Open meisei4 opened 1 hour ago
GOAL: My goal is to achieve an educational implementation of Mode 7 SITUATION: I have hacked together a fragment shader based on some tutorials I found on youtube: C++ and PYTHON CODE:
EXAMPLE VIDEOS ATTACHED: first_video : 2024-10-13_17.23.30.webm
second_video: 2024-10-13_17.28.39.webm
I feel like I am completely missing something fundamental in how I am doing it.
https://github.com/meisei4/yakuzaishi/blob/master/assets/shaders/mode7.cpp
^^Also here is a Work In Progress pseudo-code project file that I am working on (un-compilable c++... I'm not well versed in c++ so i took liberties in re-stylizing) where the purpose is to take your Pseudo3DPlanesMode7 example and rework it stylistically to involve much more explicit Matrix operations...
My goal with this being that I can provide a VERBOSE and educational example of how to "long-hand" represent how matrices are involved in mode7, even if they are just overhead when it comes to actual code/math-operations.
Similar to the stylistic approach I have transitioned to in my webgl shader:
https://github.com/meisei4/yakuzaishi/blob/master/assets/shaders/mode7.wgsl
Sorry if this is an inappropriate place to post this, but I have been working these last two weeks pulling out my hair with how to make an educational mode7 approach for webgl shaders (specifically with the Bevy game engine)
I am posting this immaturely perhaps, but I really am desperate for help on understanding the frustum/projection approach you take in your mode 7 demo as opposed to the "affine transformation" approach...
If its convenient for you I would really appreciate any input about what I'm doing wrong in my shader math...
I will post the contents in a reply to this issue