implemented a (working) camera

This commit is contained in:
matthew 2025-07-28 08:03:09 +10:00
parent e2c6bf1b24
commit 516d6f9f3e
4 changed files with 371 additions and 51 deletions

View File

@ -123,39 +123,37 @@ void
Update(Game* g, Camera* cam)
{
Mat4 rotation = RotationMatrix(cam);
//cam.pos += (rotation * Vec4(cam.velocity * 0.5, 0.0)).xyz * g.delta;
cam.pos += (rotation * Vec4(cam.velocity * 0.5, 0.0)).xyz * g.delta;
Extent ext = GetExtent(&g.rd);
g.globals.view_matrix = ViewMatrix(cam);
g.globals.projection_matrix = Mat4Identity();
//g.globals.projection_matrix.perspective(Radians(70.0), cast(f32)(ext.x) / cast(f32)(ext.y), 10000.0, 0.1);
//g.globals.projection_matrix.rows[1][1] *= -1.0;
Mat4Identity(&g.globals.projection_matrix);
Perspective(&g.globals.projection_matrix, Radians(70.0), cast(f32)(ext.x), cast(f32)(ext.y), 10000.0, 0.1);
g.globals.projection_matrix[1, 1] *= -1.0;
//g.globals.view_projection = g.globals.projection_matrix * g.globals.view_matrix;
g.globals.view_projection = g.globals.projection_matrix * g.globals.view_matrix;
g.globals.res.x = cast(f32)ext.x;
g.globals.res.y = cast(f32)ext.y;
//g.globals.projection_matrix = g.globals.projection_matrix.transposed();
//g.globals.view_matrix = g.globals.view_matrix.transposed();
//g.globals.view_projection = g.globals.view_projection.transposed();
}
pragma(inline): Mat4
RotationMatrix(Camera* cam)
{
//Quat pitch_rotation = Quat.fromAxis(Vec3(1.0, 0.0, 0.0), cam.pitch);
//Quat yaw_rotation = Quat.fromAxis(Vec3(0.0, -1.0, 0.0), cam.yaw);
return Mat4Identity(); //cast(Mat4)(yaw_rotation) * cast(Mat4)(pitch_rotation);
Quat pitch_rotation, yaw_rotation;
QuatFromAxis(&pitch_rotation, cam.pitch, Vec3(1.0, 0.0, 0.0));
QuatFromAxis(&yaw_rotation, cam.yaw, Vec3(0.0, -1.0, 0.0));
return Inverse(cast(Mat4)(yaw_rotation) * cast(Mat4)(pitch_rotation));
}
pragma(inline): Mat4
ViewMatrix(Camera* cam)
{
//Mat4 translation = Mat4.translation(cam.pos);
//Mat4 rotation = RotationMatrix(cam);
return Mat4Identity(); //(translation * rotation).inverse();
Mat4 translation;
Translate(&translation, cam.pos);
Mat4 rotation = RotationMatrix(cam);
return translation * rotation;
}
void

View File

@ -14,26 +14,6 @@ import math;
void main()
{
Mat4 mat1 = Mat4Identity();
Mat4 mat2 = Mat4Identity();
mat1.v[0] = 2.0;
mat1.v[4] = 3.0;
mat1.v[7] = 25.0;
mat1.v[11] = 55.0;
mat2.v[2] = 13.0;
mat2.v[5] = 2.0;
mat2.v[9] = 23.0;
mat2.v[10] = 15.0;
mat2.v[11] = 34.0;
mat2 = mat1 * mat2;
Logf("%s", mat2.vec[0].v);
Logf("%s", mat2.vec[1].v);
Logf("%s", mat2.vec[2].v);
Logf("%s", mat2.vec[3].v);
PlatformWindow window = CreateWindow("Video Game", 1920, 1080);
Game g = InitGame(&window);

View File

@ -496,6 +496,8 @@ LoadModel(Renderer* rd, string name)
indices[vi+2] = vi+2;
}
assert(vertices.length > 0 && indices.length > 0, "Error loading model");
CreateBuffer(&rd.vk, &model.vertex_buffer, BT.Vertex, vertices.length * Vertex.sizeof, false);
CreateBuffer(&rd.vk, &model.index_buffer, BT.Index, indices.length * u32.sizeof, false);

