Support rlPushMatrix() and rlPopMatrix() on mesh drawing

This commit is contained in:
Ray 2019-11-25 11:29:04 +01:00
parent 5ad65d9291
commit 97abaff4c5
2 changed files with 49 additions and 83 deletions

View File

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

View File

@ -2664,16 +2664,13 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
Matrix matView = modelview; // View matrix (camera)
Matrix matProjection = projection; // Projection matrix (perspective)
// TODO: Matrix nightmare! Trying to combine stack matrices with view matrix and local model transform matrix..
// There is some problem in the order matrices are multiplied... it requires some time to figure out...
Matrix matStackTransform = MatrixIdentity();
// TODO: Consider possible transform matrices in the stack
// Is this the right order? or should we start with the first stored matrix instead of the last one?
//Matrix matStackTransform = MatrixIdentity();
//for (int i = stackCounter; i > 0; i--) matStackTransform = MatrixMultiply(stack[i], matStackTransform);
Matrix matModel = MatrixMultiply(transform, matStackTransform); // Apply local model transformation
Matrix matModelView = MatrixMultiply(matModel, matView); // Transform to camera-space coordinates
// Transform to camera-space coordinates
Matrix matModelView = MatrixMultiply(transform, MatrixMultiply(transformMatrix, matView));
//-----------------------------------------------------
// Bind active texture maps (if available)