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kraken/kraken/KRModelView.cpp
Kearwood Gilbert 1c6f3f6690
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Added primary directional light values to KRModelView
Eliminated more direct calls to setPushConstant
2026-05-31 14:56:12 -07:00

174 lines
5.6 KiB
C++

//
// KRModelView.cpp
// Kraken Engine
//
// Copyright 2026 Kearwood Gilbert. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without modification, are
// permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this list of
// conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice, this list
// of conditions and the following disclaimer in the documentation and/or other materials
// provided with the distribution.
//
// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// The views and conclusions contained in the software and documentation are those of the
// authors and should not be interpreted as representing official policies, either expressed
// or implied, of Kearwood Gilbert.
//
#include "KREngine-common.h"
#include "KRModelView.h"
#include "KRViewport.h"
#include "nodes/KRDirectionalLight.h"
using namespace hydra;
KRModelView::KRModelView(KRViewport* viewport, const hydra::Matrix4& matModel, KRDirectionalLight* directionalLight)
: m_viewport(viewport)
, m_matModel(matModel)
, m_directionalLight(directionalLight)
{
m_matModelInverse = matModel;
m_matModelInverse.invert();
m_matModelView = matModel * viewport->getViewMatrix();
}
KRModelView::~KRModelView()
{
}
bool KRModelView::getShaderValue(ShaderValue value, Vector3* output) const
{
if (m_directionalLight) {
switch (value) {
case ShaderValue::light_direction_model_space:
{
Matrix4 inverseModelMatrix = m_matModel;
inverseModelMatrix.invert();
// Bind the light direction vector
Vector3 lightDirObject = Matrix4::Dot(inverseModelMatrix, m_directionalLight->getWorldLightDirection());
lightDirObject.normalize();
*output = lightDirObject;
return true;
}
default:
break;
}
}
switch (value) {
case ShaderValue::camerapos_model_space:
{
// Transform location of camera to object space for calculation of specular halfVec
*output = Matrix4::Dot(m_matModelInverse, m_viewport->getCameraPosition());
return true;
}
case ShaderValue::view_space_model_origin:
{
// Origin point of model space is the light source position. No perspective, so no w divide required
*output = Matrix4::Dot(m_matModelView, Vector3::Zero());
return true;
}
default:
return false;
}
}
bool KRModelView::getShaderValue(ShaderValue value, Matrix4* output) const
{
if (m_directionalLight) {
switch (value) {
case ShaderValue::shadow_mvp1:
case ShaderValue::shadow_mvp2:
case ShaderValue::shadow_mvp3:
{
Matrix4 matBias;
matBias.translate(1.0, 1.0, 1.0);
matBias.scale(0.5);
int iShadow = static_cast<int>(value) - static_cast<int>(ShaderValue::shadow_mvp1);
*output = m_matModel * m_directionalLight->getShadowViewports()[iShadow].getViewProjectionMatrix() * matBias;
return true;
}
default:
break;
}
}
switch (value) {
case ShaderValue::model_matrix:
{
*output = m_matModel;
return true;
}
case ShaderValue::model_view:
{
*output = m_matModelView;
return true;
}
case ShaderValue::model_view_inverse_transpose:
{
Matrix4 matModelViewInverseTranspose = m_matModelView;
matModelViewInverseTranspose.transpose();
matModelViewInverseTranspose.invert();
*output = matModelViewInverseTranspose;
return true;
}
case ShaderValue::model_inverse_transpose:
{
Matrix4 matModelInverseTranspose = m_matModel;
matModelInverseTranspose.transpose();
matModelInverseTranspose.invert();
*output = matModelInverseTranspose;
return true;
}
case ShaderValue::invmvp_no_translate:
{
Matrix4 matInvMVPNoTranslate = m_matModelView;
// Remove the translation
matInvMVPNoTranslate.getPointer()[3] = 0;
matInvMVPNoTranslate.getPointer()[7] = 0;
matInvMVPNoTranslate.getPointer()[11] = 0;
matInvMVPNoTranslate.getPointer()[12] = 0;
matInvMVPNoTranslate.getPointer()[13] = 0;
matInvMVPNoTranslate.getPointer()[14] = 0;
matInvMVPNoTranslate.getPointer()[15] = 1.0;
matInvMVPNoTranslate = matInvMVPNoTranslate * m_viewport->getProjectionMatrix();
matInvMVPNoTranslate.invert();
*output = matInvMVPNoTranslate;
return true;
}
case ShaderValue::mvp:
{
Matrix4 mvpMatrix = m_matModel * m_viewport->getViewProjectionMatrix();
*output = mvpMatrix;
return true;
}
case ShaderValue::invmvp:
{
Matrix4 mvpMatrix = m_matModel * m_viewport->getViewProjectionMatrix();
Matrix4 invMVP = Matrix4::Invert(mvpMatrix);
*output = invMVP;
return true;
}
default:
return false;
}
}