3d Camera: Added support for field-of-view Y
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20 changed files with 53 additions and 46 deletions
20
src/core.c
20
src/core.c
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@ -609,10 +609,10 @@ void Begin3dMode(Camera camera)
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rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
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rlLoadIdentity(); // Reset current matrix (PROJECTION)
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// Setup perspective projection
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float aspect = (float)screenWidth/(float)screenHeight;
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double top = 0.01*tan(45.0*PI/360.0);
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double top = 0.01*tan(camera.fovy*PI/360.0);
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double right = top*aspect;
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// NOTE: zNear and zFar values are important when computing depth buffer values
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@ -883,7 +883,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
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TraceLog(DEBUG, "Device coordinates: (%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z);
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// Calculate projection matrix (from perspective instead of frustum)
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Matrix matProj = MatrixPerspective(45.0, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
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Matrix matProj = MatrixPerspective(camera.fovy, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
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// Calculate view matrix from camera look at
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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@ -936,7 +936,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
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Vector2 WorldToScreen(Vector3 position, Camera camera)
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{
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// Calculate projection matrix (from perspective instead of frustum
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Matrix matProj = MatrixPerspective(45.0f, (float)((float)GetScreenWidth() / (float)GetScreenHeight()), 0.01f, 1000.0f);
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Matrix matProj = MatrixPerspective(camera.fovy, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0);
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// Calculate view matrix from camera look at (and transpose it)
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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@ -1752,8 +1752,8 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
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// Normalize gestureEvent.position[0] for screenWidth and screenHeight
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gestureEvent.position[0].x /= (float)GetScreenWidth();
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gestureEvent.position[0].y /= (float)GetScreenHeight();
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// Gesture data is sent to gestures system for processing
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// Gesture data is sent to gestures system for processing
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ProcessGestureEvent(gestureEvent);
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#endif
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}
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@ -1890,7 +1890,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
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// TODO: GPU assets reload in case of lost focus (lost context)
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// NOTE: This problem has been solved just unbinding and rebinding context from display
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/*
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/*
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if (assetsReloadRequired)
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{
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for (int i = 0; i < assetsCount; i++)
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@ -2471,9 +2471,9 @@ static void *GamepadThread(void *arg)
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const int joystickAxisY = 1;
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// Read gamepad event
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struct js_event gamepadEvent;
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struct js_event gamepadEvent;
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while (1)
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while (1)
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{
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if (read(gamepadStream, &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
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{
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@ -2507,7 +2507,7 @@ static void *GamepadThread(void *arg)
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*/
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}
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}
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}
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}
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return NULL;
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}
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