fix aspect ratio as well as billboard scaling

This commit is contained in:
veclavtalica 2025-01-05 21:08:54 +03:00
parent cb6c1df0be
commit d7a119a592
3 changed files with 10 additions and 10 deletions

View File

@ -15,7 +15,7 @@
#define TERRAIN_FREQUENCY 0.1f
#define TERRAIN_DISTANCE 32
#define HALF_TERRAIN_DISTANCE ((float)TERRAIN_DISTANCE / 2)
#define PLAYER_HEIGHT 0.7f
#define PLAYER_HEIGHT 0.6f
static float heightmap[TERRAIN_DISTANCE][TERRAIN_DISTANCE];

View File

@ -80,10 +80,10 @@ void finally_draw_billboard_batch(struct MeshBatch const *batch,
const float xr = srcrect.x / dims.w;
const float yr = srcrect.y / dims.h;
const Vec2 uv0 = { xr + 1 * wr, yr + 0 * hr };
const Vec2 uv1 = { xr + 1 * wr, yr + 1 * hr };
const Vec2 uv2 = { xr + 0 * wr, yr + 1 * hr };
const Vec2 uv3 = { xr + 0 * wr, yr + 0 * hr };
const Vec2 uv0 = { xr + wr, yr };
const Vec2 uv1 = { xr + wr, yr + hr };
const Vec2 uv2 = { xr, yr + hr };
const Vec2 uv3 = { xr, yr };
/* emit vertex data */
VertexBuffer const buffer = get_scratch_vertex_array();

View File

@ -39,7 +39,7 @@ Matrix4 camera_perspective(const Camera *const camera) {
/* from cglm */
Matrix4 result = {0};
const float aspect = (float)(ctx.base_render_width / ctx.base_render_height);
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);