Support rlPushMatrix() and rlPopMatrix() on mesh drawing
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@ -13,6 +13,7 @@
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#include "rlgl.h"
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#define MAX_BODY_CHILDREN 10
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float rotationSpeed = 0.2;
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// A celestial body that has children bodies orbiting around
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@ -37,7 +38,7 @@ typedef struct Body {
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Body CreateBody(float radius, float orbitRadius, float orbitPeriod, const char *label, const char *texture); // Initializes a new Body with the given parameters
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void AddBodyChildren(Body *parent, Body *children); // Add a children body to the parent body
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void DrawBody(Body *body, Camera *camera); // Draw body and its children, updating labelPosition
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void DrawLabels(Body *body); // Draw body label and its children labels
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void DrawBodyLabel(Body *body); // Draw body label and its children labels
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//------------------------------------------------------------------------------------
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// Program main entry point
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@ -46,19 +47,14 @@ int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 1024;
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const int screenHeight = 768;
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const char *text;
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bool gridEnabled = true;
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bool helpEnabled = false;
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bool labelEnabled = true;
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bool cameraParametersEnabled = true;
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - solar system");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 16.0f, 16.0f, 16.0f };
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camera.position = (Vector3){ 20.0f, 12.0f, 20.0f };
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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@ -66,12 +62,9 @@ int main(void)
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SetCameraMode(camera, CAMERA_FREE);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Create Bodies
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Body sun = CreateBody(0.2, 0.0, 0, "sun", "2k_sun");
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Body moon = CreateBody(0.05, 0.200, 24, "moon", "2k_moon");
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Body moon = CreateBody(0.02, 0.200, 24, "moon", "2k_moon");
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Body mercury = CreateBody(0.05, 0.396, 90, "mercury", "2k_mercury");
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Body venus = CreateBody(0.05, 0.723, 210, "venus", "2k_venus_atmosphere");
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Body earth = CreateBody(0.05, 1.000, 365, "earth", "2k_earth_daymap");
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@ -83,9 +76,9 @@ int main(void)
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Body pluto = CreateBody(0.05, 39.463, 89310, "pluto", "2k_eris_fictional");
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AddBodyChildren(&sun, &mercury);
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// AddBodyChildren(&sun, &venus);
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AddBodyChildren(&sun, &venus);
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AddBodyChildren(&sun, &earth);
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// AddBodyChildren(&sun, &mars);
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AddBodyChildren(&sun, &mars);
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// AddBodyChildren(&sun, &jupiter);
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// AddBodyChildren(&sun, &saturn);
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// AddBodyChildren(&sun, &uranus);
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@ -94,6 +87,12 @@ int main(void)
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AddBodyChildren(&earth, &moon);
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bool showHelpMenu = false;
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bool showBodyLabels = true;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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@ -101,29 +100,12 @@ int main(void)
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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if (IsKeyPressed(KEY_G)) {
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gridEnabled = !gridEnabled;
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}
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if (IsKeyPressed(KEY_H)) showHelpMenu = !showHelpMenu;
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if (IsKeyPressed(KEY_L)) showBodyLabels = !showBodyLabels;
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if (IsKeyPressed(KEY_H)) {
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helpEnabled = !helpEnabled;
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}
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if (IsKeyPressed(KEY_L)) {
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labelEnabled = !labelEnabled;
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}
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if (IsKeyPressed(KEY_P)) {
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cameraParametersEnabled = !cameraParametersEnabled;
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}
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if (IsKeyPressed(KEY_LEFT)) {
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rotationSpeed -= 0.1;
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}
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if (IsKeyPressed(KEY_RIGHT)) {
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rotationSpeed += 0.1;
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}
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if (IsKeyPressed(KEY_LEFT)) rotationSpeed -= 0.1;
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if (IsKeyPressed(KEY_RIGHT)) rotationSpeed += 0.1;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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@ -133,36 +115,18 @@ int main(void)
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BeginMode3D(camera);
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// NOTE: DrawBody calls recusively body childrens
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DrawBody(&sun, &camera);
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// Some reference elements (not affected by previous matrix transformations)
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if (gridEnabled) {
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DrawGrid(80, 1.0f);
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}
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EndMode3D();
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if (labelEnabled) {
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DrawLabels(&sun);
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}
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if (showBodyLabels) DrawBodyLabel(&sun);
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DrawText("FULL SOLAR SYSTEM", 400, 10, 20, YELLOW);
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text = FormatText("SPEED: %2.2f", rotationSpeed);
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DrawText(text, 1024 / 2 - MeasureText(text, 20) / 2, 30, 20, YELLOW);
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DrawText(FormatText("FULL SOLAR SYSTEM - SPEED: %2.2f", rotationSpeed), 120, 10, 20, LIME);
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if (cameraParametersEnabled) {
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text = FormatText("Camera\nposition: [%3.3f, %3.3f, %3.3f]\ntarget: [%3.3f, %3.3f, %3.3f]\nup: [%3.3f, %3.3f, %3.3f]",
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camera.position.x, camera.position.y, camera.position.z,
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camera.target.x, camera.target.y, camera.target.z,
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camera.up.x, camera.up.y, camera.up.z);
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DrawText(text, 10, 50, 20, YELLOW);
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}
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if (helpEnabled) {
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DrawText("Keys:\n- [g] toggle grid\n- [h] toggle help\n- [l] toggle labels\n- [p] toggle camera parameters\n- [left/right arrows] increase/decrease speed by 0.1", 200, 200, 20, YELLOW);
