatrix;
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return mProjMatrix;
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}
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void Camera::UpdateProjection(int width, int height)
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{
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projMatrix = glm::perspective(glm::radians(45.0f), (float)width / (float)height, 0.1f, 1000.0f);
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mViewport = {width, height};
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mProjMatrix = glm::perspective(glm::radians(45.0f), (float)width / (float)height, 0.1f, 1000.0f);
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}
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void Camera::MoveCamera(uint8_t posDelta)
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