cam frustum
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@ -48,6 +48,12 @@
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#define FOV CENTERX // With a FOV of 1/2, camera focal length is ~= 16 mm / 90°
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// Lower values mean wider angle
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// Camera frustum : 4:3 aspect ratio
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// normalized to 0-4096
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#define HH 3072 // half height == tan(90/2) == 1
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#define HW 4096 // half width == HH * (4/3) ~= 1.333
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// pixel > cm : used in physics calculations
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@ -73,7 +79,7 @@
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// dotproduct of two vectors
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#define dotProduct(v0, v1) \
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(v0).vx * (v1).vx + \
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(v0).vx * (v1).vx + \
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(v0).vy * (v1).vy + \
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(v0).vz * (v1).vz
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@ -94,6 +100,11 @@
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(v0).vz - (v1).vz
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#define normalizeVector(v) \
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((v)->vx << 12) >> 8, \
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((v)->vy << 12) >> 8, \
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((v)->vz << 12) >> 8
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// Display and draw environments, double buffered
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DISPENV disp[2];
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@ -229,6 +240,24 @@ int lerping = 0;
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short curCamAngle = 0;
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// Cam frustum
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//~ VECTOR TL = { -CENTERX, -CENTERY, FOV };
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//~ VECTOR TR = { CENTERX, -CENTERY, FOV };
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//~ VECTOR BR = { CENTERX, CENTERY, FOV };
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//~ VECTOR BL = { -CENTERX, CENTERY, FOV };
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VECTOR TL = { -HW, -HH, ONE };
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VECTOR TR = { HW, -HH, ONE };
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VECTOR BR = { HW, HH, ONE };
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VECTOR BL = { -HW, HH, ONE };
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// Inverted Cam coordinates for Forward Vector calc
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VECTOR InvCamPos = {0,0,0,0};
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@ -992,6 +1021,16 @@ int main() {
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FntPrint("Actor : %d %d\n", actorPtr->pos2D.vx + actorPtr->body->max.vx / 2, actorPtr->pos2D.vy);
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//~ FntPrint("%d %d %d\n", normalizeVector(&TL));
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//~ FntPrint("%d %d %d\n", normalizeVector(&TR));
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//~ FntPrint("%d %d %d\n", normalizeVector(&BR));
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//~ FntPrint("%d %d %d\n", normalizeVector(&BL));
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FntFlush(-1);
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display();
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