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authorvictorfisac <victorfisac@gmail.com>2016-01-11 15:59:26 +0100
committervictorfisac <victorfisac@gmail.com>2016-01-11 15:59:26 +0100
commit4cc394c376c83926da67afe14855d2a3e2b06cfd (patch)
treedad410c2320a3a2b021c724d3b512a17d83cdf5d /src
parent8eb6fc5612da86e4fc196ed9719949748ed08d85 (diff)
downloadraylib-4cc394c376c83926da67afe14855d2a3e2b06cfd.tar.gz
raylib-4cc394c376c83926da67afe14855d2a3e2b06cfd.zip
Added world to screen conversion
- Added function WorldToScreen(...). - Added world to screen example. - Review GetMouseRay() comment. - Removed deprecated lighting functions from raylib header.
Diffstat (limited to 'src')
-rw-r--r--src/core.c30
-rw-r--r--src/raylib.h23
2 files changed, 31 insertions, 22 deletions
diff --git a/src/core.c b/src/core.c
index f1445cce..8b61aaf7 100644
--- a/src/core.c
+++ b/src/core.c
@@ -791,7 +791,7 @@ int StorageLoadValue(int position)
return value;
}
-// Gives the ray trace from mouse position
+// Returns a ray trace from mouse position
//http://www.songho.ca/opengl/gl_transform.html
//http://www.songho.ca/opengl/gl_matrix.html
//http://www.sjbaker.org/steve/omniv/matrices_can_be_your_friends.html
@@ -857,6 +857,34 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
return ray;
}
+// Returns the screen space position from a 3d world space position
+Vector2 WorldToScreen(Vector3 position, Camera camera)
+{
+ // Calculate projection matrix (from perspective instead of frustum
+ Matrix matProj = MatrixPerspective(45.0f, (float)((float)GetScreenWidth() / (float)GetScreenHeight()), 0.01f, 1000.0f);
+
+ // Calculate view matrix from camera look at (and transpose it)
+ Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
+ MatrixTranspose(&matView);
+
+ // Convert world position vector to quaternion
+ Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
+
+ // Transform world position to view
+ QuaternionTransform(&worldPos, matView);
+
+ // Transform result to projection (clip space position)
+ QuaternionTransform(&worldPos, matProj);
+
+ // Calculate normalized device coordinates (inverted y)
+ Vector3 ndcPos = { worldPos.x / worldPos.w, -worldPos.y / worldPos.w, worldPos.z / worldPos.z };
+
+ // Calculate 2d screen position vector
+ Vector2 screenPosition = { (ndcPos.x + 1.0f) / 2.0f * GetScreenWidth(), (ndcPos.y + 1.0f) / 2.0f * GetScreenHeight() };
+
+ return screenPosition;
+}
+
//----------------------------------------------------------------------------------
// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
//----------------------------------------------------------------------------------
diff --git a/src/raylib.h b/src/raylib.h
index 4d8d104d..d6b28e53 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -527,7 +527,8 @@ void EndDrawing(void); // End canvas drawin
void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup)
void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
-Ray GetMouseRay(Vector2 mousePosition, Camera camera); // TODO: Returns a ray trace from mouse position
+Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
+Vector2 WorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
void SetTargetFPS(int fps); // Set target FPS (maximum)
float GetFPS(void); // Returns current FPS
@@ -787,26 +788,6 @@ void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textur
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
//----------------------------------------------------------------------------------
-// Lighting System Functions (engine-module: lighting)
-// NOTE: light and material structs uses float pointers instead of vectors to be compatible with SetShaderValue()
-//----------------------------------------------------------------------------------
-// Lights functions
-void SetLightPosition(Light *light, Vector3 position); // Set light position converting position vector to float pointer
-void SetLightRotation(Light *light, Vector3 rotation); // Set light rotation converting rotation vector to float pointer
-void SetLightIntensity(Light *light, float intensity); // Set light intensity value
-void SetLightAmbientColor(Light *light, Vector3 color); // Set light ambient color value (it will be multiplied by material ambient color)
-void SetLightDiffuseColor(Light *light, Vector3 color); // Set light diffuse color (light color)
-void SetLightSpecularColor(Light *light, Vector3 color); // Set light specular color (it will be multiplied by material specular color)
-void SetLightSpecIntensity(Light *light, float specIntensity); // Set light specular intensity (specular color scalar multiplier)
-
-// Materials functions
-void SetMaterialAmbientColor(Material *material, Vector3 color); // Set material ambient color value (it will be multiplied by light ambient color)
-void SetMaterialDiffuseColor(Material *material, Vector3 color); // Set material diffuse color (material color, should use DrawModel() tint parameter)
-void SetMaterialSpecularColor(Material *material, Vector3 color); // Set material specular color (it will be multiplied by light specular color)
-void SetMaterialGlossiness(Material *material, float glossiness); // Set material glossiness value (recommended values: 0 - 100)
-void SetMaterialNormalDepth(Material *material, float depth); // Set normal map depth (B component from RGB type map scalar multiplier)
-
-//----------------------------------------------------------------------------------
// Physics System Functions (engine-module: physics)
//----------------------------------------------------------------------------------
void InitPhysics(void); // Initialize all internal physics values