Camera updates correctly on window resize
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parent
1b54280c52
commit
97e13c088e
14
imgui.ini
14
imgui.ini
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@ -19,7 +19,7 @@ Collapsed=0
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[Window][TerraVisor]
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Pos=0,0
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Size=2199,944
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Size=1676,1017
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Collapsed=0
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[Window][Scene Window]
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@ -30,20 +30,20 @@ DockId=0x00000003,0
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[Window][Viewport]
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Pos=0,19
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Size=1603,925
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Size=1224,998
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Collapsed=0
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DockId=0x00000003,0
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[Window][Scene Settings]
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Pos=1605,19
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Size=594,925
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Pos=1226,19
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Size=450,998
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Collapsed=0
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DockId=0x00000004,0
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[Docking][Data]
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DockSpace ID=0x6F42A598 Window=0xE80F322C Pos=0,19 Size=2199,925 Split=X Selected=0x9F2D9299
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DockSpace ID=0x6F42A598 Window=0xE80F322C Pos=0,19 Size=1676,998 Split=X Selected=0x9F2D9299
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DockNode ID=0x00000001 Parent=0x6F42A598 SizeRef=0,0 Split=X Selected=0x13926F0B
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DockNode ID=0x00000003 Parent=0x00000001 SizeRef=1603,701 CentralNode=1 Selected=0x13926F0B
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DockNode ID=0x00000004 Parent=0x00000001 SizeRef=594,701 Selected=0x413E6147
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DockNode ID=0x00000003 Parent=0x00000001 SizeRef=2107,701 CentralNode=1 Selected=0x13926F0B
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DockNode ID=0x00000004 Parent=0x00000001 SizeRef=450,701 Selected=0x413E6147
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DockNode ID=0x00000002 Parent=0x6F42A598 SizeRef=419,701 Selected=0xF69494A7
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@ -13,6 +13,7 @@ struct Framebuffer {
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namespace FBO {
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Framebuffer GenerateFramebuffer(int width, int height);
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void UpdateFrameBuffer(Framebuffer& fbo, int width, int height);
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void Bind(const Framebuffer& fbo);
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void Unbind();
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void Cleanup(const Framebuffer& fbo);
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@ -20,6 +20,7 @@ struct Window {
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namespace Interface {
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void AddWindow(std::vector<Window>& windows, const std::string& name, std::function<void()> renderFunc);
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Window* GetWindowByName(std::vector<Window>& windows, const std::string& name);
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void RenderWindows(std::vector<Window>& windows);
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}
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@ -27,11 +27,14 @@ class Scene {
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void Idle();
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void ReloadShader();
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void UpdateCamera();
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void OnScreenResize(Window* viewport);
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void UpdateViewport();
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std::vector<int16_t> LoadHGT(const std::string& filename, int width, int height);
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int window_width;
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int window_height;
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std::vector<Window> windows_;
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private:
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void InitBuffers();
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@ -52,7 +55,6 @@ class Scene {
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float near_z_;
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float far_z_;
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float fov_;
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std::vector<Window> windows_;
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glm::mat4 view_matrix_;
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glm::mat4 projection_matrix_;
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@ -1,6 +1,7 @@
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#include <glm/glm.hpp>
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#include "callbacks.h"
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#include "interface.h"
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namespace Callbacks {
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Scene* scene_ = nullptr;
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@ -52,10 +53,13 @@ void Callbacks::MouseButton(GLFWwindow* window, int button, int action, int mods
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void Callbacks::Resize(GLFWwindow* window, int width, int height)
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{
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width = glm::max(1, width);
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height = glm::max(1, height);
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//Set viewport to cover entire framebuffer
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glViewport(0, 0, width, height);
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Window* viewport = Interface::GetWindowByName(scene_->windows_, "Viewport");
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scene_->window_width = static_cast<int>(viewport->size.x);
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scene_->window_height = static_cast<int>(viewport->size.y);
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scene_->OnScreenResize(viewport);
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//Set aspect ratio used in view matrix calculation
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// scene_->window_width = width;
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// scene_->window_height = height;
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@ -54,6 +54,13 @@ namespace FBO {
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Framebuffer GenerateFramebuffer(int width, int height) {
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Framebuffer fbo;
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fbo.id = CreateFramebuffer();
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UpdateFrameBuffer(fbo, width, height);
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return fbo;
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}
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void UpdateFrameBuffer(Framebuffer& fbo, int width, int height) {
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glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
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fbo.albedoTexture = CreateTexture(width, height, GL_RGBA);
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@ -73,8 +80,6 @@ namespace FBO {
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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return fbo;
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}
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void Bind(const Framebuffer& fbo) {
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@ -2,6 +2,8 @@
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#include <imgui_impl_glfw.h>
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#include <imgui_impl_opengl3.h>
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#include <algorithm>
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#include <iostream>
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namespace Interface {
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@ -9,6 +11,18 @@ void AddWindow(std::vector<Window>& windows, const std::string& name, std::funct
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windows.emplace_back(name, renderFunc);
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}
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Window* GetWindowByName(std::vector<Window>& windows, const std::string& name) {
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auto it = std::find_if(windows.begin(), windows.end(), [&name](const Window& window) {
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return window.name == name;
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});
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if (it != windows.end()) {
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return &(*it); // Return pointer to the found window
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} else {
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return nullptr; // Return nullptr if the window was not found
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}
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}
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void RenderWindows(std::vector<Window>& windows) {
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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@ -209,6 +209,9 @@ void Scene::InitUI() {
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ImGui::SliderFloat("Tessellation Level", &Uniforms::GeoData.maxTessellation, 1.0f, 64.0f);
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ImGui::SliderInt("Patch Grid Density", &Uniforms::GeoData.gridDensity, 1, 24);
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ImGui::SliderFloat("Max Height", &Uniforms::GeoData.displacementScale, 0.0f, 1.0f);
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Window* viewport = Interface::GetWindowByName(windows_, "Viewport");
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ImGui::Text("Viewport size: (%.3f, %.3f)", viewport->size.x, viewport->size.y);
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});
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}
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@ -239,6 +242,12 @@ void Scene::Display(GLFWwindow* window) {
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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Window* viewport = Interface::GetWindowByName(windows_, "Viewport");
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if (viewport && viewport->size.x > 0 && viewport->size.y > 0) {
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OnScreenResize(viewport);
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}
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Uniforms::GeoData.PV = projection_matrix_ * CameraControls::GetViewMatrix(activeCamera_); // Projection-View matrix
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Uniforms::BufferSceneData();
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@ -293,6 +302,15 @@ void Scene::Display(GLFWwindow* window) {
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glfwSwapBuffers(window);
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}
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void Scene::OnScreenResize(Window* viewport) {
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if (window_width != static_cast<int>(viewport->size.x) || window_height != static_cast<int>(viewport->size.y)) {
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window_width = static_cast<int>(viewport->size.x);
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window_height = static_cast<int>(viewport->size.y);
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UpdateCamera();
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}
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}
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void Scene::UpdateViewport() {
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window_width = ImGui::GetWindowSize().x;
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window_height = ImGui::GetWindowSize().y;
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