draw, camera, test

Remove an unecessary function that draws a triangle using per-vertex coloring

Cut camera implementation and paste into draw.cpp

Use per-triangle tension mapping
This commit is contained in:
Irlan 2018-04-12 14:20:56 -03:00
parent 2a370613a8
commit 144c9cfc99
3 changed files with 149 additions and 109 deletions

View File

@ -31,6 +31,110 @@ Camera* g_camera = nullptr;
Draw* g_draw = nullptr;
u32 g_drawFlags = 0;
Camera::Camera()
{
m_center.SetZero();
m_q.SetIdentity();
m_width = 1024.0f;
m_height = 768.0f;
m_zNear = 1.0f;
m_zFar = 1000.0f;
m_fovy = 0.25f * B3_PI;
m_zoom = 10.0f;
}
b3Mat44 Camera::BuildProjectionMatrix() const
{
float32 t = tan(0.5f * m_fovy);
float32 sy = 1.0f / t;
float32 aspect = m_width / m_height;
float32 sx = 1.0f / (aspect * t);
float32 invRange = 1.0f / (m_zNear - m_zFar);
float32 sz = invRange * (m_zNear + m_zFar);
float32 tz = invRange * m_zNear * m_zFar;
b3Mat44 m;
m.x = b3Vec4(sx, 0.0f, 0.0f, 0.0f);
m.y = b3Vec4(0.0f, sy, 0.0f, 0.0f);
m.z = b3Vec4(0.0f, 0.0f, sz, -1.0f);
m.w = b3Vec4(0.0f, 0.0f, tz, 0.0f);
return m;
}
b3Transform Camera::BuildWorldTransform() const
{
b3Transform xf;
xf.rotation = b3QuatMat33(m_q);
xf.position = (m_zoom * xf.rotation.z) - m_center;
return xf;
}
b3Mat44 Camera::BuildWorldMatrix() const
{
b3Transform xf = BuildWorldTransform();
return MakeMat44(xf);
}
b3Transform Camera::BuildViewTransform() const
{
b3Transform xf;
xf.rotation = b3QuatMat33(m_q);
xf.position = (m_zoom * xf.rotation.z) - m_center;
return b3Inverse(xf);
}
b3Mat44 Camera::BuildViewMatrix() const
{
b3Transform xf = BuildViewTransform();
return MakeMat44(xf);
}
b3Vec2 Camera::ConvertWorldToScreen(const b3Vec3& pw3) const
{
float32 w = m_width, h = m_height;
b3Mat44 P = BuildProjectionMatrix();
b3Mat44 V = BuildViewMatrix();
b3Vec4 pw(pw3.x, pw3.y, pw3.z, 1.0f);
b3Vec4 pp = P * V * pw;
b3Vec3 pn(pp.x, pp.y, pp.z);
float32 inv_w = pp.w != 0.0f ? 1.0f / pp.w : 1.0f;
pn *= inv_w;
float32 u = 0.5f * (pn.x + 1.0f);
float32 v = 0.5f * (pn.y + 1.0f);
b3Vec2 ps;
ps.x = u * w;
ps.y = (1.0f - v) * h;
return ps;
}
Ray3 Camera::ConvertScreenToWorld(const b3Vec2& ps) const
{
// Essential Math, page 250.
float32 t = tan(0.5f * m_fovy);
float32 aspect = m_width / m_height;
b3Vec3 pv;
pv.x = 2.0f * aspect * ps.x / m_width - aspect;
pv.y = -2.0f * ps.y / m_height + 1.0f;
pv.z = -1.0f / t;
b3Transform xf = BuildWorldTransform();
b3Vec3 pw = xf * pv;
Ray3 rw;
rw.direction = b3Normalize(pw - xf.position);
rw.origin = xf.position;