View File

@ -1,6 +1,7 @@
import aliases;
import util;
import std.math;
import core.stdc.math : tanf, cosf, sinf, sqrtf;
import std.traits;
import inteli;
import std.meta;
@ -17,6 +18,8 @@ f32 Radians(f32 deg)
return deg * (PI / 180.0);
}
// TODO: Clean this mess up
enum IsVector(T) = is(T : Vector!U, U...);
struct Vector(T, int N)
@ -56,6 +59,14 @@ struct Vector(T, int N)
nothrow @nogc pure:
this(Vec3, f32)(Vec3 v3, f32 f)
{
x = v3.x;
y = v3.y;
z = v3.z;
w = f;
}
this(Args...)(Args args)
{
static if (args.length == 1)
@ -186,33 +197,88 @@ struct Vector(T, int N)
}
}
Vector opBinary(string op, U)(U operand) if (is(U: Vector) || (IsConvertible!(U)))
static if (N == 4)
{
Vector result;
Vector opBinary(string op, U)(U operand) if ((is(U: Vector!(f32, 4)) && is(T: f32)) && (op == "*" || op == "+" || op == "-" || op == "/"))
{
Vector result;
f32* l = &x;
f32* r = &operand.x;
f32* res = &result.x;
static if (is(U: T))
{
mixin(GenerateLoop!("result.v[@] = cast(T)(v[@] " ~ op ~ " operand);", N)());
asm pure @nogc nothrow
{
mov R8, l;
mov R9, r;
mov R10, res;
movups XMM0, x.offsetof[R8];
movups XMM1, operand.x.offsetof[R9];
}
static if (op == "*") asm pure @nogc nothrow { mulps XMM0, XMM1; }
else static if (op == "-") asm pure @nogc nothrow { subps XMM0, XMM1; }
else static if (op == "+") asm pure @nogc nothrow { addps XMM0, XMM1; }
else static if (op == "/") asm pure @nogc nothrow { divps XMM0, XMM1; }
asm pure @nogc nothrow
{
movups result.x.offsetof[R10], XMM0;
}
return result;
}
else
Vector opBinary(string op, U)(U operand) if (IsConvertible!(U) && (op == "*" || op == "+" || op == "-" || op == "/"))
{
Vector result;
Vector other = operand;
mixin(GenerateLoop!("result.v[@] = cast(T)(v[@] " ~ op ~ " other.v[@]);", N)());
f32* l = &x;
f32* r = &other.x;
f32* res = &result.x;
asm pure @nogc nothrow
{
mov R8, l;
mov R9, r;
mov R10, res;
movups XMM0, x.offsetof[R8];
movups XMM1, other.x.offsetof[R9];
}
static if (op == "*") asm pure @nogc nothrow { mulps XMM0, XMM1; }
else static if (op == "-") asm pure @nogc nothrow { subps XMM0, XMM1; }
else static if (op == "+") asm pure @nogc nothrow { addps XMM0, XMM1; }
else static if (op == "/") asm pure @nogc nothrow { divps XMM0, XMM1; }
asm pure @nogc nothrow
{
movups result.x.offsetof[R8], XMM0;
}
return result;
}
}
else
{
Vector opBinary(string op, U)(U operand) if (is(U: Vector) && U._N == N && (op == "*" || op == "+" || op == "-" || op == "/"))
{
Vector res;
mixin(GenerateLoop!("res.v[@] = v[@] " ~ op ~ " operand.v[@];", N)());
return res;
}
return result;
Vector opBinary(string op, U)(U operand) if (IsConvertible!(U) && (op == "*" || op == "+" || op == "-" || op == "/"))
{
Vector res;
Vector other = operand;
mixin(GenerateLoop!("res.v[@] = v[@] " ~ op ~ " other.v[@];", N)());
return res;
}
}
ref T opIndex(size_t i)
{
return v[i];
}
ref const(T) opIndex(size_t i) const
{
return v[i];
}
T opIndexAssign(U : T)(U x, size_t i)
{
return v[i] = x;
