1
0
Fork 0
mirror of https://git.coom.tech/drummyfish/small3dlib.git synced 2024-11-24 21:09:57 +01:00

Implement FOV

This commit is contained in:
Miloslav Číž 2019-05-11 21:50:03 +02:00
parent 534f4aa2b9
commit 420bbc3aa6
2 changed files with 6 additions and 12 deletions

17
s3l.h
View file

@ -1315,14 +1315,6 @@ void S3L_makeWorldMatrix(S3L_Transform3D worldTransform, S3L_Mat4 *m)
void S3L_makeCameraMatrix(S3L_Transform3D cameraTransform, S3L_Mat4 *m) void S3L_makeCameraMatrix(S3L_Transform3D cameraTransform, S3L_Mat4 *m)
{ {
/*
S3L_makeTranslationMat(
-1 * cameraTransform.translation.x,
-1 * cameraTransform.translation.y,
-1 * cameraTransform.translation.z,
m);
*/
S3L_makeTranslationMat( S3L_makeTranslationMat(
-1 * cameraTransform.translation.x, -1 * cameraTransform.translation.x,
-1 * cameraTransform.translation.y, -1 * cameraTransform.translation.y,
@ -1340,10 +1332,11 @@ void S3L_makeCameraMatrix(S3L_Transform3D cameraTransform, S3L_Mat4 *m)
S3L_mat4Xmat4(m,&r); S3L_mat4Xmat4(m,&r);
} }
static inline void S3L_zDivide(S3L_Vec4 *vector) static inline void S3L_perspectiveDivide(S3L_Vec4 *vector,
S3L_Unit focalLength)
{ {
vector->x = (vector->x * S3L_FRACTIONS_PER_UNIT) / S3L_nonZero(vector->z); vector->x = (vector->x * focalLength) / vector->z;
vector->y = (vector->y * S3L_FRACTIONS_PER_UNIT) / S3L_nonZero(vector->z); vector->y = (vector->y * focalLength) / vector->z;
} }
void S3L_drawModelIndexed( void S3L_drawModelIndexed(
@ -1382,7 +1375,7 @@ void S3L_drawModelIndexed(
transformed##n.x = pointModel.x;\ transformed##n.x = pointModel.x;\
transformed##n.y = pointModel.y;\ transformed##n.y = pointModel.y;\
transformed##n.z = pointModel.z;\ transformed##n.z = pointModel.z;\
S3L_zDivide(&transformed##n); S3L_perspectiveDivide(&transformed##n,camera->focalLength);
project(0) project(0)
project(1) project(1)

View file

@ -196,6 +196,7 @@ int main()
SDL_Event event; SDL_Event event;
S3L_initCamera(&camera); S3L_initCamera(&camera);
camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 2; camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 2;
// camera.transform.translation.x = S3L_FRACTIONS_PER_UNIT; // camera.transform.translation.x = S3L_FRACTIONS_PER_UNIT;
// camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT; // camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT;