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tweaks to ViewFrustum's default FOV, added comments
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2 changed files with 12 additions and 1 deletions
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@ -10,6 +10,8 @@
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#include "ViewFrustum.h"
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#include "ViewFrustum.h"
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float ViewFrustum::fovAngleAdust=1.75;
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ViewFrustum::ViewFrustum(glm::vec3 position, glm::vec3 direction,
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ViewFrustum::ViewFrustum(glm::vec3 position, glm::vec3 direction,
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glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight) {
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glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight) {
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this->calculateViewFrustum(position, direction, up, right, screenWidth, screenHeight);
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this->calculateViewFrustum(position, direction, up, right, screenWidth, screenHeight);
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@ -36,7 +38,14 @@ void ViewFrustum::calculateViewFrustum(glm::vec3 position, glm::vec3 direction,
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this->_screenHeight = screenHeight;
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this->_screenHeight = screenHeight;
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glm::vec3 front = direction;
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glm::vec3 front = direction;
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float fovHalfAngle = 0.7854f * 1.5; // 45 deg and some hackery. Still trying to figure out our correct fov
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// Calculating field of view.
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// 0.7854f is 45 deg
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// ViewFrustum::fovAngleAdust defaults to 1.75
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// Apparently our fov is around 1.75 times this value or 78.75 degrees
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// you can adjust this in interface by using the "|" and "\" keys to tweak
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// the adjustment and see effects of different FOVs
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float fovHalfAngle = 0.7854f * ViewFrustum::fovAngleAdust;
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float ratio = screenWidth / screenHeight;
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float ratio = screenWidth / screenHeight;
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this->_nearDist = 0.1;
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this->_nearDist = 0.1;
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@ -61,6 +61,8 @@ public:
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glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight);
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glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight);
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void dump();
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void dump();
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static float fovAngleAdust;
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};
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};
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