Addressed issue #1051

Allow frustrum culling near/far distance configuration at compile time.
This commit is contained in:
Ray
2020-01-24 18:35:58 +01:00
parent d41386d661
commit 40d6c15798
2 changed files with 15 additions and 8 deletions

View File

@@ -136,6 +136,13 @@
#define MAX_MATRIX_STACK_SIZE 32 // Max size of Matrix stack
#define MAX_DRAWCALL_REGISTERED 256 // Max draws by state changes (mode, texture)
#ifndef DEFAULT_NEAR_CULL_DISTANCE
#define DEFAULT_NEAR_CULL_DISTANCE 0.01 // Default near cull distance
#endif
#ifndef DEFAULT_FAR_CULL_DISTANCE
#define DEFAULT_FAR_CULL_DISTANCE 1000.0 // Default far cull distance
#endif
// Shader and material limits
#define MAX_SHADER_LOCATIONS 32 // Maximum number of predefined locations stored in shader struct
#define MAX_MATERIAL_MAPS 12 // Maximum number of texture maps stored in shader struct
@@ -3255,7 +3262,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size)
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Create projection and different views for each face
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
Matrix fboViews[6] = {
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
@@ -3333,7 +3340,7 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Create projection (transposed) and different views for each face
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
Matrix fboViews[6] = {
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
@@ -3414,7 +3421,7 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
// Create projection (transposed) and different views for each face
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
Matrix fboViews[6] = {
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
@@ -3632,7 +3639,7 @@ void SetVrConfiguration(VrDeviceInfo hmd, Shader distortion)
// Compute camera projection matrices
float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0);
Matrix proj = MatrixPerspective(fovy, aspect, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
vrConfig.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
vrConfig.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));