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} else {
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DrawText("press [h] for help", 1016 - MeasureText("press [h] for help", 20), 740, 20, YELLOW);
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}
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if (showHelpMenu) DrawText("- [h] Toggle help\n- [l] Toggle labels\n- [left/right arrows] Increase/decrease rotation speed", 10, 40, 10, GREEN);
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else DrawText("Press [h] for help", 10, 40, 10, GREEN);
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DrawFPS(10, 10);
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EndDrawing();
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@ -184,8 +148,8 @@ int main(void)
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// Creates a new body
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Body CreateBody(float radius, float orbitRadius, float orbitPeriod, const char *label, const char *texture_name)
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{
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Body body;
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Texture2D texture = LoadTexture(FormatText("resources/solar_system/%s.png", texture_name));
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Body body = { 0 };
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Texture2D texture = LoadTexture(FormatText("resources/solar_system/%s.png", texture_name)); // GenImageCellular()
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GenTextureMipmaps(&texture);
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@ -193,17 +157,19 @@ Body CreateBody(float radius, float orbitRadius, float orbitPeriod, const char *
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body.radius = radius * 10;
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body.orbitRadius = orbitRadius * 10;
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body.orbitPeriod = orbitPeriod;
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body.model = LoadModel("resources/solar_system/sphere.obj");
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body.model = LoadModel("resources/solar_system/sphere.obj"); // GenMeshSphere()
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body.model.materials[0].maps[MAP_DIFFUSE].texture = texture;
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body.childrenCount = 0;
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body.orbitPosition = 0.0;
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return body;
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}
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void AddBodyChildren(Body *parent, Body *children) {
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if (parent->childrenCount >= MAX_BODY_CHILDREN) {
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TraceLog(LOG_ERROR, "BODY HAS TOO MANY CHILDREN");
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} else {
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void AddBodyChildren(Body *parent, Body *children)
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{
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if (parent->childrenCount >= MAX_BODY_CHILDREN) TraceLog(LOG_ERROR, "ERROR: Body has too many children!");
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else
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{
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parent->children[parent->childrenCount] = children;
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parent->childrenCount++;
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}
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@ -212,13 +178,16 @@ void AddBodyChildren(Body *parent, Body *children) {
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// Draw body and its children
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void DrawBody(Body *body, Camera *camera)
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{
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DrawModel(body->model, (Vector3) { 0.0f, 0.0f, 0.0f}, body->radius, WHITE);
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DrawModel(body->model, (Vector3){ 0.0f, 0.0f, 0.0f}, body->radius, WHITE);
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body->labelPosition = GetWorldToScreen((Vector3) { body->orbitRadius, body->radius, 0.0 }, *camera);
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// TODO: labelPosition is not transformed to drawing position
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body->labelPosition = GetWorldToScreen((Vector3){ body->orbitRadius, body->radius, 0.0 }, *camera);
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for (int i = 0; i < body->childrenCount; i++) {
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for (int i = 0; i < body->childrenCount; i++)
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{
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Body *child = body->children[i];
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child->orbitPosition += rotationSpeed * 360 / child->orbitPeriod;
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child->orbitPosition += rotationSpeed*360/child->orbitPeriod;
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rlPushMatrix();
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rlRotatef(child->orbitPosition, 0.0, 1.0, 0.0);
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rlTranslatef(child->orbitRadius, 0.0, 0.0);
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@ -232,13 +201,13 @@ void DrawBody(Body *body, Camera *camera)
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}
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// Draw body label and its children labels
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void DrawLabels(Body *body)
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void DrawBodyLabel(Body *body)
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{
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DrawText(body->label, body->labelPosition.x - MeasureText(body->label, 20) / 2, body->labelPosition.y, 20, WHITE);
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DrawText(body->label, body->labelPosition.x - MeasureText(body->label, 20)/2, body->labelPosition.y, 20, WHITE);
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for (int i = 0; i < body->childrenCount; i++) {
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for (int i = 0; i < body->childrenCount; i++)
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{
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Body *child = body->children[i];
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DrawLabels(child);
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DrawBodyLabel(child);
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}
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}
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@ -2664,16 +2664,13 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
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Matrix matView = modelview; // View matrix (camera)
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Matrix matProjection = projection; // Projection matrix (perspective)
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// TODO: Matrix nightmare! Trying to combine stack matrices with view matrix and local model transform matrix..
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// There is some problem in the order matrices are multiplied... it requires some time to figure out...
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Matrix matStackTransform = MatrixIdentity();
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// TODO: Consider possible transform matrices in the stack
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// Is this the right order? or should we start with the first stored matrix instead of the last one?
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//Matrix matStackTransform = MatrixIdentity();
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//for (int i = stackCounter; i > 0; i--) matStackTransform = MatrixMultiply(stack[i], matStackTransform);
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Matrix matModel = MatrixMultiply(transform, matStackTransform); // Apply local model transformation
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Matrix matModelView = MatrixMultiply(matModel, matView); // Transform to camera-space coordinates
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// Transform to camera-space coordinates
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Matrix matModelView = MatrixMultiply(transform, MatrixMultiply(transformMatrix, matView));
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//-----------------------------------------------------
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// Bind active texture maps (if available)
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