WARNING: BREAKING: RENAMED: camera.type to camera.projection

This commit is contained in:
Ray 2021-03-19 13:56:46 +01:00
parent d4e2c331b1
commit 07d82a91c5
20 changed files with 32 additions and 32 deletions

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@ -28,7 +28,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 1.8f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 60.0f;
camera.type = CAMERA_PERSPECTIVE;
camera.projection = CAMERA_PERSPECTIVE;
// Generates some random columns
float heights[MAX_COLUMNS] = { 0 };

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@ -26,7 +26,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };

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@ -26,7 +26,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };

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@ -26,7 +26,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };

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@ -32,7 +32,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
Mesh mesh = GenMeshCylinder(0.2f, 1.0f, 32);
Model model = LoadModelFromMesh(mesh);

View File

@ -66,7 +66,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 60.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera type
camera.projection = CAMERA_PERSPECTIVE; // Camera type
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };

View File

@ -26,7 +26,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.type = CAMERA_PERSPECTIVE;
camera.projection = CAMERA_PERSPECTIVE;
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
Vector2 cubeScreenPosition = { 0.0f, 0.0f };

View File

@ -37,7 +37,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
Model model = LoadModel("resources/guy/guy.iqm"); // Load the animated model mesh and basic data
Texture2D texture = LoadTexture("resources/guy/guytex.png"); // Load model texture and set material

View File

@ -26,7 +26,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.type = CAMERA_PERSPECTIVE;
camera.projection = CAMERA_PERSPECTIVE;
Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard

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@ -26,7 +26,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.type = CAMERA_PERSPECTIVE;
camera.projection = CAMERA_PERSPECTIVE;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

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@ -37,7 +37,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
Model model = LoadModel("resources/gltf/rigged_figure.glb"); // Load the animated model mesh and
// basic data

View File

@ -37,7 +37,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
Model model[7];

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@ -35,7 +35,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 10.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
Model model = LoadModel("resources/models/castle.obj"); // Load model
Texture2D texture = LoadTexture("resources/models/castle_diffuse.png"); // Load model texture

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@ -46,7 +46,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
// Load model and PBR material
Model model = LoadModel("resources/pbr/trooper.obj");

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@ -31,7 +31,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 8.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
Ray ray = { 0 }; // Picking ray

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@ -40,15 +40,15 @@ int main(void)
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_SPACE))
{
if (camera.type == CAMERA_PERSPECTIVE)
if (camera.projection == CAMERA_PERSPECTIVE)
{
camera.fovy = WIDTH_ORTHOGRAPHIC;
camera.type = CAMERA_ORTHOGRAPHIC;
camera.projection = CAMERA_ORTHOGRAPHIC;
}
else
{
camera.fovy = FOVY_PERSPECTIVE;
camera.type = CAMERA_PERSPECTIVE;
camera.projection = CAMERA_PERSPECTIVE;
}
}
//----------------------------------------------------------------------------------
@ -81,8 +81,8 @@ int main(void)
DrawText("Press Spacebar to switch camera type", 10, GetScreenHeight() - 30, 20, DARKGRAY);
if (camera.type == CAMERA_ORTHOGRAPHIC) DrawText("ORTHOGRAPHIC", 10, 40, 20, BLACK);
else if (camera.type == CAMERA_PERSPECTIVE) DrawText("PERSPECTIVE", 10, 40, 20, BLACK);
if (camera.projection == CAMERA_ORTHOGRAPHIC) DrawText("ORTHOGRAPHIC", 10, 40, 20, BLACK);
else if (camera.projection == CAMERA_PERSPECTIVE) DrawText("PERSPECTIVE", 10, 40, 20, BLACK);
DrawFPS(10, 10);

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@ -35,7 +35,7 @@ int main()
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 60.0f;
camera.type = CAMERA_PERSPECTIVE;
camera.projection = CAMERA_PERSPECTIVE;
SetCameraMode(camera, CAMERA_ORBITAL);

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@ -36,7 +36,7 @@ int main()
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 60.0f;
camera.type = CAMERA_PERSPECTIVE;
camera.projection = CAMERA_PERSPECTIVE;
SetCameraMode(camera, CAMERA_ORBITAL);

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@ -1914,10 +1914,10 @@ void BeginMode3D(Camera3D camera)
float aspect = (float)CORE.Window.currentFbo.width/(float)CORE.Window.currentFbo.height;
double top = 0;
if (camera.type == CAMERA_PERSPECTIVE) top = RL_CULL_DISTANCE_NEAR*tan(camera.fovy*0.5*DEG2RAD);
else if (camera.type == CAMERA_ORTHOGRAPHIC) top = camera.fovy/2.0;
if (camera.projection == CAMERA_PERSPECTIVE) top = RL_CULL_DISTANCE_NEAR*tan(camera.fovy*0.5*DEG2RAD);
else if (camera.projection == CAMERA_ORTHOGRAPHIC) top = camera.fovy/2.0;
rlFrustum(-right, top*aspect, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
rlFrustum(-top*aspect, top*aspect, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
// NOTE: zNear and zFar values are important when computing depth buffer values
@ -2026,12 +2026,12 @@ Ray GetMouseRay(Vector2 mouse, Camera camera)
Matrix matProj = MatrixIdentity();
if (camera.type == CAMERA_PERSPECTIVE)
if (camera.projection == CAMERA_PERSPECTIVE)
{
// Calculate projection matrix from perspective
matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
}
else if (camera.type == CAMERA_ORTHOGRAPHIC)
else if (camera.projection == CAMERA_ORTHOGRAPHIC)
{
float aspect = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
double top = camera.fovy/2.0;
@ -2053,8 +2053,8 @@ Ray GetMouseRay(Vector2 mouse, Camera camera)
// Calculate normalized direction vector
Vector3 direction = Vector3Normalize(Vector3Subtract(farPoint, nearPoint));
if (camera.type == CAMERA_PERSPECTIVE) ray.position = camera.position;
else if (camera.type == CAMERA_ORTHOGRAPHIC) ray.position = cameraPlanePointerPos;
if (camera.projection == CAMERA_PERSPECTIVE) ray.position = camera.position;
else if (camera.projection == CAMERA_ORTHOGRAPHIC) ray.position = cameraPlanePointerPos;
// Apply calculated vectors to ray
ray.direction = direction;
@ -2110,12 +2110,12 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
// Calculate projection matrix (from perspective instead of frustum
Matrix matProj = MatrixIdentity();
if (camera.type == CAMERA_PERSPECTIVE)
if (camera.projection == CAMERA_PERSPECTIVE)
{
// Calculate projection matrix from perspective
matProj = MatrixPerspective(camera.fovy * DEG2RAD, ((double)width/(double)height), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
}
else if (camera.type == CAMERA_ORTHOGRAPHIC)
else if (camera.projection == CAMERA_ORTHOGRAPHIC)
{
float aspect = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
double top = camera.fovy/2.0;

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@ -293,7 +293,7 @@ typedef struct Camera3D {
Vector3 target; // Camera target it looks-at
Vector3 up; // Camera up vector (rotation over its axis)
float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
int type; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
} Camera3D;
typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D