orthographic projection for fov=0, rework of order and defaults for 3d camera api

This commit is contained in:
veclavtalica
2025-01-27 02:42:36 +03:00
parent 20394eed6c
commit 791ab628ca
5 changed files with 63 additions and 22 deletions

View File

@ -413,8 +413,9 @@ void render(void) {
}
void draw_camera(Vec3 position, float fov, Vec3 up, Vec3 direction) {
if (fabsf(0.0f - fov) < 0.00001f || fov >= M_PIf)
void draw_camera(Vec3 position, Vec3 direction, Vec3 up, float fov) {
bool const orthographic = fabsf(0.0f - fov) < 0.00001f;
if (!orthographic && fov >= M_PIf)
log_warn("Invalid fov given (%f)", (double)fov);
Camera const camera = {
@ -424,14 +425,24 @@ void draw_camera(Vec3 position, float fov, Vec3 up, Vec3 direction) {
.up = up,
};
camera_projection_matrix = camera_perspective(&camera);
camera_look_at_matrix = camera_look_at(&camera);
if (!orthographic)
camera_projection_matrix = camera_perspective(&camera);
else
camera_projection_matrix = camera_orthographic(&camera);
camera_look_at_matrix = camera_look_at(&camera);
}
/* TODO: https://stackoverflow.com/questions/62493770/how-to-add-roll-in-camera-class */
DrawCameraFromPrincipalAxesResult draw_camera_from_principal_axes(Vec3 position, float fov, float roll, float pitch, float yaw) {
if (fabsf(0.0f - fov) < 0.00001f || fov >= M_PIf)
DrawCameraFromPrincipalAxesResult draw_camera_from_principal_axes(Vec3 position,
float roll,
float pitch,
float yaw,
float fov)
{
bool const orthographic = fabsf(0.0f - fov) < 0.00001f;
if (!orthographic && fov >= M_PIf)
log_warn("Invalid fov given (%f)", (double)fov);
(void)roll;
@ -451,8 +462,12 @@ DrawCameraFromPrincipalAxesResult draw_camera_from_principal_axes(Vec3 position,
.up = (Vec3){0, 1, 0},
};
camera_projection_matrix = camera_perspective(&camera);
camera_look_at_matrix = camera_look_at(&camera);
if (!orthographic)
camera_projection_matrix = camera_perspective(&camera);
else
camera_projection_matrix = camera_orthographic(&camera);
camera_look_at_matrix = camera_look_at(&camera);
return (DrawCameraFromPrincipalAxesResult) {
.direction = camera.target,