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

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jordan-woyak committed Mar 9, 2019
1 parent 5c5e6df commit 779e618046d309d732d2c5a48846cf94086206da
@@ -74,7 +74,7 @@ static Common::Event g_compressAndDumpStateSyncEvent;
static std::thread g_save_thread;

// Don't forget to increase this after doing changes on the savestate system
static const u32 STATE_VERSION = 107; // Last changed in PR 7952
static const u32 STATE_VERSION = 108; // Last changed in PR 7870

// Maps savestate versions to Dolphin versions.
// Versions after 42 don't need to be added to this list,
@@ -191,7 +191,7 @@ void AdvancedWidget::AddDescriptions()
#endif
static const char TR_FREE_LOOK_DESCRIPTION[] = QT_TR_NOOP(
"Allows manipulation of the in-game camera. Move the mouse while holding the right button "
"to pan or middle button to move.\n\nUse the WASD keys while holding SHIFT to move the "
"to pan or middle button to roll.\n\nUse the WASD keys while holding SHIFT to move the "
"camera. Press SHIFT+2 to increase speed or SHIFT+1 to decrease speed. Press SHIFT+R "
"to reset the camera or SHIFT+F to reset the speed.\n\nIf unsure, leave this unchecked. ");
static const char TR_CROPPING_DESCRIPTION[] =
@@ -235,21 +235,19 @@ bool RenderWidget::event(QEvent* event)

void RenderWidget::OnFreeLookMouseMove(QMouseEvent* event)
{
if (event->buttons() & Qt::MidButton)
const auto mouse_move = event->pos() - m_last_mouse;
m_last_mouse = event->pos();

if (event->buttons() & Qt::RightButton)
{
// Mouse Move
VertexShaderManager::TranslateView((event->x() - m_last_mouse[0]) / 50.0f,
(event->y() - m_last_mouse[1]) / 50.0f);
// Camera Pitch and Yaw:
VertexShaderManager::RotateView(mouse_move.y() / 200.f, mouse_move.x() / 200.f, 0.f);
}
else if (event->buttons() & Qt::RightButton)
else if (event->buttons() & Qt::MidButton)
{
// Mouse Look
VertexShaderManager::RotateView((event->x() - m_last_mouse[0]) / 200.0f,
(event->y() - m_last_mouse[1]) / 200.0f);
// Camera Roll:
VertexShaderManager::RotateView(0.f, 0.f, mouse_move.x() / 200.f);
}

m_last_mouse[0] = event->x();
m_last_mouse[1] = event->y();
}

void RenderWidget::PassEventToImGui(const QEvent* event)
@@ -4,8 +4,6 @@

#pragma once

#include <array>

#include <QEvent>
#include <QWidget>

@@ -43,5 +41,5 @@ class RenderWidget final : public QWidget

static constexpr int MOUSE_HIDE_DELAY = 3000;
QTimer* m_mouse_timer;
std::array<float, 2> m_last_mouse{};
QPoint m_last_mouse{};
};
@@ -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);
@@ -30,7 +30,7 @@ class VertexShaderManager
static void SetMaterialColorChanged(int index);

static void TranslateView(float x, float y, float z = 0.0f);
static void RotateView(float x, float y);
static void RotateView(float x, float y, float z);
static void ResetView();

static void SetVertexFormat(u32 components);

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