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This along with other misc fixes by listening to the validation layers "fixes" specular, but just for the skin. I need to do some more work to figure out why it doesn't work for character shaders yet. Also introduces new helper functions to Device to easily transition textures and name them.
241 lines
7.8 KiB
C++
241 lines
7.8 KiB
C++
// SPDX-FileCopyrightText: 2023 Joshua Goins <josh@redstrate.com>
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// SPDX-License-Identifier: GPL-3.0-or-later
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#include "vulkanwindow.h"
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#include <QResizeEvent>
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#include <QScreen>
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#include <QVulkanInstance>
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#include <glm/gtc/quaternion.hpp>
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VulkanWindow::VulkanWindow(MDLPart *part, RenderManager *renderer, QVulkanInstance *instance)
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: m_renderer(renderer)
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, m_instance(instance)
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, part(part)
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{
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setSurfaceType(VulkanSurface);
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setVulkanInstance(instance);
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}
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void VulkanWindow::exposeEvent(QExposeEvent *)
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{
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if (isExposed() && !m_initialized) {
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m_initialized = true;
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auto surface = m_instance->surfaceForWindow(this);
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if (!m_renderer->initSwapchain(surface, width() * screen()->devicePixelRatio(), height() * screen()->devicePixelRatio())) {
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m_initialized = false;
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} else {
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render();
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}
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}
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if (!isExposed() && m_initialized) {
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m_initialized = false;
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m_renderer->destroySwapchain();
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}
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}
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bool VulkanWindow::eventFilter(QObject *watched, QEvent *event)
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{
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switch (event->type()) {
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case QEvent::Hide:
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// QWindow is reset when hiding a widget container without "SurfaceAboutToBeDestroyed" notification (Qt bug, tested on 6.5.1)
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m_renderer->destroySwapchain();
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m_initialized = false;
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break;
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default:
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break;
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}
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// dispatchEvent(event, watched);
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return QWindow::eventFilter(watched, event);
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}
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bool VulkanWindow::event(QEvent *e)
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{
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switch (e->type()) {
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case QEvent::UpdateRequest:
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render();
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break;
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case QEvent::Resize: {
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auto resizeEvent = (QResizeEvent *)e;
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auto surface = m_instance->surfaceForWindow(this);
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if (surface != nullptr) {
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m_renderer->resize(surface,
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resizeEvent->size().width() * screen()->devicePixelRatio(),
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resizeEvent->size().height() * screen()->devicePixelRatio());
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}
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} break;
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case QEvent::Hide: {
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m_renderer->destroySwapchain();
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} break;
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case QEvent::PlatformSurface: {
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auto surfaceEvent = dynamic_cast<QPlatformSurfaceEvent *>(e);
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auto surfaceEventType = surfaceEvent->surfaceEventType();
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if (surfaceEventType == QPlatformSurfaceEvent::SurfaceAboutToBeDestroyed && m_initialized) {
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m_renderer->destroySwapchain();
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}
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} break;
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case QEvent::MouseButtonPress: {
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auto mouseEvent = dynamic_cast<QMouseEvent *>(e);
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part->setFocus(Qt::FocusReason::MouseFocusReason);
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if (part->isEnabled() && (mouseEvent->button() == Qt::MouseButton::LeftButton || mouseEvent->button() == Qt::MouseButton::RightButton)) {
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part->lastX = mouseEvent->position().x();
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part->lastY = mouseEvent->position().y();
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part->cameraMode = mouseEvent->button() == Qt::MouseButton::LeftButton ? MDLPart::CameraMode::Orbit : MDLPart::CameraMode::Move;
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setKeyboardGrabEnabled(true);
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setCursor(Qt::BlankCursor);
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}
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} break;
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case QEvent::MouseButtonRelease: {
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if (part->isEnabled()) {
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part->cameraMode = MDLPart::CameraMode::None;
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setKeyboardGrabEnabled(false);
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setCursor({});
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}
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} break;
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case QEvent::MouseMove: {
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auto mouseEvent = dynamic_cast<QMouseEvent *>(e);
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if (part->isEnabled() && part->cameraMode != MDLPart::CameraMode::None) {
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const int deltaX = mouseEvent->position().x() - part->lastX;
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const int deltaY = mouseEvent->position().y() - part->lastY;
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if (part->cameraMode == MDLPart::CameraMode::Orbit) {
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part->yaw += deltaX * 0.01f; // TODO: remove these magic numbers
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part->pitch += deltaY * 0.01f;
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} else {
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const glm::vec3 position(part->cameraDistance * std::sin(part->yaw),
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part->cameraDistance * part->pitch,
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part->cameraDistance * std::cos(part->yaw));
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// const glm::quat rot = glm::quatLookAt((part->position + position) - part->position, {0, 1, 0});
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part->position += glm::vec3{0, 1, 0} * (float)deltaY * 0.01f;
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part->position.y = std::clamp(part->position.y, 0.0f, 10.0f);
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}
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part->lastX = mouseEvent->position().x();
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part->lastY = mouseEvent->position().y();
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}
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} break;
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case QEvent::Wheel: {
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auto scrollEvent = dynamic_cast<QWheelEvent *>(e);
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if (part->isEnabled()) {
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part->cameraDistance -= (scrollEvent->angleDelta().y() / 120.0f) * 0.1f; // FIXME: why 120?
