diff options
Diffstat (limited to 'src/core.c')
| -rw-r--r-- | src/core.c | 111 |
1 files changed, 73 insertions, 38 deletions
@@ -122,8 +122,8 @@ static int ident, events; static bool windowReady = false; // Used to detect display initialization static bool appEnabled = true; // Used to detec if app is active static bool contextRebindRequired = false; // Used to know context rebind required -static int previousButtonState[512] = { 1 }; // Required to check if button pressed/released once -static int currentButtonState[512] = { 1 }; // Required to check if button pressed/released once +static int previousButtonState[128] = { 1 }; // Required to check if button pressed/released once +static int currentButtonState[128] = { 1 }; // Required to check if button pressed/released once #elif defined(PLATFORM_RPI) static EGL_DISPMANX_WINDOW_T nativeWindow; // Native window (graphic device) @@ -272,7 +272,7 @@ static EM_BOOL EmscriptenInputCallback(int eventType, const EmscriptenTouchEvent // Initialize Window and Graphics Context (OpenGL) void InitWindow(int width, int height, const char *title) { - TraceLog(INFO, "Initializing raylib (v1.3.0)"); + TraceLog(INFO, "Initializing raylib (v1.4.0)"); // Store window title (could be useful...) windowTitle = title; @@ -324,7 +324,7 @@ void InitWindow(int width, int height, const char *title) // Android activity initialization void InitWindow(int width, int height, struct android_app *state) { - TraceLog(INFO, "Initializing raylib (v1.3.0)"); + TraceLog(INFO, "Initializing raylib (v1.4.0)"); app_dummy(); @@ -368,7 +368,7 @@ void InitWindow(int width, int height, struct android_app *state) TraceLog(INFO, "Android app initialized successfully"); // Init button states values (default up) - for(int i = 0; i < 512; i++) + for(int i = 0; i < 128; i++) { currentButtonState[i] = 1; previousButtonState[i] = 1; @@ -587,8 +587,8 @@ void Begin3dMode(Camera camera) rlLoadIdentity(); // Reset current matrix (MODELVIEW) // Setup Camera view - Matrix view = MatrixLookAt(camera.position, camera.target, camera.up); - rlMultMatrixf(GetMatrixVector(view)); // Multiply MODELVIEW matrix by view matrix (camera) + Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); + rlMultMatrixf(GetMatrixVector(matView)); // Multiply MODELVIEW matrix by view matrix (camera) } // Ends 3D mode and returns to default 2D orthographic mode @@ -778,42 +778,78 @@ int StorageLoadValue(int position) return value; } -// TODO: Gives the ray trace from mouse position +// Gives the ray trace from mouse position +// TODO: DOESN'T WORK! :( +//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) { Ray ray; - - Matrix matProj = MatrixIdentity(); - Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); - - // Calculate projection matrix for the camera + + // Calculate projection matrix float aspect = (float)GetScreenWidth()/(float)GetScreenHeight(); double top = 0.1f*tanf(45.0f*PI/360.0f); double right = top*aspect; // NOTE: zNear and zFar values are important for depth - matProj = MatrixFrustum(-right, right, -top, top, 0.01f, 1000.0f); - MatrixTranspose(&matProj); - - // NOTE: Our screen origin is top-left instead of bottom-left: transform required! - float invertedMouseY = (float)GetScreenHeight() - mousePosition.y; - - // NOTE: Do I really need to get z value from depth buffer? - //float z; - //glReadPixels(mousePosition.x, mousePosition.y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z); - //http://www.bfilipek.com/2012/06/select-mouse-opengl.html - - Vector3 nearPoint = { mousePosition.x, invertedMouseY, 0.0f }; - Vector3 farPoint = { mousePosition.x, invertedMouseY, 1.0f }; - - nearPoint = rlglUnproject(nearPoint, matProj, matView); - farPoint = rlglUnproject(farPoint, matProj, matView); // TODO: it seems it doesn't work... - - Vector3 direction = VectorSubtract(farPoint, nearPoint); - VectorNormalize(&direction); - - ray.position = nearPoint; - ray.direction = direction; + Matrix matProjection = MatrixFrustum(-right, right, -top, top, 0.01f, 1000.0f); + + // Calculate view matrix (camera) + Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); + + // Tutorial used: http://antongerdelan.net/opengl/raycasting.html + + // Step 0: We got mouse coordinates in viewport-space [0:screenWidth, 0:screenHeight] + // NOTE: That that 0 is at the top of the screen here, so the y-axis direction is opposed to that in other coordinate systems + + // Step 1: 3d Normalised Device Coordinates [-1:1, -1:1, -1:1] + // Transform mousePosition into 3d normalised device coordinates. + // We have an x and y already, so we scale their range, and reverse the direction of y. + float x = (2.0f*mousePosition.x)/(float)screenWidth - 1.0f; + float y = 1.0f - (2.0f*mousePosition.x)/(float)screenHeight; + float z = 1.0f; + Vector3 rayDevice = { x, y, z }; + + // Step 2: 4d Homogeneous Clip Coordinates [-1:1, -1:1, -1:1, -1:1] + // We want our ray's z to point forwards - this is usually the negative z direction in OpenGL style. + // We can add a w, just so that we have a 4d vector. + //vec4 ray_clip = vec4 (ray_nds.xy, -1.0, 1.0); + Quaternion rayClip = { rayDevice.x, rayDevice.y , -1.0f, 1.0f }; + + // Step 3: 4d Eye (Camera) Coordinates [-x:x, -y:y, -z:z, -w:w] + // To get into clip space from eye space we multiply the vector by a projection matrix. + // We can go backwards by multiplying by the inverse of this matrix. + //vec4 ray_eye = MatrixInverse(matProjection) * ray_clip; + Quaternion rayEye = rayClip; + MatrixInvert(&matProjection); + QuaternionTransform(&rayEye, matProjection); + + // We only needed to un-project the x,y part, so let's manually set the z,w part to mean "forwards, and not a point". + //ray_eye = vec4(ray_eye.xy, -1.0, 0.0); + rayEye.z = -1.0f; + rayEye.w = 0.0f; + + // Step 4: 4d World Coordinates [-x:x, -y:y, -z:z, -w:w] + // Go back another step in the transformation pipeline. Remember that we manually specified a -1 for the z component, + // which means that our ray isn't normalised. We should do this before we use it + //Vector3 rayWorld = (MatrixInverse(matView) * ray_eye).xyz; + MatrixInvert(&matView); + QuaternionTransform(&rayEye, matView); + Vector3 rayWorld = { rayEye.x, rayEye.y, rayEye.z }; + + VectorNormalize(&rayWorld); + + // Assuming our camera is looking directly along the -Z world axis, + // we should get [0,0,-1] when the mouse is in the centre of the screen, + // and less significant z values when the mouse moves around the screen. + + ray.position = camera.position; + ray.direction = rayWorld; + + TraceLog(INFO, "ray.position -> (%f, %f, %f)", ray.position.x, ray.position.y, ray.position.z); + TraceLog(INFO, "ray.direction -> (%f, %f, %f)", ray.direction.x, ray.direction.y, ray.direction.z); return ray; } @@ -1688,7 +1724,7 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) //int32_t AKeyEvent_getMetaState(event); // Save current button and its state - currentButtonState[keycode] = AKeyEvent_getAction (event); // Down = 0, Up = 1 + currentButtonState[keycode] = AKeyEvent_getAction(event); // Down = 0, Up = 1 if (keycode == AKEYCODE_POWER) { @@ -1826,7 +1862,6 @@ static void PollInputEvents(void) // TODO: Remove this requirement... UpdateGestures(); - #endif #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) @@ -1856,7 +1891,7 @@ static void PollInputEvents(void) #elif defined(PLATFORM_ANDROID) // Register previous keys states - for (int i = 0; i < 512; i++) previousButtonState[i] = currentButtonState[i]; + for (int i = 0; i < 128; i++) previousButtonState[i] = currentButtonState[i]; // Poll Events (registered events) // NOTE: Activity is paused if not enabled (appEnabled) |
