Fix glTFViewer (bind group + y-flip) (#222)
Doesn't completely fix the viewer - there is still a TODO about uniform buffers being updated incorrectly.
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@ -54,7 +54,7 @@ class Camera {
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eye4 = glm::rotate(glm::mat4(), _azimuth, glm::vec3(0, 1, 0)) * eye4;
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eye4 = glm::rotate(glm::mat4(), _azimuth, glm::vec3(0, 1, 0)) * eye4;
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_eyeDir = glm::vec3(eye4);
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_eyeDir = glm::vec3(eye4);
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_view = glm::lookAt(_center + _eyeDir * _radius, _center, glm::vec3(0, 1, 0));
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_view = glm::lookAt(_center + _eyeDir * _radius, _center, glm::vec3(0, -1, 0));
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_dirty = false;
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_dirty = false;
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}
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}
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float _azimuth;
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float _azimuth;
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@ -274,7 +274,8 @@ namespace {
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nxt::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout(
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nxt::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout(
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device, {
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device, {
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{0, nxt::ShaderStageBit::Vertex, nxt::BindingType::UniformBuffer},
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{0, nxt::ShaderStageBit::Vertex, nxt::BindingType::UniformBuffer},
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{1, nxt::ShaderStageBit::Fragment, nxt::BindingType::Sampler},
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{1, hasTexture ? nxt::ShaderStageBit::Fragment : kNoStages,
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nxt::BindingType::Sampler},
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{2, hasTexture ? nxt::ShaderStageBit::Fragment : kNoStages,
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{2, hasTexture ? nxt::ShaderStageBit::Fragment : kNoStages,
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nxt::BindingType::SampledTexture},
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nxt::BindingType::SampledTexture},
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});
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});
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@ -608,7 +609,7 @@ namespace {
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if (buttons[2] || (buttons[0] && buttons[1])) {
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if (buttons[2] || (buttons[0] && buttons[1])) {
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camera.pan(-dX * 0.002f, dY * 0.002f);
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camera.pan(-dX * 0.002f, dY * 0.002f);
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} else if (buttons[0]) {
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} else if (buttons[0]) {
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camera.rotate(dX * -0.01f, dY * 0.01f);
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camera.rotate(dX * 0.01f, dY * 0.01f);
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} else if (buttons[1]) {
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} else if (buttons[1]) {
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camera.zoom(dY * -0.005f);
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camera.zoom(dY * -0.005f);
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}
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}
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