mirror of
https://github.com/3b1b/manim.git
synced 2025-08-03 04:04:36 +08:00
Clamp perspective_scale_factor
This commit is contained in:
@ -6,8 +6,7 @@
|
||||
const vec2 DEFAULT_FRAME_SHAPE = vec2(8.0 * 16.0 / 9.0, 8.0);
|
||||
|
||||
float perspective_scale_factor(float z, float focal_distance){
|
||||
// TODO, what happens when focal_distance < z?
|
||||
return focal_distance / (focal_distance - z);
|
||||
return max(0.0, focal_distance / (focal_distance - z));
|
||||
}
|
||||
|
||||
|
||||
@ -16,10 +15,13 @@ vec4 get_gl_Position(vec3 point){
|
||||
if(!bool(is_fixed_in_frame)){
|
||||
result.x *= 2.0 / frame_shape.x;
|
||||
result.y *= 2.0 / frame_shape.y;
|
||||
result.xy *= perspective_scale_factor(result.z, focal_distance);
|
||||
// TODO, what's the better way to do this?
|
||||
// This is to keep vertices too far out of frame from getting cut.
|
||||
result.z *= 0.01;
|
||||
float psf = perspective_scale_factor(result.z, focal_distance);
|
||||
if (psf > 0){
|
||||
result.xy *= psf;
|
||||
// TODO, what's the better way to do this?
|
||||
// This is to keep vertices too far out of frame from getting cut.
|
||||
result.z *= 0.01;
|
||||
}
|
||||
} else{
|
||||
result.x *= 2.0 / DEFAULT_FRAME_SHAPE.x;
|
||||
result.y *= 2.0 / DEFAULT_FRAME_SHAPE.y;
|
||||
|
Reference in New Issue
Block a user