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authorRay <raysan5@gmail.com>2019-11-25 11:29:04 +0100
committerRay <raysan5@gmail.com>2019-11-25 11:29:04 +0100
commit97abaff4c5daad57c50822fb15b790a7241c7775 (patch)
tree6fa1b85b179e340c9cfee9ad7158fe6627d1dc38
parent5ad65d9291c446eb4c7c54ff17c2bf11cdf6a118 (diff)
downloadraylib-97abaff4c5daad57c50822fb15b790a7241c7775.tar.gz
raylib-97abaff4c5daad57c50822fb15b790a7241c7775.zip
Support rlPushMatrix() and rlPopMatrix() on mesh drawing
-rw-r--r--examples/models/models_solar_system.c127
-rw-r--r--src/rlgl.h9
2 files changed, 51 insertions, 85 deletions
diff --git a/examples/models/models_solar_system.c b/examples/models/models_solar_system.c
index 5e2ba72a..ece19a6c 100644
--- a/examples/models/models_solar_system.c
+++ b/examples/models/models_solar_system.c
@@ -13,6 +13,7 @@
#include "rlgl.h"
#define MAX_BODY_CHILDREN 10
+
float rotationSpeed = 0.2;
// A celestial body that has children bodies orbiting around
@@ -37,7 +38,7 @@ typedef struct Body {
Body CreateBody(float radius, float orbitRadius, float orbitPeriod, const char *label, const char *texture); // Initializes a new Body with the given parameters
void AddBodyChildren(Body *parent, Body *children); // Add a children body to the parent body
void DrawBody(Body *body, Camera *camera); // Draw body and its children, updating labelPosition
-void DrawLabels(Body *body); // Draw body label and its children labels
+void DrawBodyLabel(Body *body); // Draw body label and its children labels
//------------------------------------------------------------------------------------
// Program main entry point
@@ -46,19 +47,14 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- const int screenWidth = 1024;
- const int screenHeight = 768;
- const char *text;
- bool gridEnabled = true;
- bool helpEnabled = false;
- bool labelEnabled = true;
- bool cameraParametersEnabled = true;
+ const int screenWidth = 800;
+ const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - solar system");
// Define the camera to look into our 3d world
Camera camera = { 0 };
- camera.position = (Vector3){ 16.0f, 16.0f, 16.0f };
+ camera.position = (Vector3){ 20.0f, 12.0f, 20.0f };
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
@@ -66,12 +62,9 @@ int main(void)
SetCameraMode(camera, CAMERA_FREE);
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
// Create Bodies
Body sun = CreateBody(0.2, 0.0, 0, "sun", "2k_sun");
- Body moon = CreateBody(0.05, 0.200, 24, "moon", "2k_moon");
+ Body moon = CreateBody(0.02, 0.200, 24, "moon", "2k_moon");
Body mercury = CreateBody(0.05, 0.396, 90, "mercury", "2k_mercury");
Body venus = CreateBody(0.05, 0.723, 210, "venus", "2k_venus_atmosphere");
Body earth = CreateBody(0.05, 1.000, 365, "earth", "2k_earth_daymap");
@@ -83,9 +76,9 @@ int main(void)
Body pluto = CreateBody(0.05, 39.463, 89310, "pluto", "2k_eris_fictional");
AddBodyChildren(&sun, &mercury);
- // AddBodyChildren(&sun, &venus);
+ AddBodyChildren(&sun, &venus);
AddBodyChildren(&sun, &earth);
- // AddBodyChildren(&sun, &mars);
+ AddBodyChildren(&sun, &mars);
// AddBodyChildren(&sun, &jupiter);
// AddBodyChildren(&sun, &saturn);
// AddBodyChildren(&sun, &uranus);
@@ -94,6 +87,12 @@ int main(void)
AddBodyChildren(&earth, &moon);
+ bool showHelpMenu = false;
+ bool showBodyLabels = true;
