From 144c9cfc99a5388f8932b3458ae43c120ca26d78 Mon Sep 17 00:00:00 2001 From: Irlan <-> Date: Thu, 12 Apr 2018 14:20:56 -0300 Subject: [PATCH] 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 --- examples/testbed/framework/draw.cpp | 148 +++++++++++++++++++++-- examples/testbed/framework/draw.h | 96 +-------------- examples/testbed/tests/tension_mapping.h | 14 +-- 3 files changed, 149 insertions(+), 109 deletions(-) diff --git a/examples/testbed/framework/draw.cpp b/examples/testbed/framework/draw.cpp index de2d05f..2513794 100644 --- a/examples/testbed/framework/draw.cpp +++ b/examples/testbed/framework/draw.cpp @@ -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(); diff --git a/examples/testbed/framework/draw.h b/examples/testbed/framework/draw.h index 458c7b6..b151435 100644 --- a/examples/testbed/framework/draw.h +++ b/examples/testbed/framework/draw.h @@ -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); diff --git a/examples/testbed/tests/tension_mapping.h b/examples/testbed/tests/tension_mapping.h index 480f183..b97736a 100644 --- a/examples/testbed/tests/tension_mapping.h +++ b/examples/testbed/tests/tension_mapping.h @@ -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();