diff --git a/examples/vulkan/Vulkan.cpp b/examples/vulkan/Vulkan.cpp index 4157eb9d9..1b0d40e21 100644 --- a/examples/vulkan/Vulkan.cpp +++ b/examples/vulkan/Vulkan.cpp @@ -26,7 +26,6 @@ //////////////////////////////////////////////////////////// namespace { -using Vec3 = float[3]; using Matrix = float[4][4]; // Multiply 2 matrices @@ -96,57 +95,33 @@ void matrixRotateZ(Matrix& result, sf::Angle angle) } // Construct a lookat view matrix -void matrixLookAt(Matrix& result, const Vec3& eye, const Vec3& center, const Vec3& up) +void matrixLookAt(Matrix& result, const sf::Vector3f& eye, const sf::Vector3f& center, const sf::Vector3f& up) { // Forward-looking vector - // clang-format off - Vec3 forward = { - center[0] - eye[0], - center[1] - eye[1], - center[2] - eye[2] - }; - // clang-format on - - // Normalize - float factor = 1.0f / std::sqrt(forward[0] * forward[0] + forward[1] * forward[1] + forward[2] * forward[2]); - - for (float& f : forward) - f *= factor; + const sf::Vector3f forward = (center - eye).normalized(); // Side vector (Forward cross product Up) - // clang-format off - Vec3 side = { - forward[1] * up[2] - forward[2] * up[1], - forward[2] * up[0] - forward[0] * up[2], - forward[0] * up[1] - forward[1] * up[0] - }; - // clang-format on + const sf::Vector3f side = forward.cross(up).normalized(); - // Normalize - factor = 1.0f / std::sqrt(side[0] * side[0] + side[1] * side[1] + side[2] * side[2]); - - for (float& f : side) - f *= factor; - - result[0][0] = side[0]; - result[0][1] = side[1] * forward[2] - side[2] * forward[1]; - result[0][2] = -forward[0]; + result[0][0] = side.x; + result[0][1] = side.y * forward.z - side.z * forward.y; + result[0][2] = -forward.x; result[0][3] = 0.f; - result[1][0] = side[1]; - result[1][1] = side[2] * forward[0] - side[0] * forward[2]; - result[1][2] = -forward[1]; + result[1][0] = side.y; + result[1][1] = side.z * forward.x - side.x * forward.z; + result[1][2] = -forward.y; result[1][3] = 0.f; - result[2][0] = side[2]; - result[2][1] = side[0] * forward[1] - side[1] * forward[0]; - result[2][2] = -forward[2]; + result[2][0] = side.z; + result[2][1] = side.x * forward.y - side.y * forward.x; + result[2][2] = -forward.z; result[2][3] = 0.f; - result[3][0] = (-eye[0]) * result[0][0] + (-eye[1]) * result[1][0] + (-eye[2]) * result[2][0]; - result[3][1] = (-eye[0]) * result[0][1] + (-eye[1]) * result[1][1] + (-eye[2]) * result[2][1]; - result[3][2] = (-eye[0]) * result[0][2] + (-eye[1]) * result[1][2] + (-eye[2]) * result[2][2]; - result[3][3] = (-eye[0]) * result[0][3] + (-eye[1]) * result[1][3] + (-eye[2]) * result[2][3] + 1.0f; + result[3][0] = (-eye.x) * result[0][0] + (-eye.y) * result[1][0] + (-eye.z) * result[2][0]; + result[3][1] = (-eye.x) * result[0][1] + (-eye.y) * result[1][1] + (-eye.z) * result[2][1]; + result[3][2] = (-eye.x) * result[0][2] + (-eye.y) * result[1][2] + (-eye.z) * result[2][2]; + result[3][3] = (-eye.x) * result[0][3] + (-eye.y) * result[1][3] + (-eye.z) * result[2][3] + 1.0f; } // Construct a perspective projection matrix @@ -2412,12 +2387,11 @@ public: model[3][2] += y; // Construct the view matrix - const Vec3 eye = {0.0f, 4.0f, 0.0f}; - const Vec3 center = {0.0f, 0.0f, 0.0f}; - const Vec3 up = {0.0f, 0.0f, 1.0f}; + const sf::Vector3f eye(0.0f, 4.0f, 0.0f); + const sf::Vector3f center(0.0f, 0.0f, 0.0f); + const sf::Vector3f up(0.0f, 0.0f, 1.0f); Matrix view; - matrixLookAt(view, eye, center, up); // Construct the projection matrix