Add 3d orthographic projection mode

This commit is contained in:
Max Danielsson 2018-03-24 23:31:06 +01:00
parent 22c8ea76aa
commit 5ecee69088
2 changed files with 72 additions and 12 deletions

View File

@ -919,13 +919,26 @@ void Begin3dMode(Camera camera)
rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
rlLoadIdentity(); // Reset current matrix (PROJECTION)
if(camera.type == CAMERA_PERSPECTIVE)
{
// Setup perspective projection
float aspect = (float)screenWidth/(float)screenHeight;
double top = 0.01*tan(camera.fovy*0.5*DEG2RAD);
double right = top*aspect;
// NOTE: zNear and zFar values are important when computing depth buffer values
rlFrustum(-right, right, -top, top, 0.01, 1000.0);
}
else if(camera.type == CAMERA_ORTHOGRAPHIC)
{
// Setup orthographic projection
float aspect = (float)screenWidth/(float)screenHeight;
double top = camera.fovy/2.0;
double right = top*aspect;
rlOrtho(-right,right,-top,top, 0.01, 1000.0);
}
// NOTE: zNear and zFar values are important when computing depth buffer values
rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
@ -1013,22 +1026,48 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
TraceLog(LOG_DEBUG, "Device coordinates: (%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z);
// Calculate projection matrix from perspective
Matrix matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
// Calculate view matrix from camera look at
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
Matrix matProj;
if(camera.type == CAMERA_PERSPECTIVE)
{
// Calculate projection matrix from perspective
matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
}
else if(camera.type == CAMERA_ORTHOGRAPHIC)
{
float aspect = (float)screenWidth/(float)screenHeight;
double top = camera.fovy/2.0;
double right = top*aspect;
// Calculate projection matrix from orthographic
matProj = MatrixOrtho(-right, right, -top, top, 0.01, 1000.0);
}
// Unproject far/near points
Vector3 nearPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView);
Vector3 farPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
// Unproject the mouse cursor in the near plane.
// We need this as the source position because orthographic projects, compared to perspect doesn't have a
// convergence point, meaning that the "eye" of the camera is more like a plane than a point.
Vector3 cameraPlanePointerPos = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView);
// Calculate normalized direction vector
Vector3 direction = Vector3Subtract(farPoint, nearPoint);
direction = Vector3Normalize(direction);
// Apply calculated vectors to ray
if(camera.type == CAMERA_PERSPECTIVE)
{
ray.position = camera.position;
}
else if(camera.type == CAMERA_ORTHOGRAPHIC)
{
ray.position = cameraPlanePointerPos;
}
// Apply calculated vectors to ray
ray.direction = direction;
return ray;
@ -1038,7 +1077,21 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
Vector2 GetWorldToScreen(Vector3 position, Camera camera)
{
// Calculate projection matrix (from perspective instead of frustum
Matrix matProj = MatrixPerspective(camera.fovy*DEG2RAD, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0);
Matrix matProj;
if(camera.type == CAMERA_PERSPECTIVE)
{
// Calculate projection matrix from perspective
matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
}
else if(camera.type == CAMERA_ORTHOGRAPHIC)
{
float aspect = (float)screenWidth/(float)screenHeight;
double top = camera.fovy/2.0;
double right = top*aspect;
// Calculate projection matrix from orthographic
matProj = MatrixOrtho(-right, right, -top, top, 0.01, 1000.0);
}
// Calculate view matrix from camera look at (and transpose it)
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);

View File

@ -398,12 +398,19 @@ typedef struct SpriteFont {
CharInfo *chars; // Characters info data
} SpriteFont;
// Camera projection modes
typedef enum {
CAMERA_PERSPECTIVE = 0,
CAMERA_ORTHOGRAPHIC
} CameraType;
// Camera type, defines a camera position/orientation in 3d space
typedef struct Camera {
Vector3 position; // Camera position
Vector3 target; // Camera target it looks-at
Vector3 up; // Camera up vector (rotation over its axis)
float fovy; // Camera field-of-view apperture in Y (degrees)
float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
CameraType type; // Camera type, controlling projection type, either CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC.
} Camera;
// Camera2D type, defines a 2d camera