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part->cameraDistance = std::clamp(part->cameraDistance, part->minimumCameraDistance, 4.0f);
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}
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} break;
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case QEvent::KeyPress: {
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auto keyEvent = dynamic_cast<QKeyEvent *>(e);
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if (part->isEnabled()) {
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switch (keyEvent->key()) {
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case Qt::Key_W:
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pressed_keys[0] = true;
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break;
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case Qt::Key_A:
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pressed_keys[1] = true;
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break;
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case Qt::Key_S:
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pressed_keys[2] = true;
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break;
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case Qt::Key_D:
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pressed_keys[3] = true;
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break;
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}
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}
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} break;
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case QEvent::KeyRelease: {
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auto keyEvent = dynamic_cast<QKeyEvent *>(e);
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if (part->isEnabled()) {
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switch (keyEvent->key()) {
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case Qt::Key_W:
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pressed_keys[0] = false;
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break;
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case Qt::Key_A:
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pressed_keys[1] = false;
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break;
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case Qt::Key_S:
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pressed_keys[2] = false;
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break;
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case Qt::Key_D:
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pressed_keys[3] = false;
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break;
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}
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}
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} break;
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default:
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break;
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}
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return QWindow::event(e);
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}
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void VulkanWindow::render()
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{
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if (!m_initialized) {
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return;
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}
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ImGui::SetCurrentContext(m_renderer->ctx);
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auto &io = ImGui::GetIO();
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io.DisplaySize = ImVec2(width() * screen()->devicePixelRatio(), height() * screen()->devicePixelRatio());
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ImGui::NewFrame();
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if (part->requestUpdate)
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part->requestUpdate();
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ImGui::Render();
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if (freeMode) {
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float movX = 0.0f;
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float movY = 0.0f;
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if (pressed_keys[0]) {
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movY = -0.05f;
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}
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if (pressed_keys[1]) {
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movX = -0.05f;
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}
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if (pressed_keys[2]) {
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movY = 0.05f;
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}
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if (pressed_keys[3]) {
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movX = 0.05f;
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}
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glm::vec3 forward, right;
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forward = normalize(glm::angleAxis(part->yaw, glm::vec3(0, 1, 0)) * glm::angleAxis(part->pitch, glm::vec3(1, 0, 0)) * glm::vec3(0, 0, 1));
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right = normalize(glm::angleAxis(part->yaw, glm::vec3(0, 1, 0)) * glm::vec3(1, 0, 0));
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part->position += right * movX * 2.0f;
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part->position += forward * movY * 2.0f;
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m_renderer->camera.view = glm::mat4(1.0f);
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m_renderer->camera.view = glm::translate(m_renderer->camera.view, part->position);
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m_renderer->camera.view *= glm::mat4_cast(glm::angleAxis(part->yaw, glm::vec3(0, 1, 0)) * glm::angleAxis(part->pitch, glm::vec3(1, 0, 0)));
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m_renderer->camera.view = glm::inverse(m_renderer->camera.view);
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m_renderer->camera.position = part->position;
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} else {
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glm::vec3 position(part->cameraDistance * sin(part->yaw), part->cameraDistance * part->pitch, part->cameraDistance * cos(part->yaw));
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m_renderer->camera.view = glm::lookAt(part->position + position, part->position, glm::vec3(0, -1, 0));
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m_renderer->camera.position = part->position + position;
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}
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m_renderer->render(models);
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m_instance->presentQueued(this);
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requestUpdate();
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}
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