From 4476a9e241b952f631afb6c8c3f3c69a481219e3 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Wed, 2 Mar 2016 17:13:31 +0100 Subject: Review rlglUnproject() system --- src/core.c | 42 +++++++++++++++++++++--------------------- 1 file changed, 21 insertions(+), 21 deletions(-) (limited to 'src/core.c') diff --git a/src/core.c b/src/core.c index dbcfa6bc..1589439e 100644 --- a/src/core.c +++ b/src/core.c @@ -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); -- cgit v1.2.3 From dcbf2a0e0c904870ac3ac59a3623a3954ab0243f Mon Sep 17 00:00:00 2001 From: Ray Date: Thu, 3 Mar 2016 13:24:56 +0100 Subject: Replaced tabs by spaces --- games/tetris.c | 466 ++++++++++++++++++++++++++++----------------------------- src/core.c | 12 +- src/raylib.h | 2 +- 3 files changed, 240 insertions(+), 240 deletions(-) (limited to 'src/core.c') diff --git a/games/tetris.c b/games/tetris.c index 62400201..84ba9196 100644 --- a/games/tetris.c +++ b/games/tetris.c @@ -179,22 +179,22 @@ void InitGame(void) // Initialize grid matrices for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++) - { - for (int j = 0; j < GRID_VERTICAL_SIZE; j++) - { + { + for (int j = 0; j < GRID_VERTICAL_SIZE; j++) + { if ((j == GRID_VERTICAL_SIZE - 1) || (i == 0) || (i == GRID_HORIZONTAL_SIZE - 1)) grid[i][j] = BLOCK; else grid[i][j] = EMPTY; - } - } + } + } // Initialize incoming piece matrices for (int i = 0; i < 4; i++) - { - for (int j = 0; j< 4; j++) - { - incomingPiece[i][j] = EMPTY; - } - } + { + for (int j = 0; j< 4; j++) + { + incomingPiece[i][j] = EMPTY; + } + } } // Update game (one frame) @@ -423,34 +423,34 @@ static bool Createpiece() piecePositionY = 0; // If the game is starting and you are going to create the first piece, we create an extra one - if (beginPlay) - { + if (beginPlay) + { GetRandompiece(); beginPlay = false; - } - + } + // We assign the incoming piece to the actual piece for (int i = 0; i < 4; i++) - { - for (int j = 0; j< 4; j++) - { - piece[i][j] = incomingPiece[i][j]; - } - } - + { + for (int j = 0; j< 4; j++) + { + piece[i][j] = incomingPiece[i][j]; + } + } + // We assign a random piece to the incoming one - GetRandompiece(); + GetRandompiece(); // Assign the piece to the grid for (int i = piecePositionX; i < piecePositionX + 4; i++) - { - for (int j = 0; j < 4; j++) - { - if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING; - } - } - - return true; + { + for (int j = 0; j < 4; j++) + { + if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING; + } + } + + return true; } static void GetRandompiece() @@ -459,22 +459,22 @@ static void GetRandompiece() int random = rand() % 7; for (int i = 0; i < 4; i++) - { - for (int j = 0; j < 4; j++) - { - incomingPiece[i][j] = EMPTY; - } - } + { + for (int j = 0; j < 4; j++) + { + incomingPiece[i][j] = EMPTY; + } + } switch(random) - { - case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube - case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L - case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa - case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta - case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada - case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S - case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa + { + case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube + case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L + case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa + case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta + case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada + case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S + case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa } } @@ -482,34 +482,34 @@ static void ResolveFallingMovement(bool *detection, bool *pieceActive) { // If we finished moving this piece, we stop it if (*detection) - { + { for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) - { - for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) - { - if (grid[i][j] == MOVING) - { - grid[i][j] = FULL; - *detection = false; - *pieceActive = false; - } - } - } - } + { + for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) + { + if (grid[i][j] == MOVING) + { + grid[i][j] = FULL; + *detection = false; + *pieceActive = false; + } + } + } + } // We move down the piece - else - { + else + { for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) - { - for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) - { - if (grid[i][j] == MOVING) - { - grid[i][j+1] = MOVING; - grid[i][j] = EMPTY; - } - } - } + { + for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) + { + if (grid[i][j] == MOVING) + { + grid[i][j+1] = MOVING; + grid[i][j] = EMPTY; + } + } + } piecePositionY++; } } @@ -519,78 +519,78 @@ static bool ResolveLateralMovement() bool collision = false; // Move left - if (IsKeyDown(KEY_LEFT)) - { + if (IsKeyDown(KEY_LEFT)) + { // Check if is possible to move to left - for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) - { - for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) - { - if (grid[i][j] == MOVING) - { + for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) + { + for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) + { + if (grid[i][j] == MOVING) + { // Check if we are touching the left wall or we have a full square at the left - if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true; - } - } - } + if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true; + } + } + } // If able, move left - if (!collision) - { - for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) - { - for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) // We check the matrix from left to right - { + if (!collision) + { + for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) + { + for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) // We check the matrix from left to right + { // Move everything to the left - if (grid[i][j] == MOVING) - { - grid[i-1][j] = MOVING; - grid[i][j] = EMPTY; - } - } - } + if (grid[i][j] == MOVING) + { + grid[i-1][j] = MOVING; + grid[i][j] = EMPTY; + } + } + } piecePositionX--; - } - } + } + } // Move right - else if (IsKeyDown(KEY_RIGHT)) - { + else if (IsKeyDown(KEY_RIGHT)) + { // Check if is possible to move to right - for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) - { - for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) - { - if (grid[i][j] == MOVING) - { + for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) + { + for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) + { + if (grid[i][j] == MOVING) + { // Check if we are touching the right wall or we have a full square at the right - if ((i+1 == GRID_HORIZONTAL_SIZE - 1) || (grid[i+1][j] == FULL)) + if ((i+1 == GRID_HORIZONTAL_SIZE - 1) || (grid[i+1][j] == FULL)) { collision = true; } - } - } - } + } + } + } // If able move right - if (!collision) - { - for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) - { - for (int i = GRID_HORIZONTAL_SIZE - 1; i >= 1; i--) // We check the matrix from right to left - { + if (!collision) + { + for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) + { + for (int i = GRID_HORIZONTAL_SIZE - 1; i >= 1; i--) // We check the matrix from right to left + { // Move everything to the right - if (grid[i][j] == MOVING) - { - grid[i+1][j] = MOVING; - grid[i][j] = EMPTY; - } - } - } + if (grid[i][j] == MOVING) + { + grid[i+1][j] = MOVING; + grid[i][j] = EMPTY; + } + } + } piecePositionX++; - } - } + } + } return collision; } @@ -599,164 +599,164 @@ static bool ResolveTurnMovement() { // Input for turning the piece if (IsKeyDown(KEY_UP)) - { - int aux; - bool checker = false; + { + int aux; + bool checker = false; // Check all turning possibilities - if ((grid[piecePositionX + 3][piecePositionY] == MOVING) && + if ((grid[piecePositionX + 3][piecePositionY] == MOVING) && (grid[piecePositionX][piecePositionY] != EMPTY) && (grid[piecePositionX][piecePositionY] != MOVING)) - { + { checker = true; } - if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) && + if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) && (grid[piecePositionX + 3][piecePositionY] != EMPTY) && (grid[piecePositionX + 3][piecePositionY] != MOVING)) - { + { checker = true; } - if ((grid[piecePositionX][piecePositionY + 3] == MOVING) && + if ((grid[piecePositionX][piecePositionY + 3] == MOVING) && (grid[piecePositionX + 3][piecePositionY + 3] != EMPTY) && (grid[piecePositionX + 3][piecePositionY + 3] != MOVING)) - { + { checker = true; } - if ((grid[piecePositionX][piecePositionY] == MOVING) && + if ((grid[piecePositionX][piecePositionY] == MOVING) && (grid[piecePositionX][piecePositionY + 3] != EMPTY) && (grid[piecePositionX][piecePositionY + 3] != MOVING)) - { + { checker = true; } - if ((grid[piecePositionX + 1][piecePositionY] == MOVING) && + if ((grid[piecePositionX + 1][piecePositionY] == MOVING) && (grid[piecePositionX][piecePositionY + 2] != EMPTY) && (grid[piecePositionX][piecePositionY + 2] != MOVING)) - { + { checker = true; } - if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) && + if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) && (grid[piecePositionX + 1][piecePositionY] != EMPTY) && (grid[piecePositionX + 1][piecePositionY] != MOVING)) - { + { checker = true; } - if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) && + if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) && (grid[piecePositionX + 3][piecePositionY + 1] != EMPTY) && (grid[piecePositionX + 3][piecePositionY + 1] != MOVING)) - { + { checker = true; } - if ((grid[piecePositionX][piecePositionY + 2] == MOVING) && + if ((grid[piecePositionX][piecePositionY + 2] == MOVING) && (grid[piecePositionX + 2][piecePositionY + 3] != EMPTY) && (grid[piecePositionX + 2][piecePositionY + 3] != MOVING)) - { + { checker = true; } - if ((grid[piecePositionX + 2][piecePositionY] == MOVING) && + if ((grid[piecePositionX + 2][piecePositionY] == MOVING) && (grid[piecePositionX][piecePositionY + 1] != EMPTY) && (grid[piecePositionX][piecePositionY + 1] != MOVING)) - { + { checker = true; } - if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) && + if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) && (grid[piecePositionX + 2][piecePositionY] != EMPTY) && (grid[piecePositionX + 2][piecePositionY] != MOVING)) - { + { checker = true; } - if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) && + if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) && (grid[piecePositionX + 3][piecePositionY + 2] != EMPTY) && (grid[piecePositionX + 3][piecePositionY + 2] != MOVING)) - { + { checker = true; } - if ((grid[piecePositionX][piecePositionY + 1] == MOVING) && + if ((grid[piecePositionX][piecePositionY + 1] == MOVING) && (grid[piecePositionX + 1][piecePositionY + 3] != EMPTY) && (grid[piecePositionX + 1][piecePositionY + 3] != MOVING)) - { + { checker = true; } - if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) && + if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) && (grid[piecePositionX + 1][piecePositionY + 2] != EMPTY) && (grid[piecePositionX + 1][piecePositionY + 2] != MOVING)) - { + { checker = true; } - if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) && + if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) && (grid[piecePositionX + 1][piecePositionY + 1] != EMPTY) && (grid[piecePositionX + 1][piecePositionY + 1] != MOVING)) - { + { checker = true; } - if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) && + if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) && (grid[piecePositionX + 2][piecePositionY + 1] != EMPTY) && (grid[piecePositionX + 2][piecePositionY + 1] != MOVING)) - { + { checker = true; } - if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) && + if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) && (grid[piecePositionX + 2][piecePositionY + 2] != EMPTY) && (grid[piecePositionX + 2][piecePositionY + 2] != MOVING)) - { + { checker = true; } - if (!checker) - { - aux = piece[0][0]; - piece[0][0] = piece[3][0]; - piece[3][0] = piece[3][3]; - piece[3][3] = piece[0][3]; - piece[0][3] = aux; - - aux = piece[1][0]; - piece[1][0] = piece[3][1]; - piece[3][1] = piece[2][3]; - piece[2][3] = piece[0][2]; - piece[0][2] = aux; - - aux = piece[2][0]; - piece[2][0] = piece[3][2]; - piece[3][2] = piece[1][3]; - piece[1][3] = piece[0][1]; - piece[0][1] = aux; - - aux = piece[1][1]; - piece[1][1] = piece[2][1]; - piece[2][1] = piece[2][2]; - piece[2][2] = piece[1][2]; - piece[1][2] = aux; - } - - for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) - { - for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) - { - if (grid[i][j] == MOVING) - { - grid[i][j] = EMPTY; - } - } - } - - for (int i = piecePositionX; i < piecePositionX + 4; i++) - { - for (int j = piecePositionY; j < piecePositionY + 4; j++) - { - if (piece[i - piecePositionX][j - piecePositionY] == MOVING) - { - grid[i][j] = MOVING; - } - } - } + if (!checker) + { + aux = piece[0][0]; + piece[0][0] = piece[3][0]; + piece[3][0] = piece[3][3]; + piece[3][3] = piece[0][3]; + piece[0][3] = aux; + + aux = piece[1][0]; + piece[1][0] = piece[3][1]; + piece[3][1] = piece[2][3]; + piece[2][3] = piece[0][2]; + piece[0][2] = aux; + + aux = piece[2][0]; + piece[2][0] = piece[3][2]; + piece[3][2] = piece[1][3]; + piece[1][3] = piece[0][1]; + piece[0][1] = aux; + + aux = piece[1][1]; + piece[1][1] = piece[2][1]; + piece[2][1] = piece[2][2]; + piece[2][2] = piece[1][2]; + piece[1][2] = aux; + } + + for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) + { + for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) + { + if (grid[i][j] == MOVING) + { + grid[i][j] = EMPTY; + } + } + } + + for (int i = piecePositionX; i < piecePositionX + 4; i++) + { + for (int j = piecePositionY; j < piecePositionY + 4; j++) + { + if (piece[i - piecePositionX][j - piecePositionY] == MOVING) + { + grid[i][j] = MOVING; + } + } + } return true; - } + } return false; } @@ -764,44 +764,44 @@ static bool ResolveTurnMovement() static void CheckDetection(bool *detection) { for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) - { - for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) - { - if ((grid[i][j] == MOVING) && ((grid[i][j+1] == FULL) || (grid[i][j+1] == BLOCK))) *detection = true; - } - } + { + for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) + { + if ((grid[i][j] == MOVING) && ((grid[i][j+1] == FULL) || (grid[i][j+1] == BLOCK))) *detection = true; + } + } } static void CheckCompletition(bool *lineToDelete) { int calculator; - for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) - { - calculator = 0; - for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) - { + for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) + { + calculator = 0; + for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) + { // Count each square of the line - if (grid[i][j] == FULL) - { - calculator++; - } + if (grid[i][j] == FULL) + { + calculator++; + } // Check if we completed the whole line - if (calculator == GRID_HORIZONTAL_SIZE - 2) - { + if (calculator == GRID_HORIZONTAL_SIZE - 2) + { *lineToDelete = true; calculator = 0; - // points++; + // points++; // Mark the completed line - for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++) - { - grid[z][j] = FADING; - } - } - } - } + for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++) + { + grid[z][j] = FADING; + } + } + } + } } static void DeleteCompleteLines() diff --git a/src/core.c b/src/core.c index 1589439e..259e1f29 100644 --- a/src/core.c +++ b/src/core.c @@ -1752,8 +1752,8 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int // Normalize gestureEvent.position[0] for screenWidth and screenHeight gestureEvent.position[0].x /= (float)GetScreenWidth(); gestureEvent.position[0].y /= (float)GetScreenHeight(); - - // Gesture data is sent to gestures system for processing + + // Gesture data is sent to gestures system for processing ProcessGestureEvent(gestureEvent); #endif } @@ -1890,7 +1890,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd) // TODO: GPU assets reload in case of lost focus (lost context) // NOTE: This problem has been solved just unbinding and rebinding context from display - /* + /* if (assetsReloadRequired) { for (int i = 0; i < assetsCount; i++) @@ -2471,9 +2471,9 @@ static void *GamepadThread(void *arg) const int joystickAxisY = 1; // Read gamepad event - struct js_event gamepadEvent; + struct js_event gamepadEvent; - while (1) + while (1) { if (read(gamepadStream, &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event)) { @@ -2507,7 +2507,7 @@ static void *GamepadThread(void *arg) */ } } - } + } return NULL; } diff --git a/src/raylib.h b/src/raylib.h index f8f1683e..00afb4f3 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -385,7 +385,7 @@ typedef struct Model { Matrix transform; Texture2D texture; // Only for OpenGL 1.1, on newer versions this should be in the shader Shader shader; - //Material material; + //Material material; } Model; // Ray type (useful for raycast) -- cgit v1.2.3 From d8bd8634ab7d5179cb1481206176af1f8e592e75 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sat, 5 Mar 2016 13:05:45 +0100 Subject: 3d Camera: Added support for field-of-view Y --- examples/core_3d_camera_first_person.c | 3 ++- examples/core_3d_camera_free.c | 2 ++ examples/core_3d_mode.c | 1 + examples/core_3d_picking.c | 2 ++ examples/core_world_screen.c | 3 ++- examples/models_billboard.c | 3 ++- examples/models_box_collisions.c | 2 +- examples/models_cubicmap.c | 3 ++- examples/models_geometric_shapes.c | 2 +- examples/models_heightmap.c | 2 +- examples/models_obj_loading.c | 2 +- examples/shaders_basic_lighting.c | 2 +- examples/shaders_custom_uniform.c | 2 +- examples/shaders_model_shader.c | 2 +- examples/shaders_postprocessing.c | 2 +- src/camera.c | 8 +++++++- src/camera.h | 1 + src/core.c | 20 ++++++++++---------- src/models.c | 28 +++++++++------------------- src/raylib.h | 9 +++++---- 20 files changed, 53 insertions(+), 46 deletions(-) (limited to 'src/core.c') diff --git a/examples/core_3d_camera_first_person.c b/examples/core_3d_camera_first_person.c index 2b8dc7fc..16d388df 100644 --- a/examples/core_3d_camera_first_person.c +++ b/examples/core_3d_camera_first_person.c @@ -23,7 +23,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person"); // Define the camera to look into our 3d world (position, target, up vector) - Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 60.0f }; // Generates some random columns float heights[MAX_COLUMNS]; @@ -40,6 +40,7 @@ int main() Vector3 playerPosition = { 4.0f, 2.0f, 4.0f }; // Define player position SetCameraMode(CAMERA_FIRST_PERSON); // Set a first person camera mode + SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/core_3d_camera_free.c b/examples/core_3d_camera_free.c index 