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-rw-r--r--src/rlgl.c188
1 files changed, 173 insertions, 15 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index 1664c5c2..7d947d66 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -303,26 +303,26 @@ void rlTranslatef(float x, float y, float z)
void rlRotatef(float angleDeg, float x, float y, float z)
{
// TODO: Support rotation in multiple axes
- Matrix rot = MatrixIdentity();
+ Matrix rotation = MatrixIdentity();
// OPTION 1: It works...
- if (x == 1) rot = MatrixRotateX(angleDeg*DEG2RAD);
- else if (y == 1) rot = MatrixRotateY(angleDeg*DEG2RAD);
- else if (z == 1) rot = MatrixRotateZ(angleDeg*DEG2RAD);
+ //if (x == 1) rot = MatrixRotateX(angleDeg*DEG2RAD);
+ //else if (y == 1) rot = MatrixRotateY(angleDeg*DEG2RAD);
+ //else if (z == 1) rot = MatrixRotateZ(angleDeg*DEG2RAD);
// OPTION 2: Requires review...
- //Vector3 vec = (Vector3){ 0, 1, 0 };
- //VectorNormalize(&vec);
- //rot = MatrixFromAxisAngle(vec, angleDeg*DEG2RAD); // Working?
+ Vector3 axis = (Vector3){ x, y, z };
+ VectorNormalize(&axis);
+ rotation = MatrixRotateY(angleDeg*DEG2RAD); //MatrixFromAxisAngle(axis, angleDeg*DEG2RAD);
// OPTION 3: TODO: Review, it doesn't work!
//Vector3 vec = (Vector3){ x, y, z };
//VectorNormalize(&vec);
//rot = MatrixRotate(angleDeg*vec.x, angleDeg*vec.x, angleDeg*vec.x);
- MatrixTranspose(&rot);
+ MatrixTranspose(&rotation);
- *currentMatrix = MatrixMultiply(*currentMatrix, rot);
+ *currentMatrix = MatrixMultiply(*currentMatrix, rotation);
}
// Multiply the current matrix by a scaling matrix
@@ -1206,7 +1206,7 @@ void rlglDrawPostpro(unsigned int shaderId)
#endif
// Draw a 3d model
-void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color color, bool wires)
+void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color color, bool wires)
{
#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// NOTE: glPolygonMode() not available on OpenGL ES
@@ -1215,7 +1215,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
#if defined(GRAPHICS_API_OPENGL_11)
glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, model.textureId);
+ glBindTexture(GL_TEXTURE_2D, model.texture.id);
// NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
@@ -1230,7 +1230,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
rlScalef(scale.x, scale.y, scale.z);
- rlRotatef(rotation.y, 0, 1, 0);
+ rlRotatef(rotationAngle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
// TODO: If rotate in multiple axis, get rotation matrix and use rlMultMatrix()
@@ -1250,7 +1250,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(model.shader.id);
- VectorScale(&rotation, DEG2RAD);
+ Vector3 rotation = { 0.0f, 0.0f, 0.0f };
// Get transform matrix (rotation -> scale -> translation)
Matrix transform = MatrixTransform(position, rotation, scale); // Object-space transformation
@@ -1335,7 +1335,7 @@ void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
rlLoadIdentity(); // Reset current matrix (PROJECTION)
- rlOrtho(0, width - offsetX, height - offsetY, 0, 0, 1); // Config orthographic mode: top-left corner --> (0,0)
+ rlOrtho(0, width - offsetX, height - offsetY, 0, 0, 1); // Config orthographic mode: top-left corner --> (0,0)
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
@@ -1355,6 +1355,165 @@ void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
TraceLog(INFO, "OpenGL Graphics initialized successfully");
}
+// Get world coordinates from screen coordinates
+Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view)
+{
+ //GLint viewport[4];
+ //glGetIntegerv(GL_VIEWPORT, viewport);
+
+ // Viewport data
+ int x = 0;
+ int y = 0;
+ int width = GetScreenWidth();
+ int height = GetScreenHeight();
+ float minDepth = 0.0f;
+ float maxDepth = 1.0f;
+/*
+ Matrix modelviewprojection = MatrixMultiply(modelview, projection);
+ MatrixInvert(&modelviewprojection);
+
+ Vector3 vector;
+
+ vector.x = (((source.x - x) / ((float)width)) * 2.0f) - 1.0f;
+ vector.y = -((((source.y - y) / ((float)height)) * 2.0f) - 1.0f);
+ vector.z = (source.z - minDepth) / (maxDepth - minDepth);
+
+ //float a = (((vector.x * matrix.M14) + (vector.y * matrix.M24)) + (vector.z * matrix.M34)) + matrix.M44;
+ //float a = (((vector.x * modelviewprojection.m3) + (vector.y * modelviewprojection.m7)) + (vector.z * modelviewprojection.m11)) + modelviewprojection.m15;
+ VectorTransform(&vector, modelviewprojection);
+
+ //if (!MathUtil.IsOne(a)) vector = (vector / a);
+ //VectorScale(&vector, 1/a);
+
+ return vector;
+*/
+/*