@ -325,6 +391,7 @@ struct Matrix(T, int D)
alias T _T;
enum N = D*D;
enum _D = D;
union
{
@ -393,6 +460,16 @@ struct Matrix(T, int D)
return this;
}
ref T opIndex(size_t i, size_t j)
{
return v[(i * D) + j];
}
T opIndexAssign(U: T)(U x, size_t i, size_t j)
{
return v[(i * D) + j] = x;
}
Matrix opBinary(string op)(T scalar) if (op == "*")
{
Matrix result;
@ -414,7 +491,50 @@ struct Matrix(T, int D)
static if (D == 4)
{
Matrix opBinary(string op, U)(U x) if (is(U: Matrix!(T, D)) && is(T: f32))
Vec4 opBinary(string op, U)(U x) if (is(U: Vec4) && is(T: f32) && (op == "*"))
{
Vec4 result;
auto res = &result;
auto m = &this;
auto v = &x;
asm pure @trusted @nogc nothrow
{
mov R8, m;
mov R9, v;
mov R10, res;
movups XMM0, vec.offsetof[R8]+00;
movups XMM1, vec.offsetof[R8]+16;
movups XMM2, vec.offsetof[R8]+32;
movups XMM3, vec.offsetof[R8]+48;
movups XMM4, x.x.offsetof[R9];
movups XMM5, XMM4;
shufps XMM5, XMM5, 0;
movups XMM6, XMM4;
shufps XMM6, XMM6, 85;
movups XMM7, XMM4;
shufps XMM7, XMM7, 170;
movups XMM8, XMM4;
shufps XMM8, XMM8, 255;
mulps XMM3, XMM8;
mulps XMM2, XMM7;
addps XMM3, XMM2;
mulps XMM1, XMM6;
addps XMM3, XMM1;
mulps XMM0, XMM5;
addps XMM3, XMM0;
movups result.x.offsetof[R10], XMM3;
}
return result;
}
Matrix opBinary(string op, U)(U x) if (is(U: Matrix!(T, D)) && is(T: f32) && (op == "*"))
{
Matrix result;
@ -555,6 +675,69 @@ struct Matrix(T, int D)
}
}
struct Quat
{
union
{
f32[4] v;
Vec4 vec;
struct
{
f32 x;
f32 y;
f32 z;
f32 w;
};
};
this(f32 w, f32 x, f32 y, f32 z)
{
vec.x = x;
vec.y = y;
vec.z = z;
vec.w = w;
}
U opCast(U)() if (is(U: Mat4))
{
f32 norm = Normalize(&vec);
f32 s = norm > 0.0 ? 2.0 / norm : 0.0;
f32 _x = x;
f32 _y = y;
f32 _z = z;
f32 _w = w;
f32 xx = s * x * x; f32 xy = s * x * y; f32 wx = s * w * x;
f32 yy = s * y * y; f32 yz = s * y * z; f32 wy = s * w * y;
f32 zz = s * z * z; f32 xz = s * x * z; f32 wz = s * w * z;
U mat;
mat[0, 0] = 1.0 - yy - zz;
mat[1, 1] = 1.0 - xx - zz;
mat[2, 2] = 1.0 - xx - yy;
mat[0, 1] = xy + wz;
mat[1, 2] = yz + wx;
mat[2, 0] = xz + wy;
mat[1, 0] = xy - wz;
mat[2, 1] = yz - wx;
mat[0, 2] = xz - wy;
mat[0, 3] = 0.0;
mat[1, 3] = 0.0;
mat[2, 3] = 0.0;
mat[3, 0] = 0.0;
mat[3, 1] = 0.0;
mat[3, 2] = 0.0;
mat[3, 3] = 1.0;
return mat;
}
}
nothrow @nogc pragma(inline): Mat4
Mat4Identity()
{
@ -566,6 +749,17 @@ Mat4Identity()
);
}
pragma(inline): void
Mat4Identity(Mat4* mat)
{
MatZero(mat);
(*mat)[0, 0] = 1.0;
(*mat)[1, 1] = 1.0;
(*mat)[2, 2] = 1.0;
(*mat)[3, 3] = 1.0;
}
nothrow @nogc pragma(inline): Mat3
Mat3Identity()
{
@ -585,14 +779,160 @@ Mat2Identity()
);
}
T SquaredMagnitude(T)(T v) if (IsVector!(T))
pragma(inline): void
QuatFromAxis(Quat* q, f32 angle, Vec3 axis)
{
Vec3 k;
f32 a = angle * 0.5f;
f32 c = cosf(a);
f32 s = sinf(a);
NormalizeTo(&axis, &k);
q.x = s * k.x;
q.y = s * k.y;
q.z = s * k.z;
q.w = c;
}
pragma(inline): f32
Dot(Vec2* l, Vec2* r)
{
return l.x * r.x + l.y * r.y;
}
pragma(inline): f32
Dot(Vec3* l, Vec3* r)
