orthographic projection for fov=0, rework of order and defaults for 3d camera api
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@ -79,7 +79,11 @@ TWN_API void draw_billboard(const char *texture,
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bool cylindrical); /* optional, default: false */
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/* sets a perspective 3d camera to be used for all 3d commands */
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TWN_API void draw_camera(Vec3 position, float fov, Vec3 up, Vec3 direction);
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/* fov = 0 corresponds to orthographic projection */
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TWN_API void draw_camera(Vec3 position,
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Vec3 direction, /* optional, default: (0, 0, -1) */
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Vec3 up, /* optional, default: (0, 1, 0) */
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float fov); /* optional, default: PI / 6 * 3 (90 degrees) */
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/* same as draw_camera(), but with first person controller in mind */
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/* direction and up vectors are inferred from roll, pitch and yaw parameters (in radians) */
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@ -88,11 +92,12 @@ typedef struct DrawCameraFromPrincipalAxesResult {
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Vec3 direction;
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Vec3 up;
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} DrawCameraFromPrincipalAxesResult;
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TWN_API DrawCameraFromPrincipalAxesResult draw_camera_from_principal_axes(Vec3 position,
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float fov,
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float roll,
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float pitch,
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float yaw);
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TWN_API DrawCameraFromPrincipalAxesResult
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draw_camera_from_principal_axes(Vec3 position,
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float roll, /* optional, default: 0 */
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float pitch, /* optional, default: 0 */
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float yaw, /* optional, default: 0 */
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float fov); /* optional, default: PI / 6 * 3 (90 degrees) */
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/* expects '*' masks that will be expanded to 6 names: 'up', 'down', 'east', 'west', 'north' and 'south' */
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TWN_API void draw_skybox(const char *textures);
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@ -179,9 +179,9 @@
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"header": "twn_draw.h",
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"params": [
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{ "name": "position", "type": "Vec3" },
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{ "name": "fov", "type": "float" },
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{ "name": "up", "type": "Vec3" },
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{ "name": "direction", "type": "Vec3" }
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{ "name": "direction", "type": "Vec3", "default": { "x": 0, "y": 0, "z": -1 } },
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{ "name": "up", "type": "Vec3", "default": { "x": 0, "y": 1, "z": 0 } },
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{ "name": "fov", "type": "float", "default": 1.57079632679 }
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]
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},
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@ -191,10 +191,10 @@
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"header": "twn_draw.h",
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"params": [
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{ "name": "position", "type": "Vec3" },
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{ "name": "fov", "type": "float" },
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{ "name": "roll", "type": "float" },
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{ "name": "pitch", "type": "float" },
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{ "name": "yaw", "type": "float" }
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{ "name": "roll", "type": "float", "default": 0 },
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{ "name": "pitch", "type": "float", "default": 0 },
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{ "name": "yaw", "type": "float", "default": 0 },
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{ "name": "fov", "type": "float", "default": 1.57079632679 }
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],
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"return": {
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"fields": [
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@ -413,8 +413,9 @@ void render(void) {
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}
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void draw_camera(Vec3 position, float fov, Vec3 up, Vec3 direction) {
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if (fabsf(0.0f - fov) < 0.00001f || fov >= M_PIf)
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void draw_camera(Vec3 position, Vec3 direction, Vec3 up, float fov) {
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bool const orthographic = fabsf(0.0f - fov) < 0.00001f;
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if (!orthographic && fov >= M_PIf)
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log_warn("Invalid fov given (%f)", (double)fov);
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Camera const camera = {
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@ -424,14 +425,24 @@ void draw_camera(Vec3 position, float fov, Vec3 up, Vec3 direction) {
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.up = up,
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};
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if (!orthographic)
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camera_projection_matrix = camera_perspective(&camera);
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else
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camera_projection_matrix = camera_orthographic(&camera);
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camera_look_at_matrix = camera_look_at(&camera);
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}
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/* TODO: https://stackoverflow.com/questions/62493770/how-to-add-roll-in-camera-class */
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DrawCameraFromPrincipalAxesResult draw_camera_from_principal_axes(Vec3 position, float fov, float roll, float pitch, float yaw) {
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if (fabsf(0.0f - fov) < 0.00001f || fov >= M_PIf)
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DrawCameraFromPrincipalAxesResult draw_camera_from_principal_axes(Vec3 position,
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float roll,
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float pitch,
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float yaw,
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float fov)
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{
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bool const orthographic = fabsf(0.0f - fov) < 0.00001f;
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if (!orthographic && fov >= M_PIf)
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log_warn("Invalid fov given (%f)", (double)fov);
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(void)roll;
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@ -451,7 +462,11 @@ DrawCameraFromPrincipalAxesResult draw_camera_from_principal_axes(Vec3 position,
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.up = (Vec3){0, 1, 0},
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};
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if (!orthographic)
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camera_projection_matrix = camera_perspective(&camera);
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else
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camera_projection_matrix = camera_orthographic(&camera);
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camera_look_at_matrix = camera_look_at(&camera);
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return (DrawCameraFromPrincipalAxesResult) {
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@ -52,3 +52,24 @@ Matrix4 camera_perspective(const Camera *const camera) {
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return result;
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}
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Matrix4 camera_orthographic(const Camera *const camera) {
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/* from cglm */
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(void)camera;
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Matrix4 result = {0};
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const float rl = 1.0f / (float)1;
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const float tb = 1.0f / (float)1;
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const float fn = -1.0f / (CAMERA_FAR_Z - CAMERA_NEAR_Z);
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result.row[0].x = 2.0f * rl;
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result.row[1].y = 2.0f * tb;
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result.row[2].z = 2.0f * fn;
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result.row[3].x = -(float)1 * rl;
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result.row[3].y = -(float)1 * tb;
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result.row[3].z = (CAMERA_FAR_Z + CAMERA_NEAR_Z) * fn;
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result.row[3].w = 1.0f;
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return result;
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}
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@ -16,7 +16,7 @@ typedef struct Camera {
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} Camera;
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Matrix4 camera_look_at(const Camera *camera);
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Matrix4 camera_perspective(const Camera *const camera);
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Matrix4 camera_orthographic(const Camera *const camera);
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#endif
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