Added world to screen conversion

- Added function WorldToScreen(...).
- Added world to screen example.
- Review GetMouseRay() comment.
- Removed deprecated lighting functions from raylib header.
This commit is contained in:
victorfisac 2016-01-11 15:59:26 +01:00
parent 8eb6fc5612
commit 4cc394c376
3 changed files with 108 additions and 22 deletions

View file

@ -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
//----------------------------------------------------------------------------------

View file

@ -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)
//----------------------------------------------------------------------------------