4b45373d..234c46b3 100644 --- a/examples/core_3d_camera_free.c +++ b/examples/core_3d_camera_free.c @@ -25,12 +25,14 @@ int main() camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) + camera.fovy = 45.0f; // Camera field-of-view Y Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; 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 + SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/core_3d_mode.c b/examples/core_3d_mode.c index 7be5dd45..5f761655 100644 --- a/examples/core_3d_mode.c +++ b/examples/core_3d_mode.c @@ -25,6 +25,7 @@ int main() camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) + camera.fovy = 45.0f; // Camera field-of-view Y Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; diff --git a/examples/core_3d_picking.c b/examples/core_3d_picking.c index 612f6374..33eaed8a 100644 --- a/examples/core_3d_picking.c +++ b/examples/core_3d_picking.c @@ -25,6 +25,7 @@ int main() camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) + camera.fovy = 45.0f; // Camera field-of-view Y Vector3 cubePosition = { 0.0f, 1.0f, 0.0f }; Vector3 cubeSize = { 2.0f, 2.0f, 2.0f }; @@ -35,6 +36,7 @@ int main() SetCameraMode(CAMERA_FREE); // Set a free camera mode SetCameraPosition(camera.position); // Set internal camera position to match our camera position + SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/core_world_screen.c b/examples/core_world_screen.c index b70b40dd..d89a296b 100644 --- a/examples/core_world_screen.c +++ b/examples/core_world_screen.c @@ -21,7 +21,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free"); // Define the camera to look into our 3d world - Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; @@ -30,6 +30,7 @@ int main() 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 + SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/models_billboard.c b/examples/models_billboard.c index bac42d35..654b3618 100644 --- a/examples/models_billboard.c +++ b/examples/models_billboard.c @@ -21,7 +21,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards"); // Define the camera to look into our 3d world - Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard @@ -29,6 +29,7 @@ int main() SetCameraMode(CAMERA_ORBITAL); // Set an orbital 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 + SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/models_box_collisions.c b/examples/models_box_collisions.c index ffd0a2af..69cec418 100644 --- a/examples/models_box_collisions.c +++ b/examples/models_box_collisions.c @@ -21,7 +21,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions"); // Define the camera to look into our 3d world - Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Vector3 playerPosition = { 0.0f, 1.0f, 2.0f }; Vector3 playerSize = { 1.0f, 2.0f, 1.0f }; diff --git a/examples/models_cubicmap.c b/examples/models_cubicmap.c index e2a902ef..1ca27dfd 100644 --- a/examples/models_cubicmap.c +++ b/examples/models_cubicmap.c @@ -21,7 +21,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing"); // Define the camera to look into our 3d world - Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM) Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM) @@ -37,6 +37,7 @@ int main() SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode SetCameraPosition(camera.position); // Set internal camera position to match our custom camera position + SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/models_geometric_shapes.c b/examples/models_geometric_shapes.c index 9ea5b423..a13a1f3b 100644 --- a/examples/models_geometric_shapes.c +++ b/examples/models_geometric_shapes.c @@ -21,7 +21,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes"); // Define the camera to look into our 3d world - Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/models_heightmap.c b/examples/models_heightmap.c index f1da3301..c8e5ff35 100644 --- a/examples/models_heightmap.c +++ b/examples/models_heightmap.c @@ -21,7 +21,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing"); // Define our custom camera to look into our 3d world - Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM) Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM) diff --git a/examples/models_obj_loading.c b/examples/models_obj_loading.c index 41f4569a..e8dd0adc 100644 --- a/examples/models_obj_loading.c +++ b/examples/models_obj_loading.c @@ -21,7 +21,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading"); // Define the camera to look into our 3d world - Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture diff --git a/examples/shaders_basic_lighting.c b/examples/shaders_basic_lighting.c index 84bd1af4..18aea8e1 100644 --- a/examples/shaders_basic_lighting.c +++ b/examples/shaders_basic_lighting.c @@ -36,7 +36,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting"); // Camera initialization - Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; // Model initialization Vector3 position = { 0.0f, 0.0f, 0.0f }; diff --git a/examples/shaders_custom_uniform.c b/examples/shaders_custom_uniform.c index 0377cfff..ecfbaa71 100644 --- a/examples/shaders_custom_uniform.c +++ b/examples/shaders_custom_uniform.c @@ -30,7 +30,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable"); // Define the camera to look into our 3d world - Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture diff --git a/examples/shaders_model_shader.c b/examples/shaders_model_shader.c index 5d8c3711..a10ec235 100644 --- a/examples/shaders_model_shader.c +++ b/examples/shaders_model_shader.c @@ -30,7 +30,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader"); // Define the camera to look into our 3d world - Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture diff --git a/examples/shaders_postprocessing.c b/examples/shaders_postprocessing.c index 0f851658..44829648 100644 --- a/examples/shaders_postprocessing.c +++ b/examples/shaders_postprocessing.c @@ -30,7 +30,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader"); // Define the camera to look into our 3d world - Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture diff --git a/src/camera.c b/src/camera.c index 517e4a2b..8e5c527e 100644 --- a/src/camera.c +++ b/src/camera.c @@ -84,7 +84,7 @@ typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_D //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- -static Camera internalCamera = {{ 2.0f, 0.0f, 2.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; +static Camera internalCamera = {{ 2.0f, 0.0f, 2.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; static Vector2 cameraAngle = { 0.0f, 0.0f }; static float cameraTargetDistance = 5.0f; static Vector2 cameraMousePosition = { 0.0f, 0.0f }; @@ -212,6 +212,12 @@ void SetCameraTarget(Vector3 target) cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz); } +// Set internal camera fovy +void SetCameraFovy(float fovy) +{ + internalCamera.fovy = fovy; +} + // Set camera pan key to combine with mouse movement (free camera) void SetCameraPanControl(int panKey) { diff --git a/src/camera.h b/src/camera.h index 9ad09c6f..8d8029af 100644 --- a/src/camera.h +++ b/src/camera.h @@ -81,6 +81,7 @@ void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and void SetCameraPosition(Vector3 position); // Set internal camera position void SetCameraTarget(Vector3 target); // Set internal camera target +void SetCameraFovy(float fovy); // Set internal camera field-of-view-y void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) diff --git a/src/core.c b/src/core.c index 259e1f29..a8cc593a 100644 --- a/src/core.c +++ b/src/core.c @@ -609,10 +609,10 @@ void Begin3dMode(Camera camera) rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection rlLoadIdentity(); // Reset current matrix (PROJECTION) - + // Setup perspective projection float aspect = (float)screenWidth/(float)screenHeight; - double top = 0.01*tan(45.0*PI/360.0); + double top = 0.01*tan(camera.fovy*PI/360.0); double right = top*aspect; // NOTE: zNear and zFar values are important when computing depth buffer values @@ -883,7 +883,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) TraceLog(DEBUG, "Device coordinates: (%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z); // Calculate projection matrix (from perspective instead of frustum) - Matrix matProj = MatrixPerspective(45.0, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0); + Matrix matProj = MatrixPerspective(camera.fovy, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0); // Calculate view matrix from camera look at Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); @@ -936,7 +936,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) 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); + Matrix matProj = MatrixPerspective(camera.fovy, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0); // Calculate view matrix from camera look at (and transpose it) Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); @@ -1752,8 +1752,8 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int // Normalize gestureEvent.position[0] for screenWidth and screenHeight gestureEvent.position[0].x /= (float)GetScreenWidth(); gestureEvent.position[0].y /= (float)GetScreenHeight(); - - // Gesture data is sent to gestures system for processing + + // Gesture data is sent to gestures system for processing ProcessGestureEvent(gestureEvent); #endif } @@ -1890,7 +1890,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd) // TODO: GPU