diff --git a/examples/14-shadowvolumes/shadowvolumes.cpp b/examples/14-shadowvolumes/shadowvolumes.cpp index 3d9e46909..6a4cc4f95 100644 --- a/examples/14-shadowvolumes/shadowvolumes.cpp +++ b/examples/14-shadowvolumes/shadowvolumes.cpp @@ -23,6 +23,7 @@ using namespace std::tr1; #include #include #include "entry/entry.h" +#include "entry/camera.h" #include "fpumath.h" #include "imgui/imgui.h" @@ -2160,10 +2161,22 @@ int _main_(int /*_argc*/, char** /*_argv*/) MeshChoice currentMesh = BunnyLowPoly; Scene currentScene = Scene0; + // Set view and projection matrices. + const float fov = 60.0f; + const float aspect = float(viewState.m_width)/float(viewState.m_height); + const float nearPlane = 1.0f; + const float farPlane = 1000.0f; + mtxProj(viewState.m_proj, fov, aspect, nearPlane, farPlane); + + float initialPos[3] = { 3.0f, 20.0f, -58.0f }; + cameraSetPosition(initialPos); + cameraSetVerticalAngle(-0.25f); + cameraGetViewMtx(viewState.m_view); + entry::MouseState mouseState; while (!entry::processEvents(viewState.m_width, viewState.m_height, debug, reset, &mouseState) ) { - //respond properly on resize + // Respond properly on resize. if (oldWidth != viewState.m_width || oldHeight != viewState.m_height) { @@ -2175,17 +2188,7 @@ int _main_(int /*_argc*/, char** /*_argv*/) s_stencilRt = bgfx::createRenderTarget(viewState.m_width, viewState.m_height, BGFX_RENDER_TARGET_COLOR_RGBA8 | BGFX_RENDER_TARGET_DEPTH_D16); } - //set view and projection matrices - const float fov = 60.0f; - const float aspect = float(viewState.m_width)/float(viewState.m_height); - const float nearPlane = 1.0f; - const float farPlane = 1000.0f; - mtxProj(viewState.m_proj, fov, aspect, nearPlane, farPlane); - float at[3] = { 3.0f, 5.0f, 0.0f }; - float eye[3] = { 3.0f, 20.0f, -58.0f }; - mtxLookAt(viewState.m_view, eye, at); - - //time + // Time. int64_t now = bx::getHPCounter(); static int64_t last = now; const int64_t frameTime = now - last; @@ -2196,6 +2199,10 @@ int _main_(int /*_argc*/, char** /*_argv*/) const float deltaTime = float(frameTime/freq); s_uniforms.m_time = time; + // Update camera. + cameraUpdate(deltaTime); + cameraGetViewMtx(viewState.m_view); + imguiBeginFrame(mouseState.m_mx , mouseState.m_my , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)