Review rlglUnproject() system

This commit is contained in:
raysan5 2016-03-02 17:13:31 +01:00
parent 4011c13d4b
commit 4476a9e241
5 changed files with 37 additions and 66 deletions

View file

@ -612,11 +612,11 @@ void Begin3dMode(Camera camera)
// Setup perspective projection
float aspect = (float)screenWidth/(float)screenHeight;
double top = 0.1*tan(45.0*PI/360.0);
double top = 0.01*tan(45.0*PI/360.0);
double right = top*aspect;
// NOTE: zNear and zFar values are important when computing depth buffer values
rlFrustum(-right, right, -top, top, 0.1f, 1000.0f);
rlFrustum(-right, right, -top, top, 0.01, 1000.0);
rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
@ -867,16 +867,8 @@ int StorageLoadValue(int 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
//https://www.opengl.org/archives/resources/faq/technical/transformations.htm
Ray GetMouseRay(Vector2 mousePosition, Camera camera)
{
// Tutorial used: https://mkonrad.net/2014/08/07/simple-opengl-object-picking-in-3d.html
// Similar to http://antongerdelan.net, the problem is maybe in MatrixPerspective vs MatrixFrustum
// or matrix order (transpose it or not... that's the question)
{
Ray ray;
// Calculate normalized device coordinates
@ -886,40 +878,48 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
float z = 1.0f;
// Store values in a vector
Vector3 deviceCoords = {x, y, z};
Vector3 deviceCoords = { x, y, z };
// Device debug message
TraceLog(INFO, "device(%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z);
TraceLog(DEBUG, "Device coordinates: (%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z);
// Calculate projection matrix (from perspective instead of frustum
Matrix matProj = MatrixPerspective(45.0f, (float)((float)GetScreenWidth() / (float)GetScreenHeight()), 0.01f, 1000.0f);
// Calculate projection matrix (from perspective instead of frustum)
Matrix matProj = MatrixPerspective(45.0, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
// Calculate view matrix from camera look at
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
// Do I need to transpose it? It seems that yes...
// NOTE: matrix order is maybe incorrect... In OpenGL to get world position from
// NOTE: matrix order may be incorrect... In OpenGL to get world position from
// camera view it just needs to get inverted, but here we need to transpose it too.
// For example, if you get view matrix, transpose and inverted and you transform it
// to a vector, you will get its 3d world position coordinates (camera.position).
// If you don't transpose, final position will be wrong.
MatrixTranspose(&matView);
//#define USE_RLGL_UNPROJECT
#if defined(USE_RLGL_UNPROJECT) // OPTION 1: Use rlglUnproject()
Vector3 nearPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView);
Vector3 farPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
#else // OPTION 2: Compute unprojection directly here
// Calculate unproject matrix (multiply projection matrix and view matrix) and invert it
Matrix matProjView = MatrixMultiply(matProj, matView);
MatrixInvert(&matProjView);
// Calculate far and near points
Quaternion near = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f};
Quaternion far = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f};
Quaternion near = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f };
Quaternion far = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f };
// Multiply points by unproject matrix
QuaternionTransform(&near, matProjView);
QuaternionTransform(&far, matProjView);
// Calculate normalized world points in vectors
Vector3 nearPoint = {near.x / near.w, near.y / near.w, near.z / near.w};
Vector3 farPoint = {far.x / far.w, far.y / far.w, far.z / far.w};
Vector3 nearPoint = { near.x/near.w, near.y/near.w, near.z/near.w};
Vector3 farPoint = { far.x/far.w, far.y/far.w, far.z/far.w};
#endif
// Calculate normalized direction vector
Vector3 direction = VectorSubtract(farPoint, nearPoint);