Add 3d orthographic projection mode
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22c8ea76aa
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5ecee69088
2 changed files with 72 additions and 12 deletions
65
src/core.c
65
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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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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rlLoadIdentity(); // Reset current matrix (PROJECTION)
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if(camera.type == CAMERA_PERSPECTIVE)
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{
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// Setup perspective projection
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// Setup perspective projection
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float aspect = (float)screenWidth/(float)screenHeight;
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float aspect = (float)screenWidth/(float)screenHeight;
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double top = 0.01*tan(camera.fovy*0.5*DEG2RAD);
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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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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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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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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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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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rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
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rlLoadIdentity(); // Reset current matrix (MODELVIEW)
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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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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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// 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 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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// 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 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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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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// Calculate normalized direction vector
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Vector3 direction = Vector3Subtract(farPoint, nearPoint);
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Vector3 direction = Vector3Subtract(farPoint, nearPoint);
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direction = Vector3Normalize(direction);
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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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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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ray.direction = direction;
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return ray;
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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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Vector2 GetWorldToScreen(Vector3 position, Camera camera)
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{
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{
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// Calculate projection matrix (from perspective instead of frustum
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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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// 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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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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CharInfo *chars; // Characters info data
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} SpriteFont;
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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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// Camera type, defines a camera position/orientation in 3d space
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typedef struct Camera {
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typedef struct Camera {
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Vector3 position; // Camera position
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Vector3 position; // Camera position
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Vector3 target; // Camera target it looks-at
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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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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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} Camera;
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// Camera2D type, defines a 2d camera
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// Camera2D type, defines a 2d camera
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