Finally converted the camera lens to a proper frustrum, no more fish eye

This commit is contained in:
2018-02-07 23:58:48 -08:00
parent cc0b078e17
commit c698711fdf
8 changed files with 59 additions and 52 deletions

View File

@@ -41,9 +41,10 @@ class CLCaster;
class Application {
public:
static const int WINDOW_X = 1600;
static const int WINDOW_Y = 900;
static const int WINDOW_X = 1366;
static const int WINDOW_Y = 768;
// static const int WINDOW_X = 1920;
// static const int WINDOW_Y = 1080;
static const int MAP_X;
static const int MAP_Y;
static const int MAP_Z;

View File

@@ -113,11 +113,13 @@ public:
// Creates a texture to send to the GPU via height and width
// Creates a viewport vector array via vertical and horizontal fov
bool create_viewport(int width, int height, float v_fov, float h_fov) ;
bool release_viewport();
// Light controllers own the copy of the PackedData array.
// We receive a pointer to the array and USE_HOST_POINTER to map the memory to the GPU
bool assign_lights(std::vector<PackedData> *data) ;
// TODO: Double maps??
// We take a ptr to the map and create the map, and map_dimensions buffer for the GPU
bool assign_map(std::shared_ptr<Map> map);
bool release_map();

View File

@@ -11,6 +11,7 @@
#include <SFML/Graphics/Texture.hpp>
#include <algorithm>
#include <tuple>
#include "Vector4.hpp"
const double PI = 3.141592653589793238463;
const float PI_F = 3.14159265358979f;
@@ -108,7 +109,6 @@ inline sf::Vector3f Normalize(sf::Vector3f in) {
return r;
}
inline float DotProduct(sf::Vector3f a, sf::Vector3f b){
return a.x * b.x + a.y * b.y + a.z * b.z;
}