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
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		| @@ -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); | ||||
|   | ||||
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