{
return l.x * r.x + l.y * r.y + l.z * r.z;
}
pragma(inline): f32
Dot(Vec4* l, Vec4* r)
{
// TODO: SIMD this
return l.x * r.x + l.y * r.y + l.z * r.z + l.w * r.w;
}
pragma(inline): f32
Normalize(Vec3* v)
{
return sqrtf(Dot(v, v));
}
pragma(inline): f32
Normalize(Vec4* v)
{
// TODO: SIMD this
return sqrtf(Dot(v, v));
}
pragma(inline): void
NormalizeTo(Vec3* v, Vec3* dst)
{
f32 norm = Normalize(v);
if (norm < f32.epsilon)
{
dst.x = dst.y = dst.z = 0.0;
}
else
{
*dst = (*v) * (1.0 / norm);
}
}
pragma(inline): void
Perspective(Mat4* mat, f32 fov, f32 width, f32 height, f32 near, f32 far)
{
MatZero(mat);
f32 f = 1.0 / tanf(fov * 0.5);
f32 fn = 1.0 / (near - far);
(*mat)[0, 0] = f / (width / height);
(*mat)[1, 1] = f;
(*mat)[2, 2] = far * fn;
(*mat)[2, 3] = -1.0;
(*mat)[3, 2] = near * far * fn;
}
pragma(inline): void
MatZero(Mat4* mat)
{
auto v = &mat.vec;
asm @nogc nothrow
{
mov R8, v;
xorps XMM0, XMM0;
movups mat.vec.offsetof[R8]+00, XMM0;
movups mat.vec.offsetof[R8]+16, XMM0;
movups mat.vec.offsetof[R8]+32, XMM0;
movups mat.vec.offsetof[R8]+48, XMM0;
}
}
pragma(inline): void
Translate(Mat4* mat, Vec3 vec)
{
Mat4Identity(mat);
(*mat)[3, 0] = vec[0];
(*mat)[3, 1] = vec[1];
(*mat)[3, 2] = vec[2];
}
pragma(inline): Mat4
Inverse(Mat4 mat)
{
// TODO: SIMD this
f32 a = mat[0, 0], b = mat[0, 1], c = mat[0, 2], d = mat[0, 3],
e = mat[1, 0], f = mat[1, 1], g = mat[1, 2], h = mat[1, 3],
i = mat[2, 0], j = mat[2, 1], k = mat[2, 2], l = mat[2, 3],
m = mat[3, 0], n = mat[3, 1], o = mat[3, 2], p = mat[3, 3];
f32 c1 = k * p - l * o, c2 = c * h - d * g, c3 = i * p - l * m,
c4 = a * h - d * e, c5 = j * p - l * n, c6 = b * h - d * f,
c7 = i * n - j * m, c8 = a * f - b * e, c9 = j * o - k * n,
c10 = b * g - c * f, c11 = i * o - k * m, c12 = a * g - c * e;
f32 idt = 1.0/(c8*c1+c4*c9+c10*c3+c2*c7-c12*c5-c6*c11), ndt = -idt;
Mat4 res;
res[0, 0] = (f * c1 - g * c5 + h * c9) * idt;
res[0, 1] = (b * c1 - c * c5 + d * c9) * ndt;
res[0, 2] = (n * c2 - o * c6 + p * c10) * idt;
res[0, 3] = (j * c2 - k * c6 + l * c10) * ndt;
res[1, 0] = (e * c1 - g * c3 + h * c11) * ndt;
res[1, 1] = (a * c1 - c * c3 + d * c11) * idt;
res[1, 2] = (m * c2 - o * c4 + p * c12) * ndt;
res[1, 3] = (i * c2 - k * c4 + l * c12) * idt;
res[2, 0] = (e * c5 - f * c3 + h * c7) * idt;
res[2, 1] = (a * c5 - b * c3 + d * c7) * ndt;
res[2, 2] = (m * c6 - n * c4 + p * c8) * idt;
res[2, 3] = (i * c6 - j * c4 + l * c8) * ndt;
res[3, 0] = (e * c9 - f * c11 + g * c7) * ndt;
res[3, 1] = (a * c9 - b * c11 + c * c7) * idt;
res[3, 2] = (m * c10 - n * c12 + o * c8) * ndt;
res[3, 3] = (i * c10 - j * c12 + k * c8) * idt;
return res;
}
pragma(inline): T
SquaredMagnitude(T)(T v) if (IsVector!(T))
{
T sum_squares = 0;
mixin(GenerateLoop!("sum_squares += v.v[@] * v.v[@];", v._N)());
return sum_squares;
}
T SquaredDistTo(T)(T l, T r) if (IsVector!(T))
pragma(inline): T
SquaredDistTo(T)(T l, T r) if (IsVector!(T))
{
return SquaredMagnitude(r - l);
}