Merge pull request #73 from victorfisac/develop
World to screen conversion and little review
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bb49102a4b
77
examples/core_world_screen.c
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77
examples/core_world_screen.c
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/*******************************************************************************************
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*
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* raylib [core] example - World to screen
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*
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* This example has been created using raylib 1.3 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
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// Define the camera to look into our 3d world
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Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
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Vector3 cubePosition = { 0.0, 0.0, 0.0 };
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Vector2 cubeScreenPosition;
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SetCameraMode(CAMERA_FREE); // Set a free camera mode
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SetCameraPosition(camera.position); // Set internal camera position to match our camera position
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SetCameraTarget(camera.target); // Set internal camera target to match our camera target
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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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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update internal camera and our camera
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// Calculate cube screen space position (with a little offset to be in top)
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cubeScreenPosition = WorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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DrawCube(cubePosition, 2, 2, 2, RED);
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DrawCubeWires(cubePosition, 2, 2, 2, MAROON);
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DrawGrid(10.0, 1.0);
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End3dMode();
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DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100 / 100", 20) / 2, cubeScreenPosition.y, 20, BLACK);
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DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20)) / 2, 25, 20, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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30
src/core.c
30
src/core.c
@ -791,7 +791,7 @@ int StorageLoadValue(int position)
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return value;
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}
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// Gives the ray trace from mouse position
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// Returns a ray trace from mouse position
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//http://www.songho.ca/opengl/gl_transform.html
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//http://www.songho.ca/opengl/gl_matrix.html
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//http://www.sjbaker.org/steve/omniv/matrices_can_be_your_friends.html
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@ -857,6 +857,34 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
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return ray;
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}
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// Returns the screen space position from a 3d world space position
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Vector2 WorldToScreen(Vector3 position, Camera camera)
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{
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// Calculate projection matrix (from perspective instead of frustum
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Matrix matProj = MatrixPerspective(45.0f, (float)((float)GetScreenWidth() / (float)GetScreenHeight()), 0.01f, 1000.0f);
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// Calculate view matrix from camera look at (and transpose it)
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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MatrixTranspose(&matView);
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// Convert world position vector to quaternion
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Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
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// Transform world position to view
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QuaternionTransform(&worldPos, matView);
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// Transform result to projection (clip space position)
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QuaternionTransform(&worldPos, matProj);
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// Calculate normalized device coordinates (inverted y)
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Vector3 ndcPos = { worldPos.x / worldPos.w, -worldPos.y / worldPos.w, worldPos.z / worldPos.z };
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// Calculate 2d screen position vector
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Vector2 screenPosition = { (ndcPos.x + 1.0f) / 2.0f * GetScreenWidth(), (ndcPos.y + 1.0f) / 2.0f * GetScreenHeight() };
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return screenPosition;
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
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//----------------------------------------------------------------------------------
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23
src/raylib.h
23
src/raylib.h
@ -527,7 +527,8 @@ void EndDrawing(void); // End canvas drawin
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void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup)
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void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
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Ray GetMouseRay(Vector2 mousePosition, Camera camera); // TODO: Returns a ray trace from mouse position
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Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
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Vector2 WorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
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void SetTargetFPS(int fps); // Set target FPS (maximum)
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float GetFPS(void); // Returns current FPS
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@ -786,26 +787,6 @@ void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textur
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void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
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//----------------------------------------------------------------------------------
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// Lighting System Functions (engine-module: lighting)
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// NOTE: light and material structs uses float pointers instead of vectors to be compatible with SetShaderValue()
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//----------------------------------------------------------------------------------
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// Lights functions
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void SetLightPosition(Light *light, Vector3 position); // Set light position converting position vector to float pointer
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void SetLightRotation(Light *light, Vector3 rotation); // Set light rotation converting rotation vector to float pointer
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void SetLightIntensity(Light *light, float intensity); // Set light intensity value
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void SetLightAmbientColor(Light *light, Vector3 color); // Set light ambient color value (it will be multiplied by material ambient color)
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void SetLightDiffuseColor(Light *light, Vector3 color); // Set light diffuse color (light color)
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void SetLightSpecularColor(Light *light, Vector3 color); // Set light specular color (it will be multiplied by material specular color)
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void SetLightSpecIntensity(Light *light, float specIntensity); // Set light specular intensity (specular color scalar multiplier)
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// Materials functions
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void SetMaterialAmbientColor(Material *material, Vector3 color); // Set material ambient color value (it will be multiplied by light ambient color)
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void SetMaterialDiffuseColor(Material *material, Vector3 color); // Set material diffuse color (material color, should use DrawModel() tint parameter)
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void SetMaterialSpecularColor(Material *material, Vector3 color); // Set material specular color (it will be multiplied by light specular color)
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void SetMaterialGlossiness(Material *material, float glossiness); // Set material glossiness value (recommended values: 0 - 100)
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void SetMaterialNormalDepth(Material *material, float depth); // Set normal map depth (B component from RGB type map scalar multiplier)
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//----------------------------------------------------------------------------------
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// Physics System Functions (engine-module: physics)
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//----------------------------------------------------------------------------------
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