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

@ -79,7 +79,11 @@ TWN_API void draw_billboard(const char *texture,
bool cylindrical); /* optional, default: false */
/* sets a perspective 3d camera to be used for all 3d commands */
TWN_API void draw_camera(Vec3 position, float fov, Vec3 up, Vec3 direction);
/* fov = 0 corresponds to orthographic projection */
TWN_API void draw_camera(Vec3 position,
Vec3 direction, /* optional, default: (0, 0, -1) */
Vec3 up, /* optional, default: (0, 1, 0) */
float fov); /* optional, default: PI / 6 * 3 (90 degrees) */
/* same as draw_camera(), but with first person controller in mind */
/* direction and up vectors are inferred from roll, pitch and yaw parameters (in radians) */
@ -88,11 +92,12 @@ typedef struct DrawCameraFromPrincipalAxesResult {
Vec3 direction;
Vec3 up;
} DrawCameraFromPrincipalAxesResult;
TWN_API DrawCameraFromPrincipalAxesResult draw_camera_from_principal_axes(Vec3 position,
float fov,
float roll,
float pitch,
float yaw);
TWN_API DrawCameraFromPrincipalAxesResult
draw_camera_from_principal_axes(Vec3 position,
float roll, /* optional, default: 0 */
float pitch, /* optional, default: 0 */
float yaw, /* optional, default: 0 */
float fov); /* optional, default: PI / 6 * 3 (90 degrees) */
/* expects '*' masks that will be expanded to 6 names: 'up', 'down', 'east', 'west', 'north' and 'south' */
TWN_API void draw_skybox(const char *textures);

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@ -179,9 +179,9 @@
"header": "twn_draw.h",
"params": [
{ "name": "position", "type": "Vec3" },
{ "name": "fov", "type": "float" },
{ "name": "up", "type": "Vec3" },
{ "name": "direction", "type": "Vec3" }
{ "name": "direction", "type": "Vec3", "default": { "x": 0, "y": 0, "z": -1 } },
{ "name": "up", "type": "Vec3", "default": { "x": 0, "y": 1, "z": 0 } },
{ "name": "fov", "type": "float", "default": 1.57079632679 }
]
},
@ -191,10 +191,10 @@
"header": "twn_draw.h",
"params": [
{ "name": "position", "type": "Vec3" },
{ "name": "fov", "type": "float" },
{ "name": "roll", "type": "float" },
{ "name": "pitch", "type": "float" },
{ "name": "yaw", "type": "float" }
{ "name": "roll", "type": "float", "default": 0 },
{ "name": "pitch", "type": "float", "default": 0 },
{ "name": "yaw", "type": "float", "default": 0 },
{ "name": "fov", "type": "float", "default": 1.57079632679 }
],
"return": {
"fields": [

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@ -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,
};
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;
@ -451,7 +462,11 @@ DrawCameraFromPrincipalAxesResult draw_camera_from_principal_axes(Vec3 position,
.up = (Vec3){0, 1, 0},
};
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) {

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@ -52,3 +52,24 @@ Matrix4 camera_perspective(const Camera *const camera) {
return result;
}
Matrix4 camera_orthographic(const Camera *const camera) {
/* from cglm */
(void)camera;
Matrix4 result = {0};
const float rl = 1.0f / (float)1;
const float tb = 1.0f / (float)1;
const float fn = -1.0f / (CAMERA_FAR_Z - CAMERA_NEAR_Z);
result.row[0].x = 2.0f * rl;
result.row[1].y = 2.0f * tb;
result.row[2].z = 2.0f * fn;
result.row[3].x = -(float)1 * rl;
result.row[3].y = -(float)1 * tb;
result.row[3].z = (CAMERA_FAR_Z + CAMERA_NEAR_Z) * fn;
result.row[3].w = 1.0f;
return result;
}

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@ -16,7 +16,7 @@ typedef struct Camera {
} Camera;
Matrix4 camera_look_at(const Camera *camera);
Matrix4 camera_perspective(const Camera *const camera);
Matrix4 camera_orthographic(const Camera *const camera);
#endif