VideoCommon: remove VertexShaderManager functions instead preferring the direct freelook camera methods

This commit is contained in:
iwubcode
2020-04-26 16:40:25 -05:00
parent 5bd7cc8bac
commit e125c61d47
4 changed files with 21 additions and 43 deletions

View File

@ -30,6 +30,7 @@
#include "InputCommon/ControlReference/ControlReference.h"
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include "VideoCommon/FreeLookCamera.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/VertexShaderManager.h"
@ -545,25 +546,25 @@ void HotkeyScheduler::Run()
fl_speed = 1.0;
if (IsHotkey(HK_FREELOOK_UP, true))
VertexShaderManager::TranslateView(0.0, 0.0, -fl_speed);
g_freelook_camera.MoveVertical(-fl_speed);
if (IsHotkey(HK_FREELOOK_DOWN, true))
VertexShaderManager::TranslateView(0.0, 0.0, fl_speed);
g_freelook_camera.MoveVertical(fl_speed);
if (IsHotkey(HK_FREELOOK_LEFT, true))
VertexShaderManager::TranslateView(fl_speed, 0.0);
g_freelook_camera.MoveHorizontal(fl_speed);
if (IsHotkey(HK_FREELOOK_RIGHT, true))
VertexShaderManager::TranslateView(-fl_speed, 0.0);
g_freelook_camera.MoveHorizontal(-fl_speed);
if (IsHotkey(HK_FREELOOK_ZOOM_IN, true))
VertexShaderManager::TranslateView(0.0, fl_speed);
g_freelook_camera.Zoom(fl_speed);
if (IsHotkey(HK_FREELOOK_ZOOM_OUT, true))
VertexShaderManager::TranslateView(0.0, -fl_speed);
g_freelook_camera.Zoom(-fl_speed);
if (IsHotkey(HK_FREELOOK_RESET, true))
VertexShaderManager::ResetView();
g_freelook_camera.Reset();
// Savestates
for (u32 i = 0; i < State::NUM_STATES; i++)

View File

@ -32,6 +32,7 @@
#include "DolphinQt/Resources.h"
#include "DolphinQt/Settings.h"
#include "VideoCommon/FreeLookCamera.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoConfig.h"
@ -238,12 +239,12 @@ void RenderWidget::OnFreeLookMouseMove(QMouseEvent* event)
if (event->buttons() & Qt::RightButton)
{
// Camera Pitch and Yaw:
VertexShaderManager::RotateView(mouse_move.y() / 200.f, mouse_move.x() / 200.f, 0.f);
g_freelook_camera.Rotate(Common::Vec3{mouse_move.y() / 200.f, mouse_move.x() / 200.f, 0.f});
}
else if (event->buttons() & Qt::MidButton)
{
// Camera Roll:
VertexShaderManager::RotateView(0.f, 0.f, mouse_move.x() / 200.f);
g_freelook_camera.Rotate({0.f, 0.f, mouse_move.x() / 200.f});
}
}