draw: draw_distance for 3d spaces, proper positioning of skybox according to it, scenery demo on circle rasters

This commit is contained in:
veclavtalica
2025-02-26 15:53:59 +03:00
parent 23fbd45564
commit 8c0f43ec34
9 changed files with 123 additions and 80 deletions

View File

@ -6,7 +6,7 @@
#define CAMERA_NEAR_Z 0.1f
#define CAMERA_FAR_Z 1000.0f
// #define CAMERA_FAR_Z 400.0f
Matrix4 camera_look_at(const Camera *const camera) {
@ -42,13 +42,13 @@ Matrix4 camera_perspective(const Camera *const camera) {
const float aspect = ((float)ctx.base_render_width / (float)ctx.base_render_height);
const float f = 1.0f / tanf(camera->fov * 0.5f);
const float fn = 1.0f / (CAMERA_NEAR_Z - CAMERA_FAR_Z);
const float fn = 1.0f / (CAMERA_NEAR_Z - camera->far_z);
result.row[0].x = f / aspect;
result.row[1].y = f;
result.row[2].z = (CAMERA_NEAR_Z + CAMERA_FAR_Z) * fn;
result.row[2].z = (CAMERA_NEAR_Z + camera->far_z) * fn;
result.row[2].w = -1.0f;
result.row[3].z = 2.0f * CAMERA_NEAR_Z * CAMERA_FAR_Z * fn;
result.row[3].z = 2.0f * CAMERA_NEAR_Z * camera->far_z * fn;
return result;
}
@ -61,14 +61,14 @@ Matrix4 camera_orthographic(const Camera *const camera) {
const float rl = 1.0f / (camera->viewbox[0].y - camera->viewbox[0].x);
const float tb = 1.0f / (camera->viewbox[1].x - camera->viewbox[1].y);
const float fn = -1.0f / (CAMERA_FAR_Z - -CAMERA_FAR_Z);
const float fn = -1.0f / (camera->far_z - -camera->far_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 = -(camera->viewbox[0].y + camera->viewbox[0].x) * rl;
result.row[3].y = -(camera->viewbox[1].x + camera->viewbox[1].y) * tb;
result.row[3].z = (CAMERA_FAR_Z + -CAMERA_FAR_Z) * fn;
result.row[3].z = (camera->far_z + -camera->far_z) * fn;
result.row[3].w = 1.0f;
return result;