Начинаю добавлять управление камерой. (Сейчас только её позиция)
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@@ -0,0 +1,27 @@
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#include "Camera.hpp"
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#include "../../RenderEngine/UwURenderEngine.hpp"
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#include "Core/CoreInstance.hpp"
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#include "Game/GameInstance.hpp"
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#include "Game/SaveMap/SaveMap.hpp"
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#include "Game/World/World.hpp"
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Camera::Camera()
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{
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SetType(Classes::Camera);
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}
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std::shared_ptr<SaveMap> Camera::save()
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{
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return std::make_shared<SaveMap>("Camera")->connect_to(Actor::save());
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}
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void Camera::load(std::shared_ptr<SaveMap> save)
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{
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Actor::load(save->getParent());
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}
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void Camera::SetActive() const noexcept
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{
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GET_RENDER_ENGINE->SetActiveCamera(GetWorld()->GetActorByID<Camera>(GetName()));
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}
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@@ -0,0 +1,16 @@
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#pragma once
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#include "RTTI_Meta.h"
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#include "Game/Actors/Actor.hpp"
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GENERATE_META(Camera)
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class Camera : public Actor
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{
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public:
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Camera();
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std::shared_ptr<SaveMap> save() override;
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void load(std::shared_ptr<SaveMap> save) override;
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void SetActive() const noexcept;
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};
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@@ -24,7 +24,7 @@ void StaticMesh::load(std::shared_ptr<SaveMap> save)
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void StaticMesh::load_model(const std::string& model_name)
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{
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model_name_ = model_name;
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model_ = static_cast<UwURenderEngine*>(GetWorld()->GetGameInstance().GetCore().GetRenderEngine())->GetModelManager()->LoadModel(model_name);
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model_ = GET_RENDER_ENGINE->GetModelManager()->LoadModel(model_name);
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SetModelName(model_name);
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}
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@@ -32,5 +32,5 @@ void StaticMesh::OnDestroy()
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{
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Mesh::OnDestroy();
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static_cast<UwURenderEngine*>(GetWorld()->GetGameInstance().GetCore().GetRenderEngine())->GetModelManager()->FreeModel(model_name_);
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GET_RENDER_ENGINE->GetModelManager()->FreeModel(model_name_);
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}
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@@ -9,6 +9,7 @@
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#include <glm/gtc/matrix_transform.hpp>
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#include "GPU_GarbageCollector.h"
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#include "../Game/Actors/Camera.hpp"
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#include "Core/CoreInstance.hpp"
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#include "Log/Log.hpp"
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@@ -870,12 +871,20 @@ void UwURenderEngine::record_command_buffer(VkCommandBuffer command_buffer, uint
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void UwURenderEngine::update_uniform_buffer(uint32_t current_frame) const
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{
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glm::vec3 eye{0, 0, 0};
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if (active_camera_.expired() == false)
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{
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std::shared_ptr<Camera> camera = active_camera_.lock();
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Vector3D loc = camera->GetActorLocate();
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eye = {loc.x, loc.y, loc.z};
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}
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static auto start_time = std::chrono::high_resolution_clock::now();
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auto current_time = std::chrono::high_resolution_clock::now();
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float time = std::chrono::duration_cast<std::chrono::duration<float>>(current_time - start_time).count();
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UniformBufferObject ubo;
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ubo.model = glm::rotate(glm::mat4(1.0f), time * glm::radians(45.0f), glm::vec3(0.0f, 0.0f, 1.0f));
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ubo.view = glm::lookAt(glm::vec3(2.0f, 2.0f, 2.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f));
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ubo.view = glm::lookAt(eye, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f));
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ubo.proj = glm::perspective(glm::radians(45.0f), static_cast<float>(swapchain_extent_.width) / static_cast<float>(swapchain_extent_.height), 0.1f, 256.0f);
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ubo.proj[1][1] *= -1;
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memcpy(uniform_buffers_mapped_[current_frame], &ubo, sizeof(ubo));
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@@ -1062,3 +1071,9 @@ void UwURenderEngine::stop_render() const
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if (!glfwWindowShouldClose(get_window()))
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glfwSetWindowShouldClose(get_window(), true);
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}
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void UwURenderEngine::SetActiveCamera(std::weak_ptr<Camera> camera)
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{
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std::scoped_lock lock(m_active_camera_);
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active_camera_ = camera;
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}
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@@ -8,10 +8,14 @@
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#include <memory>
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#define GLM_FORCE_RADIANS
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#include <mutex>
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#include <glm/glm.hpp>
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class Camera;
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class GPU_GarbageCollector;
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#define GET_RENDER_ENGINE static_cast<UwURenderEngine*>(GetWorld()->GetGameInstance().GetCore().GetRenderEngine())
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class UwURenderEngine : public RenderEngineBase
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{
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struct QueueFamilyIndices
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@@ -62,6 +66,8 @@ class UwURenderEngine : public RenderEngineBase
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CoreInstance& core_;
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std::shared_ptr<ModelManager> model_manager_;
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std::shared_ptr<GPU_GarbageCollector> garbage_collector_;
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std::weak_ptr<Camera> active_camera_;
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std::mutex m_active_camera_;
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VkInstance instance_ = VK_NULL_HANDLE;
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VkSurfaceKHR surface_ = VK_NULL_HANDLE;
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@@ -142,4 +148,6 @@ public:
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void stop_render() const override;
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std::shared_ptr<ModelManager> GetModelManager() const { return model_manager_; }
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void SetActiveCamera(std::weak_ptr<Camera> camera);
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};
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