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author Julian Sikorski <belegdol+github@gmail.com>2019-10-13 13:50:38 +0200
committer R. Belmont <rb6502@users.noreply.github.com>2019-10-13 07:50:38 -0400
commit0837e7451a84f95c29dbdb9bd6b8b931fee1635d (patch)
tree626bcbd250a7fbebdf5958a288d2f438d4f9fb5a /3rdparty/bgfx/examples/common/camera.cpp
parentc913ccb59d713ce0b91135520719ac5385e54358 (diff)
WIP: sync bgfx, bx and bimg with latest upstream (#5723)
* Sync with bgfx upstream revision b91d0b6 * Sync with bx upstream revision d60912b * Sync with bimg upstream revision bd81f60 * Add astc-codec decoder * Rename VertexDecl to VertexLayout * Rename UniformType enum Int1 to Sampler. * Add NVN stub * Fix unused-const-variable error on macOS * Drop redundant explicit language parameters buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only applied to objective c++ files. As such, hardcoding -x offers no benefit while preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on macOS) from working. * Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning * Build bgfx as Objective-C++ on macOS It is needed due to included headers * Enable Direct3D12 and Vulkan bgfx rendering backends * Enable building of spirv shaders * Properly escape /c in cmd call * Comment out dx12 bgfx renderer * Honor VERBOSE setting during shaders build * Only invert hlsl shader XYZ_TO_sRGB matrix for opengl * Add spirv shaders * OpenGL ES needs transposed matrix too * Metal needs transposed matrix as well
Diffstat (limited to '3rdparty/bgfx/examples/common/camera.cpp')
-rw-r--r--3rdparty/bgfx/examples/common/camera.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/3rdparty/bgfx/examples/common/camera.cpp b/3rdparty/bgfx/examples/common/camera.cpp
index 3e48e57d4f7..2cd5a38d369 100644
--- a/3rdparty/bgfx/examples/common/camera.cpp
+++ b/3rdparty/bgfx/examples/common/camera.cpp
@@ -240,12 +240,12 @@ struct Camera
void getViewMtx(float* _viewMtx)
{
- bx::mtxLookAt(_viewMtx, bx::load(&m_eye.x), bx::load(&m_at.x), bx::load(&m_up.x) );
+ bx::mtxLookAt(_viewMtx, bx::load<bx::Vec3>(&m_eye.x), bx::load<bx::Vec3>(&m_at.x), bx::load<bx::Vec3>(&m_up.x) );
}
- void setPosition(const float* _pos)
+ void setPosition(const bx::Vec3& _pos)
{
- bx::memCopy(&m_eye.x, _pos, sizeof(float)*3);
+ m_eye = _pos;
}
void setVerticalAngle(float _verticalAngle)
@@ -288,7 +288,7 @@ void cameraDestroy()
s_camera = NULL;
}
-void cameraSetPosition(const float* _pos)
+void cameraSetPosition(const bx::Vec3& _pos)
{
s_camera->setPosition(_pos);
}
@@ -313,14 +313,14 @@ void cameraGetViewMtx(float* _viewMtx)
s_camera->getViewMtx(_viewMtx);
}
-void cameraGetPosition(float* _pos)
+bx::Vec3 cameraGetPosition()
{
- bx::memCopy(_pos, &s_camera->m_eye.x, 3*sizeof(float) );
+ return s_camera->m_eye;
}
-void cameraGetAt(float* _at)
+bx::Vec3 cameraGetAt()
{
- bx::memCopy(_at, &s_camera->m_at.x, 3*sizeof(float) );
+ return s_camera->m_at;
}
void cameraUpdate(float _deltaTime, const entry::MouseState& _mouseState)