feat: changed fov
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20
renderer.hpp
20
renderer.hpp
@@ -20,9 +20,9 @@ class Renderer {
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bool clearTarget = true;
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void toScreenSpace(vec3 *p) {
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p->x() = p->x() / p->z() * decimal(SCREEN_SPACE_SIZE) +
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p->x() = p->x() / p->z() * decimal(2.0) * decimal(SCREEN_SPACE_SIZE) +
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decimal(SCREEN_SPACE_SIZE);
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p->y() = p->y() / p->z() * decimal(SCREEN_SPACE_SIZE) +
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p->y() = p->y() / p->z() * decimal(2.0) * decimal(SCREEN_SPACE_SIZE) +
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decimal(SCREEN_SPACE_SIZE);
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p->z() = p->z();
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}
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@@ -58,16 +58,24 @@ class Renderer {
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for (int f = 0; f < model->faces.size(); f += 3) {
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for (int p = 0; p < 3; p++) {
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testP.points[p] = verts[std::get<0>(model->faces[f + p])];
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testP.colors[p] =
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model->colors[std::get<0>(model->faces[f + p])];
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testP.normals[p] =
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model->normals[std::get<1>(model->faces[f + p])];
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}
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testP.calcDelta();
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int startX = (testP.bounding[0] * invWidthScale).i >> SHIFT_AMOUNT;
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int endX = (testP.bounding[1] * invWidthScale).i >> SHIFT_AMOUNT;
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int startY = (testP.bounding[2] * invHeightScale).i >> SHIFT_AMOUNT;
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int endY = (testP.bounding[3] * invHeightScale).i >> SHIFT_AMOUNT;
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int startX = std::max(
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(testP.bounding[0] * invWidthScale).i >> SHIFT_AMOUNT, 0);
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int endX =
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std::min((testP.bounding[1] * invWidthScale).i >> SHIFT_AMOUNT,
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target->width - 1);
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int startY = std::max(
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(testP.bounding[2] * invHeightScale).i >> SHIFT_AMOUNT, 0);
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int endY =
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std::min((testP.bounding[3] * invHeightScale).i >> SHIFT_AMOUNT,
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target->height - 1);
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vec3 pos = vec3(testP.bounding[0], testP.bounding[2], 0.0);
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for (int x = startX; x < endX; x++) {
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