Vector3 Camera::project(const Vector3 &p) const
{
- return project(Vector4(p.x, p.y, p.z, 1.0));
+ return project(compose(p, 1.0f));
}
Vector4 Camera::unproject(const Vector4 &p) const
Vector3 Camera::unproject(const Vector3 &p) const
{
- return unproject(Vector4(p.x, p.y, p.z, 1.0f)).slice<3>(0);
+ return unproject(compose(p, 1.0f)).slice<3>(0);
}
bool Camera::is_in_frustum(const Renderable &renderable) const
void Camera::update_projection_matrix()
{
- float frustum_h = (fov!=Geometry::Angle<float>::zero() ? tan(fov/2.0f)*clip_near : height/2);
+ float frustum_h = (is_orthographic() ? height/2 : tan(fov/2.0f)*clip_near);
float frustum_w = frustum_h*aspect;
float left = frustum_w*(frustum_x-1.0f);
float right = frustum_w*(frustum_x+1.0f);
float bottom = frustum_h*(frustum_y-1.0f);
float top = frustum_h*(frustum_y+1.0f);
- if(fov>Geometry::Angle<float>::zero())
- proj_matrix = Matrix::frustum(left, right, bottom, top, clip_near, clip_far);
- else
+ if(is_orthographic())
proj_matrix = Matrix::ortho(left, right, bottom, top, clip_near, clip_far);
+ else
+ proj_matrix = Matrix::frustum(left, right, bottom, top, clip_near, clip_far);
proj_matrix = Matrix::rotation(rotate, Vector3(0, 0, 1))*proj_matrix;
shdata.uniform("clip_eye_matrix", proj_matrix);