diff options
Diffstat (limited to 'src/core.c')
| -rw-r--r-- | src/core.c | 76 |
1 files changed, 47 insertions, 29 deletions
@@ -560,8 +560,25 @@ void BeginDrawing(void) // NOTE: Not required with OpenGL 3.3+ } -// Setup drawing canvas with extended parameters -void BeginDrawingEx(int blendMode, Shader shader, Matrix transform) +// Setup drawing canvas with 2d camera +void BeginDrawingEx(Camera2D camera) +{ + BeginDrawing(); + + // TODO: Consider origin offset on position, rotation, scaling + + Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD); + Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f); + Matrix matTranslation = MatrixTranslate(camera.position.x, camera.position.y, 0.0f); + Matrix matOrigin = MatrixTranslate(-camera.origin.x, -camera.origin.y, 0.0f); + + Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation); + + rlMultMatrixf(MatrixToFloat(matTransform)); +} + +// Setup drawing canvas with pro parameters +void BeginDrawingPro(int blendMode, Shader shader, Matrix transform) { BeginDrawing(); @@ -609,14 +626,14 @@ void Begin3dMode(Camera camera) rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection rlLoadIdentity(); // Reset current matrix (PROJECTION) - + // Setup perspective projection float aspect = (float)screenWidth/(float)screenHeight; - double top = 0.1*tan(45.0*PI/360.0); + double top = 0.01*tan(camera.fovy*PI/360.0); double right = top*aspect; // NOTE: zNear and zFar values are important when computing depth buffer values - rlFrustum(-right, right, -top, top, 0.1f, 1000.0f); + rlFrustum(-right, right, -top, top, 0.01, 1000.0); rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix rlLoadIdentity(); // Reset current matrix (MODELVIEW) @@ -867,16 +884,8 @@ int StorageLoadValue(int 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 -//https://www.opengl.org/archives/resources/faq/technical/transformations.htm Ray GetMouseRay(Vector2 mousePosition, Camera camera) -{ - // Tutorial used: https://mkonrad.net/2014/08/07/simple-opengl-object-picking-in-3d.html - // Similar to http://antongerdelan.net, the problem is maybe in MatrixPerspective vs MatrixFrustum - // or matrix order (transpose it or not... that's the question) - +{ Ray ray; // Calculate normalized device coordinates @@ -886,40 +895,48 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) float z = 1.0f; // Store values in a vector - Vector3 deviceCoords = {x, y, z}; + Vector3 deviceCoords = { x, y, z }; - // Device debug message - TraceLog(INFO, "device(%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z); + TraceLog(DEBUG, "Device coordinates: (%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z); - // Calculate projection matrix (from perspective instead of frustum - Matrix matProj = MatrixPerspective(45.0f, (float)((float)GetScreenWidth() / (float)GetScreenHeight()), 0.01f, 1000.0f); + // Calculate projection matrix (from perspective instead of frustum) + Matrix matProj = MatrixPerspective(camera.fovy, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0); // Calculate view matrix from camera look at Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); // Do I need to transpose it? It seems that yes... - // NOTE: matrix order is maybe incorrect... In OpenGL to get world position from + // NOTE: matrix order may be incorrect... In OpenGL to get world position from // camera view it just needs to get inverted, but here we need to transpose it too. // For example, if you get view matrix, transpose and inverted and you transform it // to a vector, you will get its 3d world position coordinates (camera.position). // If you don't transpose, final position will be wrong. MatrixTranspose(&matView); +//#define USE_RLGL_UNPROJECT +#if defined(USE_RLGL_UNPROJECT) // OPTION 1: Use rlglUnproject() + + Vector3 nearPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView); + Vector3 farPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView); + +#else // OPTION 2: Compute unprojection directly here + // Calculate unproject matrix (multiply projection matrix and view matrix) and invert it Matrix matProjView = MatrixMultiply(matProj, matView); MatrixInvert(&matProjView); // Calculate far and near points - Quaternion near = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f}; - Quaternion far = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f}; + Quaternion near = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f }; + Quaternion far = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f }; // Multiply points by unproject matrix QuaternionTransform(&near, matProjView); QuaternionTransform(&far, matProjView); // Calculate normalized world points in vectors - Vector3 nearPoint = {near.x / near.w, near.y / near.w, near.z / near.w}; - Vector3 farPoint = {far.x / far.w, far.y / far.w, far.z / far.w}; + Vector3 nearPoint = { near.x/near.w, near.y/near.w, near.z/near.w}; + Vector3 farPoint = { far.x/far.w, far.y/far.w, far.z/far.w}; +#endif // Calculate normalized direction vector Vector3 direction = VectorSubtract(farPoint, nearPoint); @@ -936,7 +953,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) 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); + Matrix matProj = MatrixPerspective(camera.fovy, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0); // Calculate view matrix from camera look at (and transpose it) Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); @@ -1718,10 +1735,11 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i TakeScreenshot(); } #endif - else currentKeyState[key] = action; - - // TODO: Review (and remove) this HACK for GuiTextBox, to deteck back key - if ((key == 259) && (action == GLFW_PRESS)) lastKeyPressed = 3; + else + { + currentKeyState[key] = action; + if (action == GLFW_PRESS) lastKeyPressed = key; + } } // GLFW3 Mouse Button Callback, runs on mouse button pressed |