+ Vector3 worldPoint;
+
+ // Transformation matrices
+ Matrix modelviewprojection = MatrixIdentity();
+ Quaternion quat;
+
+ // Calculation for inverting a matrix, compute projection x modelview
+ modelviewprojection = MatrixMultiply(proj, view);
+ MatrixInvert(&modelviewprojection);
+
+ // Transformation of normalized coordinates between -1 and 1
+ quat.x = ((source.x - (float)x)/(float)width*2.0) - 1.0f;
+ quat.y = ((source.y - (float)y)/(float)height*2.0) - 1.0f;
+ quat.z = 2.0*source.z - 1.0;
+ quat.w = 1.0;
+
+ // Objects coordinates
+ QuaternionTransform(&quat, modelviewprojection);
+
+ //if (quat.w == 0.0) return 0;
+
+ worldPoint.x = quat.x/quat.w;
+ worldPoint.y = quat.y/quat.w;
+ worldPoint.z = quat.z/quat.w;
+
+ return worldPoint;
+ */
+/*
+ Quaternion quat;
+ Vector3 vec;
+
+ quat.x = 2.0f * GetMousePosition().x / (float)width - 1;
+ quat.y = -(2.0f * GetMousePosition().y / (float)height - 1);
+ quat.z = 0;
+ quat.w = 1;
+
+ Matrix invView;
+ MatrixInvert(&view);
+ Matrix invProj;
+ MatrixInvert(&proj);
+
+ quat.x = invProj.m0 * quat.x + invProj.m4 * quat.y + invProj.m8 * quat.z + invProj.m12 * quat.w;
+ quat.y = invProj.m1 * quat.x + invProj.m5 * quat.y + invProj.m9 * quat.z + invProj.m13 * quat.w;
+ quat.z = invProj.m2 * quat.x + invProj.m6 * quat.y + invProj.m10 * quat.z + invProj.m14 * quat.w;
+ quat.w = invProj.m3 * quat.x + invProj.m7 * quat.y + invProj.m11 * quat.z + invProj.m15 * quat.w;
+
+ quat.x = invView.m0 * quat.x + invView.m4 * quat.y + invView.m8 * quat.z + invView.m12 * quat.w;
+ quat.y = invView.m1 * quat.x + invView.m5 * quat.y + invView.m9 * quat.z + invView.m13 * quat.w;
+ quat.z = invView.m2 * quat.x + invView.m6 * quat.y + invView.m10 * quat.z + invView.m14 * quat.w;
+ quat.w = invView.m3 * quat.x + invView.m7 * quat.y + invView.m11 * quat.z + invView.m15 * quat.w;
+
+ vec.x /= quat.w;
+ vec.y /= quat.w;
+ vec.z /= quat.w;
+
+ return vec;
+ */
+/*
+ Vector3 worldPoint;
+
+ // Transformation matrices
+ Matrix modelviewprojection;
+ Quaternion quat;
+
+ // Calculation for inverting a matrix, compute projection x modelview
+ modelviewprojection = MatrixMultiply(view, proj);
+
+ // Now compute the inverse of matrix A
+ MatrixInvert(&modelviewprojection);
+
+ // Transformation of normalized coordinates between -1 and 1
+ quat.x = ((source.x - (float)x)/(float)width*2.0) - 1.0f;
+ quat.y = ((source.y - (float)y)/(float)height*2.0) - 1.0f;
+ quat.z = 2.0*source.z - 1.0;
+ quat.w = 1.0;
+
+ // Traspose quaternion and multiply
+ Quaternion result;
+ result.x = modelviewprojection.m0 * quad.x + modelviewprojection.m4 * quad.y + modelviewprojection.m8 * quad.z + modelviewprojection.m12 * quad.w;
+ result.y = modelviewprojection.m1 * quad.x + modelviewprojection.m5 * quad.y + modelviewprojection.m9 * quad.z + modelviewprojection.m13 * quad.w;
+ result.z = modelviewprojection.m2 * quad.x + modelviewprojection.m6 * quad.y + modelviewprojection.m10 * quad.z + modelviewprojection.m14 * quad.w;
+ result.w = modelviewprojection.m3 * quad.x + modelviewprojection.m7 * quad.y + modelviewprojection.m11 * quad.z + modelviewprojection.m15 * quad.w;
+
+ // Invert
+ result.w = 1.0f / result.w;
+
+ //if (quat.w == 0.0) return 0;
+
+ worldPoint.x = quat.x * quat.w;
+ worldPoint.y = quat.y * quat.w;
+ worldPoint.z = quat.z * quat.w;
+
+ return worldPoint;
+ */
+/*
+ // Needed Vectors
+ Vector3 normalDeviceCoordinates;
+ Quaternion rayClip;
+ Quaternion rayEye;
+ Vector3 rayWorld;
+
+ // Getting normal device coordinates
+ float x = (2.0 * mousePosition.x) / GetScreenWidth() - 1.0;
+ float y = 1.0 - (2.0 * mousePosition.y) / GetScreenHeight();
+ float z = 1.0;
+ normalDeviceCoordinates = (Vector3){ x, y, z };
+
+ // Getting clip vector
+ rayClip = (Quaternion){ normalDeviceCoordinates.x, normalDeviceCoordinates.y, -1, 1 };
+
+ Matrix invProjection = projection;
+ MatrixInvert(&invProjection);
+
+ rayEye = MatrixQuaternionMultiply(invProjection, rayClip);
+ rayEye = (Quaternion){ rayEye.x, rayEye.y, -1, 0 };
+
+ Matrix invModelview = modelview;
+ MatrixInvert(&invModelview);
+
+ rayWorld = MatrixVector3Multiply(invModelview, (Vector3){rayEye.x, rayEye.y, rayEye.z} );
+ VectorNormalize(&rayWorld);
+
+ return rayWorld;
+*/
+}
+
// Convert image data to OpenGL texture (returns OpenGL valid Id)
unsigned int rlglLoadTexture(unsigned char *data, int width, int height, int colorMode, bool genMipmaps)
{
@@ -2352,7 +2511,6 @@ static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight)
return mipmap;
}
-
#endif
#if defined(RLGL_STANDALONE)