diff --git a/examples/core_world_screen.c b/examples/core_world_screen.c new file mode 100644 index 00000000..eac5fbdc --- /dev/null +++ b/examples/core_world_screen.c @@ -0,0 +1,77 @@ +/******************************************************************************************* +* +* raylib [core] example - World to screen +* +* This example has been created using raylib 1.3 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2015 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free"); + + // Define the camera to look into our 3d world + Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }}; + + Vector3 cubePosition = { 0.0, 0.0, 0.0 }; + + Vector2 cubeScreenPosition; + + SetCameraMode(CAMERA_FREE); // Set a free camera mode + SetCameraPosition(camera.position); // Set internal camera position to match our camera position + SetCameraTarget(camera.target); // Set internal camera target to match our camera target + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + UpdateCamera(&camera); // Update internal camera and our camera + + // Calculate cube screen space position (with a little offset to be in top) + cubeScreenPosition = WorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + Begin3dMode(camera); + + DrawCube(cubePosition, 2, 2, 2, RED); + DrawCubeWires(cubePosition, 2, 2, 2, MAROON); + + DrawGrid(10.0, 1.0); + + End3dMode(); + + DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100 / 100", 20) / 2, cubeScreenPosition.y, 20, BLACK); + DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20)) / 2, 25, 20, GRAY); + + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} \ No newline at end of file diff --git a/src/core.c b/src/core.c index f1445cce..8b61aaf7 100644 --- a/src/core.c +++ b/src/core.c @@ -791,7 +791,7 @@ int StorageLoadValue(int position) return value; } -// Gives the ray trace from mouse position +// Returns a ray trace from mouse position //http://www.songho.ca/opengl/gl_transform.html //http://www.songho.ca/opengl/gl_matrix.html //http://www.sjbaker.org/steve/omniv/matrices_can_be_your_friends.html @@ -857,6 +857,34 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) return ray; } +// Returns the screen space position from a 3d world space position +Vector2 WorldToScreen(Vector3 position, Camera camera) +{ + // Calculate projection matrix (from perspective instead of frustum + Matrix matProj = MatrixPerspective(45.0f, (float)((float)GetScreenWidth() / (float)GetScreenHeight()), 0.01f, 1000.0f); + + // Calculate view matrix from camera look at (and transpose it) + Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); + MatrixTranspose(&matView); + + // Convert world position vector to quaternion + Quaternion worldPos = { position.x, position.y, position.z, 1.0f }; + + // Transform world position to view + QuaternionTransform(&worldPos, matView); + + // Transform result to projection (clip space position) + QuaternionTransform(&worldPos, matProj); + + // Calculate normalized device coordinates (inverted y) + Vector3 ndcPos = { worldPos.x / worldPos.w, -worldPos.y / worldPos.w, worldPos.z / worldPos.z }; + + // Calculate 2d screen position vector + Vector2 screenPosition = { (ndcPos.x + 1.0f) / 2.0f * GetScreenWidth(), (ndcPos.y + 1.0f) / 2.0f * GetScreenHeight() }; + + return screenPosition; +} + //---------------------------------------------------------------------------------- // Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions //---------------------------------------------------------------------------------- diff --git a/src/raylib.h b/src/raylib.h index 4d8d104d..d6b28e53 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -527,7 +527,8 @@ void EndDrawing(void); // End canvas drawin void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup) void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode -Ray GetMouseRay(Vector2 mousePosition, Camera camera); // TODO: Returns a ray trace from mouse position +Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position +Vector2 WorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position void SetTargetFPS(int fps); // Set target FPS (maximum) float GetFPS(void); // Returns current FPS @@ -786,26 +787,6 @@ void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textur void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied) -//---------------------------------------------------------------------------------- -// Lighting System Functions (engine-module: lighting) -// NOTE: light and material structs uses float pointers instead of vectors to be compatible with SetShaderValue() -//---------------------------------------------------------------------------------- -// Lights functions -void SetLightPosition(Light *light, Vector3 position); // Set light position converting position vector to float pointer -void SetLightRotation(Light *light, Vector3 rotation); // Set light rotation converting rotation vector to float pointer -void SetLightIntensity(Light *light, float intensity); // Set light intensity value -void SetLightAmbientColor(Light *light, Vector3 color); // Set light ambient color value (it will be multiplied by material ambient color) -void SetLightDiffuseColor(Light *light, Vector3 color); // Set light diffuse color (light color) -void SetLightSpecularColor(Light *light, Vector3 color); // Set light specular color (it will be multiplied by material specular color) -void SetLightSpecIntensity(Light *light, float specIntensity); // Set light specular intensity (specular color scalar multiplier) - -// Materials functions -void SetMaterialAmbientColor(Material *material, Vector3 color); // Set material ambient color value (it will be multiplied by light ambient color) -void SetMaterialDiffuseColor(Material *material, Vector3 color); // Set material diffuse color (material color, should use DrawModel() tint parameter) -void SetMaterialSpecularColor(Material *material, Vector3 color); // Set material specular color (it will be multiplied by light specular color) -void SetMaterialGlossiness(Material *material, float glossiness); // Set material glossiness value (recommended values: 0 - 100) -void SetMaterialNormalDepth(Material *material, float depth); // Set normal map depth (B component from RGB type map scalar multiplier) - //---------------------------------------------------------------------------------- // Physics System Functions (engine-module: physics) //----------------------------------------------------------------------------------