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

@ -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);