Merge pull request #513 from autious/master
Add orthographic 3d rendering mode
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564baa22d6
3 changed files with 183 additions and 11 deletions
112
examples/models/models_orthographic_projection.c
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examples/models/models_orthographic_projection.c
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/*******************************************************************************************
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*
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* raylib [models] example - Show the difference between perspective and orthographic projection
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*
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* This program is heavily based on the geometric objects example
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*
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* This example has been created using raylib 1.0 (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) 2014 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define FOVY_PERSPECTIVE 45.0f
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#define WIDTH_ORTHOGRAPHIC 10.0f
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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 [models] example - geometric shapes");
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// Define the camera to look into our 3d world
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Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, FOVY_PERSPECTIVE, CAMERA_PERSPECTIVE };
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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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// TODO: Update your variables here
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//----------------------------------------------------------------------------------
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//
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// Input
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//----------------------------------------------------------------------------------
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if(IsKeyPressed(KEY_SPACE))
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{
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if(camera.type == CAMERA_PERSPECTIVE)
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{
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camera.fovy = WIDTH_ORTHOGRAPHIC;
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camera.type = CAMERA_ORTHOGRAPHIC;
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}
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else
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{
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camera.fovy = FOVY_PERSPECTIVE;
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camera.type = CAMERA_PERSPECTIVE;
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}
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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((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, RED);
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DrawCubeWires((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, GOLD);
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DrawCubeWires((Vector3){-4.0f, 0.0f, -2.0f}, 3.0f, 6.0f, 2.0f, MAROON);
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DrawSphere((Vector3){-1.0f, 0.0f, -2.0f}, 1.0f, GREEN);
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DrawSphereWires((Vector3){1.0f, 0.0f, 2.0f}, 2.0f, 16, 16, LIME);
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DrawCylinder((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, SKYBLUE);
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DrawCylinderWires((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, DARKBLUE);
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DrawCylinderWires((Vector3){4.5f, -1.0f, 2.0f}, 1.0f, 1.0f, 2.0f, 6, BROWN);
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DrawCylinder((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, GOLD);
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DrawCylinderWires((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, PINK);
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DrawGrid(10, 1.0f); // Draw a grid
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End3dMode();
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DrawFPS(10, 10);
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DrawText("Press Spacebar to switch camera type", 10, 40, 24, BLACK);
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if(camera.type == CAMERA_ORTHOGRAPHIC)
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{
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DrawText("Orthographic", 10, 65, 24, BLACK);
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}
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else if(camera.type == CAMERA_PERSPECTIVE)
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{
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DrawText("Perspective", 10, 65, 24, BLACK);
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}
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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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67
src/core.c
67
src/core.c
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@ -919,13 +919,26 @@ void Begin3dMode(Camera camera)
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rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
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rlLoadIdentity(); // Reset current matrix (PROJECTION)
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// Setup perspective projection
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float aspect = (float)screenWidth/(float)screenHeight;
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if(camera.type == CAMERA_PERSPECTIVE)
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{
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// Setup perspective projection
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double top = 0.01*tan(camera.fovy*0.5*DEG2RAD);
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double right = top*aspect;
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// NOTE: zNear and zFar values are important when computing depth buffer values
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rlFrustum(-right, right, -top, top, 0.01, 1000.0);
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}
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else if(camera.type == CAMERA_ORTHOGRAPHIC)
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{
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// Setup orthographic projection
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double top = camera.fovy/2.0;
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double right = top*aspect;
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rlOrtho(-right,right,-top,top, 0.01, 1000.0);
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}
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// NOTE: zNear and zFar values are important when computing depth buffer values
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rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
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rlLoadIdentity(); // Reset current matrix (MODELVIEW)
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@ -1013,22 +1026,48 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
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TraceLog(LOG_DEBUG, "Device coordinates: (%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z);
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// Calculate projection matrix from perspective
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Matrix matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
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// Calculate view matrix from camera look at
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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Matrix matProj;
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if(camera.type == CAMERA_PERSPECTIVE)
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{
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// Calculate projection matrix from perspective
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matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
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}
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else if(camera.type == CAMERA_ORTHOGRAPHIC)
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{
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float aspect = (float)screenWidth/(float)screenHeight;
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double top = camera.fovy/2.0;
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double right = top*aspect;
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// Calculate projection matrix from orthographic
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matProj = MatrixOrtho(-right, right, -top, top, 0.01, 1000.0);
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}
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// Unproject far/near points
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Vector3 nearPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView);
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Vector3 farPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
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// Unproject the mouse cursor in the near plane.
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// We need this as the source position because orthographic projects, compared to perspect doesn't have a
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// convergence point, meaning that the "eye" of the camera is more like a plane than a point.
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Vector3 cameraPlanePointerPos = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView);
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// Calculate normalized direction vector
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Vector3 direction = Vector3Subtract(farPoint, nearPoint);
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direction = Vector3Normalize(direction);
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// Apply calculated vectors to ray
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if(camera.type == CAMERA_PERSPECTIVE)
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{
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ray.position = camera.position;
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}
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else if(camera.type == CAMERA_ORTHOGRAPHIC)
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{
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ray.position = cameraPlanePointerPos;
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}
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// Apply calculated vectors to ray
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ray.direction = direction;
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return ray;
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@ -1038,7 +1077,21 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
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Vector2 GetWorldToScreen(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(camera.fovy*DEG2RAD, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0);
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Matrix matProj;
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if(camera.type == CAMERA_PERSPECTIVE)
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{
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// Calculate projection matrix from perspective
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matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
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}
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else if(camera.type == CAMERA_ORTHOGRAPHIC)
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{
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float aspect = (float)screenWidth/(float)screenHeight;
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double top = camera.fovy/2.0;
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double right = top*aspect;
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// Calculate projection matrix from orthographic
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matProj = MatrixOrtho(-right, right, -top, top, 0.01, 1000.0);
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}
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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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@ -398,12 +398,19 @@ typedef struct SpriteFont {
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CharInfo *chars; // Characters info data
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} SpriteFont;
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// Camera projection modes
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typedef enum {
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CAMERA_PERSPECTIVE = 0,
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CAMERA_ORTHOGRAPHIC
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} CameraType;
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// Camera type, defines a camera position/orientation in 3d space
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typedef struct Camera {
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Vector3 position; // Camera position
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Vector3 target; // Camera target it looks-at
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Vector3 up; // Camera up vector (rotation over its axis)
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float fovy; // Camera field-of-view apperture in Y (degrees)
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float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
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CameraType type; // Camera type, controlling projection type, either CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC.
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} Camera;
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// Camera2D type, defines a 2d camera
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