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@@ -101,29 +100,12 @@ int main(void)
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
- if (IsKeyPressed(KEY_G)) {
- gridEnabled = !gridEnabled;
- }
-
- if (IsKeyPressed(KEY_H)) {
- helpEnabled = !helpEnabled;
- }
-
- if (IsKeyPressed(KEY_L)) {
- labelEnabled = !labelEnabled;
- }
-
- if (IsKeyPressed(KEY_P)) {
- cameraParametersEnabled = !cameraParametersEnabled;
- }
+ if (IsKeyPressed(KEY_H)) showHelpMenu = !showHelpMenu;
+ if (IsKeyPressed(KEY_L)) showBodyLabels = !showBodyLabels;
- if (IsKeyPressed(KEY_LEFT)) {
- rotationSpeed -= 0.1;
- }
-
- if (IsKeyPressed(KEY_RIGHT)) {
- rotationSpeed += 0.1;
- }
+ if (IsKeyPressed(KEY_LEFT)) rotationSpeed -= 0.1;
+ if (IsKeyPressed(KEY_RIGHT)) rotationSpeed += 0.1;
+ //----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
@@ -133,36 +115,18 @@ int main(void)
BeginMode3D(camera);
+ // NOTE: DrawBody calls recusively body childrens
DrawBody(&sun, &camera);
- // Some reference elements (not affected by previous matrix transformations)
- if (gridEnabled) {
- DrawGrid(80, 1.0f);
- }
-
EndMode3D();
- if (labelEnabled) {
- DrawLabels(&sun);
- }
-
- DrawText("FULL SOLAR SYSTEM", 400, 10, 20, YELLOW);
- text = FormatText("SPEED: %2.2f", rotationSpeed);
- DrawText(text, 1024 / 2 - MeasureText(text, 20) / 2, 30, 20, YELLOW);
-
- if (cameraParametersEnabled) {
- text = FormatText("Camera\nposition: [%3.3f, %3.3f, %3.3f]\ntarget: [%3.3f, %3.3f, %3.3f]\nup: [%3.3f, %3.3f, %3.3f]",
- camera.position.x, camera.position.y, camera.position.z,
- camera.target.x, camera.target.y, camera.target.z,
- camera.up.x, camera.up.y, camera.up.z);
- DrawText(text, 10, 50, 20, YELLOW);
- }
-
- if (helpEnabled) {
- DrawText("Keys:\n- [g] toggle grid\n- [h] toggle help\n- [l] toggle labels\n- [p] toggle camera parameters\n- [left/right arrows] increase/decrease speed by 0.1", 200, 200, 20, YELLOW);
- } else {
- DrawText("press [h] for help", 1016 - MeasureText("press [h] for help", 20), 740, 20, YELLOW);
- }
+ if (showBodyLabels) DrawBodyLabel(&sun);
+
+ DrawText(FormatText("FULL SOLAR SYSTEM - SPEED: %2.2f", rotationSpeed), 120, 10, 20, LIME);
+
+ if (showHelpMenu) DrawText("- [h] Toggle help\n- [l] Toggle labels\n- [left/right arrows] Increase/decrease rotation speed", 10, 40, 10, GREEN);
+ else DrawText("Press [h] for help", 10, 40, 10, GREEN);
+
DrawFPS(10, 10);
EndDrawing();
@@ -184,8 +148,8 @@ int main(void)
// Creates a new body
Body CreateBody(float radius, float orbitRadius, float orbitPeriod, const char *label, const char *texture_name)
{
- Body body;
- Texture2D texture = LoadTexture(FormatText("resources/solar_system/%s.png", texture_name));
+ Body body = { 0 };
+ Texture2D texture = LoadTexture(FormatText("resources/solar_system/%s.png", texture_name)); // GenImageCellular()
GenTextureMipmaps(&texture);
@@ -193,17 +157,19 @@ Body CreateBody(float radius, float orbitRadius, float orbitPeriod, const char *
body.radius = radius * 10;
body.orbitRadius = orbitRadius * 10;
body.orbitPeriod = orbitPeriod;
- body.model = LoadModel("resources/solar_system/sphere.obj");
+ body.model = LoadModel("resources/solar_system/sphere.obj"); // GenMeshSphere()
body.model.materials[0].maps[MAP_DIFFUSE].texture = texture;
body.childrenCount = 0;
body.orbitPosition = 0.0;
+
