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Changed how focal_distance works
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3e913b6649
commit
7c4874bdad
2 changed files with 11 additions and 9 deletions
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@ -30,7 +30,7 @@ class CameraFrame(Mobject):
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"center_point": ORIGIN,
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# Theta, phi, gamma
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"euler_angles": [0, 0, 0],
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"focal_distance": 5,
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"focal_distance": 3,
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}
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def init_points(self):
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@ -3,22 +3,24 @@
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// uniform float focal_distance;
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// uniform float is_fixed_in_frame;
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const vec2 DEFAULT_FRAME_SHAPE = vec2(8 * 16 / 9, 8);
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const vec2 DEFAULT_FRAME_SHAPE = vec2(8.0 * 16.0 / 9.0, 8.0);
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vec4 get_gl_Position(vec3 point){
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vec4 result = vec4(point, 1);
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vec4 result = vec4(point, 1.0);
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if(!bool(is_fixed_in_frame)){
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result.x *= 2 / frame_shape.x;
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result.y *= 2 / frame_shape.y;
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result.x *= 2.0 / frame_shape.x;
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result.y *= 2.0 / frame_shape.y;
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result.z *= 2.0 / frame_shape.y; // Should we give the frame a z shape? Does that make sense?
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result.z /= focal_distance;
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result.xy /= max(1 - point.z, 0);
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// Todo, does this discontinuity add weirdness? Theoretically, by this point,
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result.xy /= max(1.0 - result.z, 0.0);
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// Todo, does this discontinuity add weirdness? Theoretically, by this result,
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// the z-coordiante of gl_Position only matter for z-indexing. The reason
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// for thie line is to avoid agressive clipping of distant points.
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if(result.z < 0) result.z *= 0.1;
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} else{
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result.x *= 2 / DEFAULT_FRAME_SHAPE.x;
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result.y *= 2 / DEFAULT_FRAME_SHAPE.y;
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result.x *= 2.0 / DEFAULT_FRAME_SHAPE.x;
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result.y *= 2.0 / DEFAULT_FRAME_SHAPE.y;
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}
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result.z *= -1;
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return result;
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}
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