dep: glm -> directxmath.

This commit is contained in:
Anish Bhobe 2025-06-14 01:36:52 +02:00
parent d09f725803
commit 694147ce4d
4 changed files with 23 additions and 22 deletions

View File

@ -1,9 +1,9 @@
// Blaze.cpp : This file contains the 'main' function. Program execution begins and ends there.
//
#include <array>
#include <cassert>
#include <limits>
#include <span>
#include <volk.h>
@ -13,8 +13,6 @@
#include <SDL3/SDL_filesystem.h>
#include <SDL3/SDL_main.h>
#include <SDL3/SDL_vulkan.h>
#include <glm/ext/matrix_transform.hpp>
#include <memory>
#include "AppState.h"
#include "Frame.h"
@ -72,10 +70,9 @@ SDL_AppResult SDL_AppIterate( void* appstate )
SDL_SetWindowTitle( appState.window, appState.sprintfBuffer );
}
misc.cameraData.modelMatrix = glm::rotate(
misc.cameraData.modelMatrix = DirectX::XMMatrixMultiply(
misc.cameraData.modelMatrix,
glm::radians( 60.0f ) * static_cast<float>( deltaTime ),
glm::vec3{ 0.0f, 1.0f, 0.0f } );
DirectX::XMMatrixRotationY( DirectX::XMConvertToRadians( 60.0f ) * static_cast<float>( deltaTime ) ) );
memcpy( misc.cameraUniformBufferPtr, &misc.cameraData, sizeof misc.cameraData );
uint32_t currentImageIndex;

View File

@ -1,13 +1,12 @@
#include "MiscData.h"
#include <SDL3/SDL_log.h>
#include <array>
#include <SDL3/SDL_log.h>
#include "MacroUtils.h"
#include "RenderDevice.h"
#include <glm/gtc/matrix_transform.hpp>
void MiscData::init( RenderDevice const& renderDevice )
{
VkDevice const device = renderDevice.device;
@ -332,13 +331,15 @@ void MiscData::init( RenderDevice const& renderDevice )
// Camera
{
cameraPosition = glm::vec3{ 0.0f, 0.0f, -5.0f };
cameraTarget = glm::vec3{ 0.0f, 0.0f, 0.0f };
cameraData.modelMatrix = glm::mat4{ 1.0f };
cameraData.viewMatrix = glm::lookAt( cameraPosition, cameraTarget, glm::vec3{ 0.0f, 1.0f, 0.0f } );
cameraData.projectionMatrix = glm::perspective( glm::radians( 70.0f ), 16.0f / 9.0f, 0.1f, 1000.0f );
cameraPosition = DirectX::XMVectorSet( 0.0f, 0.0f, -5.0f, 1.0f );
cameraTarget = DirectX::XMVectorSet( 0.0f, 0.0f, 0.0f, 1.0f );
cameraUp = DirectX::XMVectorSet( 0.0f, 1.0f, 0.0f, 1.0f );
cameraData.modelMatrix = DirectX::XMMatrixIdentity();
cameraData.viewMatrix = DirectX::XMMatrixLookAtLH( cameraPosition, cameraTarget, cameraUp );
cameraData.projectionMatrix =
DirectX::XMMatrixPerspectiveFovLH( DirectX::XMConvertToRadians( 70.0f ), 16.0f / 9.0f, 0.1f, 1000.0f );
cameraUniformBufferSize = sizeof( CameraData );
cameraUniformBufferSize = sizeof( CameraData );
VkBufferCreateInfo const bufferCreateInfo = {
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,

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@ -5,7 +5,7 @@
#include <vma/vk_mem_alloc.h>
#include <glm/glm.hpp>
#include <DirectXMath.h>
struct RenderDevice;
@ -19,9 +19,9 @@ struct MiscData
{
struct CameraData
{
glm::mat4x4 modelMatrix;
glm::mat4x4 viewMatrix;
glm::mat4x4 projectionMatrix;
DirectX::XMMATRIX modelMatrix;
DirectX::XMMATRIX viewMatrix;
DirectX::XMMATRIX projectionMatrix;
};
uint64_t previousCounter;
@ -35,8 +35,11 @@ struct MiscData
size_t vertexBufferSize;
std::array<Vertex, 4> vertices;
glm::vec3 cameraPosition;
glm::vec3 cameraTarget;
uint64_t _padding; // TODO: Optimize out?
DirectX::XMVECTOR cameraPosition;
DirectX::XMVECTOR cameraTarget;
DirectX::XMVECTOR cameraUp;
CameraData cameraData;
VkBuffer cameraUniformBuffer;
VmaAllocation cameraUniformBufferAllocation;

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@ -3,7 +3,7 @@
"volk",
"shader-slang",
"vulkan-memory-allocator",
"glm",
"directxmath",
{
"name": "sdl3",
"features": [ "vulkan" ]