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