assets reload in case of lost focus (lost context) // NOTE: This problem has been solved just unbinding and rebinding context from display - /* + /* if (assetsReloadRequired) { for (int i = 0; i < assetsCount; i++) @@ -2471,9 +2471,9 @@ static void *GamepadThread(void *arg) const int joystickAxisY = 1; // Read gamepad event - struct js_event gamepadEvent; + struct js_event gamepadEvent; - while (1) + while (1) { if (read(gamepadStream, &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event)) { @@ -2507,7 +2507,7 @@ static void *GamepadThread(void *arg) */ } } - } + } return NULL; } diff --git a/src/models.c b/src/models.c index fc95f58d..a0b0e656 100644 --- a/src/models.c +++ b/src/models.c @@ -558,19 +558,9 @@ Model LoadModel(const char *fileName) // NOTE: model properties (transform, texture, shader) are initialized inside rlglLoadModel() model = rlglLoadModel(mesh); // Upload vertex data to GPU - // Now that vertex data is uploaded to GPU VRAM, we can free arrays from CPU RAM - // NOTE 1: We don't need CPU vertex data on OpenGL 3.3 or ES2... for static meshes... - // NOTE 2: ...but we could keep CPU vertex data in case we need to update the mesh - - /* - if (rlGetVersion() != OPENGL_11) - { - free(mesh.vertices); - free(mesh.texcoords); - free(mesh.normals); - free(mesh.colors); - } - */ + // NOTE: Now that vertex data is uploaded to GPU VRAM, we can free arrays from CPU RAM + // We don't need CPU vertex data on OpenGL 3.3 or ES2... for static meshes... + // ...but we could keep CPU vertex data in case we need to update the mesh } return model; @@ -1082,16 +1072,16 @@ void UnloadModel(Model model) free(model.mesh.vertices); free(model.mesh.texcoords); free(model.mesh.normals); - if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2); - if (model.mesh.tangents != NULL) free(model.mesh.tangents); - if (model.mesh.colors != NULL) free(model.mesh.colors); + free(model.mesh.colors); + //if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2); // Not used + //if (model.mesh.tangents != NULL) free(model.mesh.tangents); // Not used rlDeleteBuffers(model.mesh.vboId[0]); // vertex rlDeleteBuffers(model.mesh.vboId[1]); // texcoords rlDeleteBuffers(model.mesh.vboId[2]); // normals - rlDeleteBuffers(model.mesh.vboId[3]); // texcoords2 - rlDeleteBuffers(model.mesh.vboId[4]); // tangents - rlDeleteBuffers(model.mesh.vboId[5]); // colors + //rlDeleteBuffers(model.mesh.vboId[3]); // texcoords2 (NOT USED) + //rlDeleteBuffers(model.mesh.vboId[4]); // tangents (NOT USED) + //rlDeleteBuffers(model.mesh.vboId[5]); // colors (NOT USED) rlDeleteVertexArrays(model.mesh.vaoId); diff --git a/src/raylib.h b/src/raylib.h index 00afb4f3..b6cf98fe 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -309,10 +309,10 @@ typedef struct SpriteFont { // Camera type, defines a camera position/orientation in 3d space typedef struct Camera { - Vector3 position; - Vector3 target; - Vector3 up; - //float fovy; // Field-Of-View apperture in Y (degrees) + Vector3 position; // Camera position + Vector3 target; // Camera target it looks-at + Vector3 up; // Camera up vector (rotation over its axis) + float fovy; // Field-Of-View apperture in Y (degrees) } Camera; // Bounding box type @@ -630,6 +630,7 @@ void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and void SetCameraPosition(Vector3 position); // Set internal camera position void SetCameraTarget(Vector3 target); // Set internal camera target +void SetCameraFovy(float fovy); // Set internal camera field-of-view-y void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) -- cgit v1.2.3 From 5ea18b9426823e92f1fc16e686702f2caadf83c9 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sat, 5 Mar 2016 15:40:08 +0100 Subject: Support 2d camera system -IN PROGRESS- --- examples/core_2d_camera.c | 71 +++++++++++++++++++++++++++++++++++++++++++++++ src/core.c | 21 ++++++++++++-- src/raylib.h | 11 +++++++- 3 files changed, 100 insertions(+), 3 deletions(-) create mode 100644 examples/core_2d_camera.c (limited to 'src/core.c') diff --git a/examples/core_2d_camera.c b/examples/core_2d_camera.c new file mode 100644 index 00000000..71c474f0 --- /dev/null +++ b/examples/core_2d_camera.c @@ -0,0 +1,71 @@ +/******************************************************************************************* +* +* raylib [core] example - 2d camera +* +* This example has been created using raylib 1.5 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2016 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera"); + + Camera2D camera; + + camera.position = (Vector2){ 0, 0 }; + camera.origin = (Vector2){ 100, 100 }; + camera.rotation = 0.0f; + camera.zoom = 1.0f; + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + if (IsKeyDown(KEY_RIGHT)) camera.position.x--; + else if (IsKeyDown(KEY_LEFT)) camera.position.x++; + else if (IsKeyDown(KEY_UP)) camera.position.y++; + else if (IsKeyDown(KEY_DOWN)) camera.position.y--; + + if (IsKeyDown(KEY_R)) camera.rotation--; + else if (IsKeyDown(KEY_F)) camera.rotation++; + + if (IsKeyDown(KEY_W)) camera.zoom += 0.005f; + if (IsKeyDown(KEY_S)) camera.zoom -= 0.005f; + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawingEx(camera); + + ClearBackground(RAYWHITE); + + DrawText("2D CAMERA TEST", 20, 20, 20, GRAY); + + DrawRectangle(0, 300, screenWidth, 50, GRAY); + DrawRectangle(400, 250, 40, 40, RED); + + 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 a8cc593a..870ca3b4 100644 --- a/src/core.c +++ b/src/core.c @@ -560,8 +560,25 @@ void BeginDrawing(void) // NOTE: Not required with OpenGL 3.3+ } -// Setup drawing canvas with extended parameters -void BeginDrawingEx(int blendMode, Shader shader, Matrix transform) +// Setup drawing canvas with 2d camera +void BeginDrawingEx(Camera2D camera) +{ + BeginDrawing(); + + // TODO: Consider origin offset on position, rotation, scaling + + Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD); + Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f); + Matrix matTranslation = MatrixTranslate(camera.position.x, camera.position.y, 0.0f); + Matrix matOrigin = MatrixTranslate(-camera.origin.x, -camera.origin.y, 0.0f); + + Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation); + + rlMultMatrixf(MatrixToFloat(matTransform)); +} + +// Setup drawing canvas with pro parameters +void BeginDrawingPro(int blendMode, Shader shader, Matrix transform) { BeginDrawing(); diff --git a/src/raylib.h b/src/raylib.h index b6cf98fe..7173a556 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -315,6 +315,14 @@ typedef struct Camera { float fovy; // Field-Of-View apperture in Y (degrees) } Camera; +// Camera2D type, defines a 2d camera +typedef struct Camera2D { + Vector2 position; // Camera position + Vector2 origin; // Camera origin (for rotation and zoom) + float rotation; // Camera rotation in degrees + float zoom; // Camera zoom (scaling), should be 1.0f by default +} Camera2D; + // Bounding box type typedef struct BoundingBox { Vector3 min; @@ -528,7 +536,8 @@ int GetScreenHeight(void); // Get current scree void ClearBackground(Color color); // Sets Background Color void BeginDrawing(void); // Setup drawing canvas to start drawing -void BeginDrawingEx(int blendMode, Shader shader, Matrix transform); // Setup drawing canvas with extended parameters +void BeginDrawingEx(Camera2D camera); // Setup drawing canvas with 2d camera +void BeginDrawingPro(int blendMode, Shader shader, Matrix transform); // Setup drawing canvas with pro parameters void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup) -- cgit v1.2.3 From 6ee5718b2e65c69fca695fdf999fa1838c63aa0b Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sun, 6 Mar 2016 19:30:16 +0100 Subject: Improved function GetKeyPressed() To support multiple keys (including function keys) --- src/core.c | 9 +++++---- src/raygui.c | 17 ++++++++++------- 2 files changed, 15 insertions(+), 11 deletions(-) (limited to 'src/core.c') diff --git a/src/core.c b/src/core.c index 870ca3b4..6b2321c2 100644 --- a/src/core.c +++ b/src/core.c @@ -1735,10 +1735,11 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i TakeScreenshot(); } #endif - else currentKeyState[key] = action; - - // TODO: Review (and remove) this HACK for GuiTextBox, to deteck back key - if ((key == 259) && (action == GLFW_PRESS)) lastKeyPressed = 3; + else + { + currentKeyState[key] = action; + if (action == GLFW_PRESS) lastKeyPressed = key; + } } // GLFW3 Mouse Button Callback, runs on mouse button pressed diff --git a/src/raygui.c b/src/raygui.c index 3d7a67ec..e66c33b5 100644 --- a/src/raygui.c +++ b/src/raygui.c @@ -789,11 +789,11 @@ int GuiSpinner(Rectangle bounds, int value, int minValue, int maxValue) // NOTE: Requires static variables: framesCounter - ERROR! char *GuiTextBox(Rectangle bounds, char *text) { - #define MAX_CHARS_LENGTH 20 - #define KEY_BACKSPACE_TEXT 3 + #define MAX_CHARS_LENGTH 20 + #define KEY_BACKSPACE_TEXT 259 // GLFW BACKSPACE: 3 + 256 int initPos = bounds.x + 4; - char letter = -1; + int letter = -1; static int framesCounter = 0; Vector2 mousePoint = GetMousePosition(); @@ -822,12 +822,15 @@ char *GuiTextBox(Rectangle bounds, char *text) } else { - for (int i = 0; i < MAX_CHARS_LENGTH; i++) + if ((letter >= 32) && (letter < 127)) { - if (text[i] == '\0') + for (int i = 0; i < MAX_CHARS_LENGTH; i++) { - text[i] = letter; - break; + if (text[i] == '\0') + { + text[i] = (char)letter; + break; + } } } } -- cgit v1.2.3