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@ -609,10 +609,10 @@ void Begin3dMode(Camera camera) |
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rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection |
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rlLoadIdentity(); // Reset current matrix (PROJECTION) |
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// Setup perspective projection |
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float aspect = (float)screenWidth/(float)screenHeight; |
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double top = 0.01*tan(mf">45.0*PI/360.0); |
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double top = 0.01*tan(n">camera.fovy*PI/360.0); |
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double right = top*aspect; |
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// NOTE: zNear and zFar values are important when computing depth buffer values |
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@ -883,7 +883,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) |
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TraceLog(DEBUG, "Device coordinates: (%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z); |
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// Calculate projection matrix (from perspective instead of frustum) |
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Matrix matProj = MatrixPerspective(mf">45.0, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0); |
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Matrix matProj = MatrixPerspective(n">camera.fovy, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0); |
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// Calculate view matrix from camera look at |
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); |
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@ -936,7 +936,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) |
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Vector2 WorldToScreen(Vector3 position, Camera camera) |
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{ |
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// Calculate projection matrix (from perspective instead of frustum |
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Matrix matProj = MatrixPerspective(mf">45.0f, (float)((float)GetScreenWidth() / (float)GetScreenHeight()), 0.01f, 1000.0f); |
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Matrix matProj = MatrixPerspective(n">camera.fovy, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0); |
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// Calculate view matrix from camera look at (and transpose it) |
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); |
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@ -1752,8 +1752,8 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int |
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// Normalize gestureEvent.position[0] for screenWidth and screenHeight |
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gestureEvent.position[0].x /= (float)GetScreenWidth(); |
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gestureEvent.position[0].y /= (float)GetScreenHeight(); |
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// Gesture data is sent to gestures system for processing |
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// Gesture data is sent to gestures system for processing |
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ProcessGestureEvent(gestureEvent); |
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#endif |
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} |
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@ -1890,7 +1890,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd) |
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// TODO: GPU assets reload in case of lost focus (lost context) |
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// NOTE: This problem has been solved just unbinding and rebinding context from display |
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/* |
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/* |
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if (assetsReloadRequired) |
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{ |
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for (int i = 0; i < assetsCount; i++) |
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@ -2471,9 +2471,9 @@ static void *GamepadThread(void *arg) |
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const int joystickAxisY = 1; |
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// Read gamepad event |
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struct js_event gamepadEvent; |
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struct js_event gamepadEvent; |
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while (1) |
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while (1) |
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{ |
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if (read(gamepadStream, &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event)) |
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{ |
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@ -2507,7 +2507,7 @@ static void *GamepadThread(void *arg) |
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*/ |
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} |
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} |
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} |
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} |
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return NULL; |
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} |
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