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