rw.fraction = m_zFar;
return rw;
}
Draw::Draw()
{
m_points = new DrawPoints();
@ -77,16 +181,6 @@ void Draw::DrawSolidTriangle(const b3Vec3& normal, const b3Vec3& p1, const b3Vec
DrawTriangle(p1, p2, p3, edgeColor);
}
void Draw::DrawSolidTriangle(const b3Vec3& normal, const b3Vec3& p1, const b3Color& color1, const b3Vec3& p2, const b3Color& color2, const b3Vec3& p3, const b3Color& color3)
{
m_triangles->Vertex(p1, color1, normal);
m_triangles->Vertex(p2, color2, normal);
m_triangles->Vertex(p3, color3, normal);
b3Color edgeColor(0.0f, 0.0f, 0.0f, 1.0f);
DrawTriangle(p1, p2, p3, edgeColor);
}
void Draw::DrawPolygon(const b3Vec3* vertices, u32 count, const b3Color& color)
{
b3Vec3 p1 = vertices[count - 1];
@ -334,15 +428,45 @@ void Draw::DrawAABB(const b3AABB3& aabb, const b3Color& color)
DrawSegment(vs[1], vs[7], color);
}
void Draw::DrawString(const b3Color& color, const b3Vec2& ps, const char* text, ...)
{
va_list args;
va_start(args, text);
ImGui::SetNextWindowBgAlpha(0.0f);
ImGui::SetNextWindowPos(ImVec2(0.0f, 0.0f));
ImGui::SetNextWindowSize(ImVec2(g_camera->m_width, g_camera->m_height));
ImGui::Begin("Superlay", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoScrollbar);
ImGui::SetCursorPos(ImVec2(ps.x, ps.y));
ImGui::TextColoredV(ImVec4(color.r, color.g, color.b, color.a), text, args);
ImGui::End();
va_end(args);
}
void Draw::DrawString(const b3Color& color, const b3Vec3& pw, const char* text, ...)
{
b3Vec2 ps = g_camera->ConvertWorldToScreen(pw);
va_list args;
va_start(args, text);
ImGui::SetNextWindowBgAlpha(0.0f);
ImGui::SetNextWindowPos(ImVec2(0.0f, 0.0f));
ImGui::SetNextWindowSize(ImVec2(g_camera->m_width, g_camera->m_height));
ImGui::Begin("Superlay", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoScrollbar);
ImGui::SetCursorPos(ImVec2(ps.x, ps.y));
ImGui::TextColoredV(ImVec4(color.r, color.g, color.b, color.a), text, args);
ImGui::End();
va_end(args);
}
void Draw::DrawString(const b3Color& color, const char* text, ...)
{
va_list args;
va_start(args, text);
ImGui::SetNextWindowBgAlpha(0.0f);
ImGui::SetNextWindowPos(ImVec2(0.0f, 40.0f));
ImGui::SetNextWindowSize(ImVec2(g_camera->m_width, g_camera->m_height));
ImGui::Begin("Overlay", NULL, ImVec2(0.0f, 0.0f), 0.0f, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoScrollbar);
ImGui::Begin("Overlay", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoScrollbar);
ImGui::TextColoredV(ImVec4(color.r, color.g, color.b, color.a), text, args);
ImGui::End();

