VideoCommon: Change free-look's middle-mouse action to roll the camera.

This commit is contained in:
Jordan Woyak
2019-03-09 10:25:41 -06:00
parent 5c5e6df038
commit 779e618046
6 changed files with 28 additions and 61 deletions

View File

@ -39,10 +39,7 @@ static int nPostTransformMatricesChanged[2]; // min,max
static int nLightsChanged[2]; // min,max
static Common::Matrix44 s_viewportCorrection;
static Common::Matrix33 s_viewRotationMatrix;
static Common::Matrix33 s_viewInvRotationMatrix;
static Common::Vec3 s_fViewTranslationVector;
static float s_fViewRotation[2];
static Common::Matrix44 s_freelook_matrix;
VertexShaderConstants VertexShaderManager::constants;
bool VertexShaderManager::dirty;
@ -450,24 +447,12 @@ void VertexShaderManager::SetConstants()
PRIM_LOG("Projection: %f %f %f %f %f %f", rawProjection[0], rawProjection[1], rawProjection[2],
rawProjection[3], rawProjection[4], rawProjection[5]);
auto corrected_matrix = s_viewportCorrection * Common::Matrix44::FromArray(g_fProjectionMatrix);
if (g_ActiveConfig.bFreeLook && xfmem.projection.type == GX_PERSPECTIVE)
{
using Common::Matrix44;
corrected_matrix *= s_freelook_matrix;
auto mtxA = Matrix44::Translate(s_fViewTranslationVector);
auto mtxB = Matrix44::FromMatrix33(s_viewRotationMatrix);
const auto viewMtx = mtxB * mtxA; // view = rotation x translation
mtxA = Matrix44::FromArray(g_fProjectionMatrix) * viewMtx; // mtxA = projection x view
mtxB = s_viewportCorrection * mtxA; // mtxB = viewportCorrection x mtxA
memcpy(constants.projection.data(), mtxB.data.data(), 4 * sizeof(float4));
}
else
{
const auto projMtx = Common::Matrix44::FromArray(g_fProjectionMatrix);
const auto correctedMtx = s_viewportCorrection * projMtx;
memcpy(constants.projection.data(), correctedMtx.data.data(), 4 * sizeof(float4));
}
memcpy(constants.projection.data(), corrected_matrix.data.data(), 4 * sizeof(float4));
dirty = true;
}
@ -654,36 +639,25 @@ void VertexShaderManager::SetMaterialColorChanged(int index)
void VertexShaderManager::TranslateView(float x, float y, float z)
{
s_fViewTranslationVector += s_viewInvRotationMatrix * Common::Vec3{x, z, y};
s_freelook_matrix = Common::Matrix44::Translate({x, z, y}) * s_freelook_matrix;
bProjectionChanged = true;
}
void VertexShaderManager::RotateView(float x, float y)
void VertexShaderManager::RotateView(float x, float y, float z)
{
using Common::Matrix33;
s_fViewRotation[0] += x;
s_fViewRotation[1] += y;
s_viewRotationMatrix =
Matrix33::RotateX(s_fViewRotation[1]) * Matrix33::RotateY(s_fViewRotation[0]);
// reverse rotation
s_viewInvRotationMatrix =
Matrix33::RotateY(-s_fViewRotation[0]) * Matrix33::RotateX(-s_fViewRotation[1]);
s_freelook_matrix = Common::Matrix44::FromMatrix33(Matrix33::RotateX(x) * Matrix33::RotateY(y) *
Matrix33::RotateZ(z)) *
s_freelook_matrix;
bProjectionChanged = true;
}
void VertexShaderManager::ResetView()
{
using Common::Matrix33;
s_fViewTranslationVector = {};
s_viewRotationMatrix = Matrix33::Identity();
s_viewInvRotationMatrix = Matrix33::Identity();
s_fViewRotation[0] = s_fViewRotation[1] = 0.0f;
s_freelook_matrix = Common::Matrix44::Identity();
bProjectionChanged = true;
}
@ -736,10 +710,7 @@ void VertexShaderManager::DoState(PointerWrap& p)
{
p.Do(g_fProjectionMatrix);
p.Do(s_viewportCorrection);
p.Do(s_viewRotationMatrix);
p.Do(s_viewInvRotationMatrix);
p.Do(s_fViewTranslationVector);
p.Do(s_fViewRotation);
p.Do(s_freelook_matrix);
p.Do(nTransformMatricesChanged);
p.Do(nNormalMatricesChanged);