Changed how focal_distance works

This commit is contained in:
Grant Sanderson 2020-06-09 17:12:52 -07:00
parent 3e913b6649
commit 7c4874bdad
2 changed files with 11 additions and 9 deletions

View file

@ -30,7 +30,7 @@ class CameraFrame(Mobject):
"center_point": ORIGIN,
# Theta, phi, gamma
"euler_angles": [0, 0, 0],
"focal_distance": 5,
"focal_distance": 3,
}
def init_points(self):

View file

@ -3,22 +3,24 @@
// uniform float focal_distance;
// uniform float is_fixed_in_frame;
const vec2 DEFAULT_FRAME_SHAPE = vec2(8 * 16 / 9, 8);
const vec2 DEFAULT_FRAME_SHAPE = vec2(8.0 * 16.0 / 9.0, 8.0);
vec4 get_gl_Position(vec3 point){
vec4 result = vec4(point, 1);
vec4 result = vec4(point, 1.0);
if(!bool(is_fixed_in_frame)){
result.x *= 2 / frame_shape.x;
result.y *= 2 / frame_shape.y;
result.x *= 2.0 / frame_shape.x;
result.y *= 2.0 / frame_shape.y;
result.z *= 2.0 / frame_shape.y; // Should we give the frame a z shape? Does that make sense?
result.z /= focal_distance;
result.xy /= max(1 - point.z, 0);
// Todo, does this discontinuity add weirdness? Theoretically, by this point,
result.xy /= max(1.0 - result.z, 0.0);
// Todo, does this discontinuity add weirdness? Theoretically, by this result,
// the z-coordiante of gl_Position only matter for z-indexing. The reason
// for thie line is to avoid agressive clipping of distant points.
if(result.z < 0) result.z *= 0.1;
} else{
result.x *= 2 / DEFAULT_FRAME_SHAPE.x;
result.y *= 2 / DEFAULT_FRAME_SHAPE.y;
result.x *= 2.0 / DEFAULT_FRAME_SHAPE.x;
result.y *= 2.0 / DEFAULT_FRAME_SHAPE.y;
}
result.z *= -1;
return result;
}