View File

@ -52,17 +52,7 @@ inline b3Vec3 Ray3::B() const
class Camera
{
public:
Camera()
{
m_center.SetZero();
m_q.SetIdentity();
m_width = 1024.0f;
m_height = 768.0f;
m_zNear = 1.0f;
m_zFar = 1000.0f;
m_fovy = 0.25f * B3_PI;
m_zoom = 10.0f;
}
Camera();
b3Mat44 BuildProjectionMatrix() const;
b3Mat44 BuildViewMatrix() const;
@ -91,82 +81,6 @@ inline b3Mat44 MakeMat44(const b3Transform& T)
b3Vec4(T.position.x, T.position.y, T.position.z, 1.0f));
}
inline b3Mat44 Camera::BuildProjectionMatrix() const
{
float32 t = tan(0.5f * m_fovy);
float32 sy = 1.0f / t;
float32 aspect = m_width / m_height;
float32 sx = 1.0f / (aspect * t);
float32 invRange = 1.0f / (m_zNear - m_zFar);
float32 sz = invRange * (m_zNear + m_zFar);
float32 tz = invRange * m_zNear * m_zFar;
b3Mat44 m;
m.x = b3Vec4(sx, 0.0f, 0.0f, 0.0f);
m.y = b3Vec4(0.0f, sy, 0.0f, 0.0f);
m.z = b3Vec4(0.0f, 0.0f, sz, -1.0f);
m.w = b3Vec4(0.0f, 0.0f, tz, 0.0f);
return m;
}
inline b3Transform Camera::BuildWorldTransform() const
{
b3Transform xf;
xf.rotation = b3QuatMat33(m_q);
xf.position = (m_zoom * xf.rotation.z) - m_center;
return xf;
}
inline b3Mat44 Camera::BuildWorldMatrix() const
{
b3Transform xf = BuildWorldTransform();
return MakeMat44(xf);
}
inline b3Transform Camera::BuildViewTransform() const
{
b3Transform xf;
xf.rotation = b3QuatMat33(m_q);
xf.position = (m_zoom * xf.rotation.z) - m_center;
return b3Inverse(xf);
}
inline b3Mat44 Camera::BuildViewMatrix() const
{
b3Transform xf = BuildViewTransform();
return MakeMat44(xf);
}
inline b3Vec2 Camera::ConvertWorldToScreen(const b3Vec3& pw) const
{
b3Vec2 ps;
ps.SetZero();
return ps;
}
inline Ray3 Camera::ConvertScreenToWorld(const b3Vec2& ps) const
{
// Essential Math, page 250.
float32 t = tan(0.5f * m_fovy);
float32 aspect = m_width / m_height;
b3Vec3 pv;
pv.x = 2.0f * aspect * ps.x / m_width - aspect;
pv.y = -2.0f * ps.y / m_height + 1.0f;
pv.z = -1.0f / t;
b3Transform xf = BuildWorldTransform();
b3Vec3 pw = xf * pv;
Ray3 rw;
rw.direction = b3Normalize(pw - xf.position);
rw.origin = xf.position;
rw.fraction = m_zFar;
return rw;
}
//
enum DrawFlags
{
@ -189,8 +103,6 @@ public:
void DrawSolidTriangle(const b3Vec3& normal, const b3Vec3& p1, const b3Vec3& p2, const b3Vec3& p3, const b3Color& color);
void DrawSolidTriangle(const b3Vec3& normal, const b3Vec3& p1, const b3Color& color1, const b3Vec3& p2, const b3Color& color2, const b3Vec3& p3, const b3Color& color3);
void DrawPolygon(const b3Vec3* vertices, u32 count, const b3Color& color);
void DrawSolidPolygon(const b3Vec3& normal, const b3Vec3* vertices, u32 count, const b3Color& color);
@ -210,9 +122,13 @@ public:
void DrawAABB(const b3AABB3& aabb, const b3Color& color);
void DrawTransform(const b3Transform& xf);
void DrawString(const b3Color& color, const b3Vec2& ps, const char* string, ...);
void DrawString(const b3Color& color, const b3Vec3& pw, const char* string, ...);
void DrawString(const b3Color& color, const char* string, ...);
void DrawSolidSphere(const b3SphereShape* s, const b3Color& c, const b3Transform& xf);
void DrawSolidCapsule(const b3CapsuleShape* s, const b3Color& c, const b3Transform& xf);

View File

@ -96,20 +96,20 @@ public:
{
b3Triangle* t = m_clothMesh.triangles + i;
const float32 kMaxT = 100000.0f;
b3Vec3 f1 = T[t->v1];
float32 L1 = b3Length(f1);
b3Color c1 = Color(L1, 0.0f, kMaxT);
b3Vec3 f2 = T[t->v2];
float32 L2 = b3Length(f2);
b3Color c2 = Color(L2, 0.0f, kMaxT);
b3Vec3 f3 = T[t->v3];
float32 L3 = b3Length(f3);
b3Color c3 = Color(L3, 0.0f, kMaxT);
float32 L = (L1 + L2 + L3) / 3.0f;
const float32 kMaxT = 100000.0f;
b3Color color = Color(L, 0.0f, kMaxT);
b3Vec3 v1 = m_clothMesh.vertices[t->v1];
b3Vec3 v2 = m_clothMesh.vertices[t->v2];
b3Vec3 v3 = m_clothMesh.vertices[t->v3];
@ -119,8 +119,8 @@ public:
b3Vec3 n2 = -n1;
g_draw->DrawSolidTriangle(n1, v1, c1, v2, c2, v3, c3);
g_draw->DrawSolidTriangle(n2, v1, c1, v3, c3, v2, c2);
g_draw->DrawSolidTriangle(n1, v1, v2, v3, color);
g_draw->DrawSolidTriangle(n2, v1, v3, v2, color);
}
b3SpringClothStep step = m_cloth.GetStep();