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Implement FOV
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534f4aa2b9
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2 changed files with 6 additions and 12 deletions
17
s3l.h
17
s3l.h
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@ -1315,14 +1315,6 @@ void S3L_makeWorldMatrix(S3L_Transform3D worldTransform, S3L_Mat4 *m)
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void S3L_makeCameraMatrix(S3L_Transform3D cameraTransform, S3L_Mat4 *m)
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void S3L_makeCameraMatrix(S3L_Transform3D cameraTransform, S3L_Mat4 *m)
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{
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{
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/*
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S3L_makeTranslationMat(
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-1 * cameraTransform.translation.x,
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-1 * cameraTransform.translation.y,
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-1 * cameraTransform.translation.z,
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m);
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*/
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S3L_makeTranslationMat(
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S3L_makeTranslationMat(
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-1 * cameraTransform.translation.x,
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-1 * cameraTransform.translation.x,
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-1 * cameraTransform.translation.y,
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-1 * cameraTransform.translation.y,
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@ -1340,10 +1332,11 @@ void S3L_makeCameraMatrix(S3L_Transform3D cameraTransform, S3L_Mat4 *m)
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S3L_mat4Xmat4(m,&r);
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S3L_mat4Xmat4(m,&r);
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}
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}
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static inline void S3L_zDivide(S3L_Vec4 *vector)
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static inline void S3L_perspectiveDivide(S3L_Vec4 *vector,
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S3L_Unit focalLength)
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{
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{
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vector->x = (vector->x * S3L_FRACTIONS_PER_UNIT) / S3L_nonZero(vector->z);
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vector->x = (vector->x * focalLength) / vector->z;
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vector->y = (vector->y * S3L_FRACTIONS_PER_UNIT) / S3L_nonZero(vector->z);
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vector->y = (vector->y * focalLength) / vector->z;
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}
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}
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void S3L_drawModelIndexed(
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void S3L_drawModelIndexed(
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@ -1382,7 +1375,7 @@ void S3L_drawModelIndexed(
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transformed##n.x = pointModel.x;\
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transformed##n.x = pointModel.x;\
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transformed##n.y = pointModel.y;\
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transformed##n.y = pointModel.y;\
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transformed##n.z = pointModel.z;\
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transformed##n.z = pointModel.z;\
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S3L_zDivide(&transformed##n);
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S3L_perspectiveDivide(&transformed##n,camera->focalLength);
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project(0)
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project(0)
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project(1)
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project(1)
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@ -196,6 +196,7 @@ int main()
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SDL_Event event;
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SDL_Event event;
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S3L_initCamera(&camera);
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S3L_initCamera(&camera);
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camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 2;
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camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 2;
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// camera.transform.translation.x = S3L_FRACTIONS_PER_UNIT;
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// camera.transform.translation.x = S3L_FRACTIONS_PER_UNIT;
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// camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT;
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// camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT;
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