return body;
}
-void AddBodyChildren(Body *parent, Body *children) {
- if (parent->childrenCount >= MAX_BODY_CHILDREN) {
- TraceLog(LOG_ERROR, "BODY HAS TOO MANY CHILDREN");
- } else {
+void AddBodyChildren(Body *parent, Body *children)
+{
+ if (parent->childrenCount >= MAX_BODY_CHILDREN) TraceLog(LOG_ERROR, "ERROR: Body has too many children!");
+ else
+ {
parent->children[parent->childrenCount] = children;
parent->childrenCount++;
}
@@ -212,13 +178,16 @@ void AddBodyChildren(Body *parent, Body *children) {
// Draw body and its children
void DrawBody(Body *body, Camera *camera)
{
- DrawModel(body->model, (Vector3) { 0.0f, 0.0f, 0.0f}, body->radius, WHITE);
+ DrawModel(body->model, (Vector3){ 0.0f, 0.0f, 0.0f}, body->radius, WHITE);
- body->labelPosition = GetWorldToScreen((Vector3) { body->orbitRadius, body->radius, 0.0 }, *camera);
+ // TODO: labelPosition is not transformed to drawing position
+ body->labelPosition = GetWorldToScreen((Vector3){ body->orbitRadius, body->radius, 0.0 }, *camera);
- for (int i = 0; i < body->childrenCount; i++) {
+ for (int i = 0; i < body->childrenCount; i++)
+ {
Body *child = body->children[i];
- child->orbitPosition += rotationSpeed * 360 / child->orbitPeriod;
+ child->orbitPosition += rotationSpeed*360/child->orbitPeriod;
+
rlPushMatrix();
rlRotatef(child->orbitPosition, 0.0, 1.0, 0.0);
rlTranslatef(child->orbitRadius, 0.0, 0.0);
@@ -232,13 +201,13 @@ void DrawBody(Body *body, Camera *camera)
}
// Draw body label and its children labels
-void DrawLabels(Body *body)
+void DrawBodyLabel(Body *body)
{
- DrawText(body->label, body->labelPosition.x - MeasureText(body->label, 20) / 2, body->labelPosition.y, 20, WHITE);
+ DrawText(body->label, body->labelPosition.x - MeasureText(body->label, 20)/2, body->labelPosition.y, 20, WHITE);
- for (int i = 0; i < body->childrenCount; i++) {
+ for (int i = 0; i < body->childrenCount; i++)
+ {
Body *child = body->children[i];
-
- DrawLabels(child);
+ DrawBodyLabel(child);
}
}
diff --git a/src/rlgl.h b/src/rlgl.h
index 5c71c478..1297c53d 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -2664,16 +2664,13 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
Matrix matView = modelview; // View matrix (camera)
Matrix matProjection = projection; // Projection matrix (perspective)
- // TODO: Matrix nightmare! Trying to combine stack matrices with view matrix and local model transform matrix..
- // There is some problem in the order matrices are multiplied... it requires some time to figure out...
- Matrix matStackTransform = MatrixIdentity();
-
// TODO: Consider possible transform matrices in the stack
// Is this the right order? or should we start with the first stored matrix instead of the last one?
+ //Matrix matStackTransform = MatrixIdentity();
//for (int i = stackCounter; i > 0; i--) matStackTransform = MatrixMultiply(stack[i], matStackTransform);
- Matrix matModel = MatrixMultiply(transform, matStackTransform); // Apply local model transformation
- Matrix matModelView = MatrixMultiply(matModel, matView); // Transform to camera-space coordinates
+ // Transform to camera-space coordinates
+ Matrix matModelView = MatrixMultiply(transform, MatrixMultiply(transformMatrix, matView));
//-----------------------------------------------------
// Bind active texture maps (if available)