Addressed issue #1051
Allow frustrum culling near/far distance configuration at compile time.
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@ -1331,7 +1331,7 @@ void BeginMode3D(Camera3D camera)
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double top = 0.01*tan(camera.fovy*0.5*DEG2RAD);
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double right = top*aspect;
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rlFrustum(-right, right, -top, top, 0.01, 1000.0);
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rlFrustum(-right, right, -top, top, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
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}
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else if (camera.type == CAMERA_ORTHOGRAPHIC)
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{
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@ -1339,7 +1339,7 @@ void BeginMode3D(Camera3D camera)
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double top = camera.fovy/2.0;
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double right = top*aspect;
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rlOrtho(-right,right,-top,top, 0.01, 1000.0);
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rlOrtho(-right, right, -top,top, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
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}
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// NOTE: zNear and zFar values are important when computing depth buffer values
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@ -1452,7 +1452,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
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if (camera.type == CAMERA_PERSPECTIVE)
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{
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// Calculate projection matrix from perspective
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matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
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matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
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}
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else if (camera.type == CAMERA_ORTHOGRAPHIC)
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{
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@ -1528,7 +1528,7 @@ Vector2 GetWorldToScreen(Vector3 position, Camera camera)
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if (camera.type == CAMERA_PERSPECTIVE)
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{
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// Calculate projection matrix from perspective
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matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
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matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
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}
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else if (camera.type == CAMERA_ORTHOGRAPHIC)
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{
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15
src/rlgl.h
15
src/rlgl.h
@ -136,6 +136,13 @@
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#define MAX_MATRIX_STACK_SIZE 32 // Max size of Matrix stack
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#define MAX_DRAWCALL_REGISTERED 256 // Max draws by state changes (mode, texture)
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#ifndef DEFAULT_NEAR_CULL_DISTANCE
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#define DEFAULT_NEAR_CULL_DISTANCE 0.01 // Default near cull distance
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#endif
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#ifndef DEFAULT_FAR_CULL_DISTANCE
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#define DEFAULT_FAR_CULL_DISTANCE 1000.0 // Default far cull distance
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#endif
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// Shader and material limits
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#define MAX_SHADER_LOCATIONS 32 // Maximum number of predefined locations stored in shader struct
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#define MAX_MATERIAL_MAPS 12 // Maximum number of texture maps stored in shader struct
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@ -3255,7 +3262,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size)
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// Create projection and different views for each face
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Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
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Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
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Matrix fboViews[6] = {
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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@ -3333,7 +3340,7 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// Create projection (transposed) and different views for each face
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Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
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Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
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Matrix fboViews[6] = {
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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@ -3414,7 +3421,7 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
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glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
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// Create projection (transposed) and different views for each face
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Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
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Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
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Matrix fboViews[6] = {
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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@ -3632,7 +3639,7 @@ void SetVrConfiguration(VrDeviceInfo hmd, Shader distortion)
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// Compute camera projection matrices
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float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
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Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0);
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Matrix proj = MatrixPerspective(fovy, aspect, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
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vrConfig.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
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vrConfig.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
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