use slope fov
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7c247b6949
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18
src/main.rs
18
src/main.rs
@ -1,5 +1,5 @@
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use bytemuck::{Pod, Zeroable};
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use bytemuck::{Pod, Zeroable};
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use std::{borrow::Cow, f32::consts,time::Instant};
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use std::{borrow::Cow, time::Instant};
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use wgpu::{util::DeviceExt, AstcBlock, AstcChannel};
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use wgpu::{util::DeviceExt, AstcBlock, AstcChannel};
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const IMAGE_SIZE: u32 = 128;
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const IMAGE_SIZE: u32 = 128;
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@ -25,6 +25,7 @@ struct Camera {
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friction: f32,
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friction: f32,
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screen_size: (u32, u32),
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screen_size: (u32, u32),
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offset: glam::Vec3,
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offset: glam::Vec3,
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fov: f32,
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yaw: f32,
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yaw: f32,
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pitch: f32,
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pitch: f32,
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controls: u32,
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controls: u32,
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@ -70,10 +71,22 @@ fn get_control_dir(controls: u32) -> glam::Vec3{
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return control_dir
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return control_dir
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}
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}
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#[inline]
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fn perspective_rh(fov_y_slope: f32, aspect_ratio: f32, z_near: f32, z_far: f32) -> glam::Mat4 {
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//glam_assert!(z_near > 0.0 && z_far > 0.0);
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let r = z_far / (z_near - z_far);
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glam::Mat4::from_cols(
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glam::Vec4::new(1.0/(fov_y_slope * aspect_ratio), 0.0, 0.0, 0.0),
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glam::Vec4::new(0.0, 1.0/fov_y_slope, 0.0, 0.0),
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glam::Vec4::new(0.0, 0.0, r, -1.0),
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glam::Vec4::new(0.0, 0.0, r * z_near, 0.0),
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)
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}
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impl Camera {
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impl Camera {
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fn to_uniform_data(&self) -> [f32; 16 * 3 + 4] {
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fn to_uniform_data(&self) -> [f32; 16 * 3 + 4] {
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let aspect = self.screen_size.0 as f32 / self.screen_size.1 as f32;
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let aspect = self.screen_size.0 as f32 / self.screen_size.1 as f32;
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let proj = glam::Mat4::perspective_rh(consts::FRAC_PI_2, aspect, 1.0, 200.0);
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let proj = perspective_rh(self.fov, aspect, 1.0, 200.0);
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let view = (glam::Mat4::from_translation(self.pos+self.offset) * glam::Mat4::from_euler(glam::EulerRot::YXZ, self.yaw, self.pitch, 0f32)).inverse();
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let view = (glam::Mat4::from_translation(self.pos+self.offset) * glam::Mat4::from_euler(glam::EulerRot::YXZ, self.yaw, self.pitch, 0f32)).inverse();
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let proj_inv = proj.inverse();
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let proj_inv = proj.inverse();
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@ -217,6 +230,7 @@ impl strafe_client::framework::Example for Skybox {
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friction: 90.0,
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friction: 90.0,
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screen_size: (config.width, config.height),
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screen_size: (config.width, config.height),
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offset: glam::Vec3::new(0.0,4.5,0.0),
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offset: glam::Vec3::new(0.0,4.5,0.0),
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fov: 1.0, //fov_slope = tan(fov_y/2)
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pitch: 0.0,
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pitch: 0.0,
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yaw: 0.0,
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yaw: 0.0,
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mv: 2.7,
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mv: 2.7,
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