Irlan 144c9cfc99 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
2018-04-12 14:20:56 -03:00

165 lines
4.4 KiB
C++

/*
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef DRAW_H
#define DRAW_H
#include <bounce/bounce.h>
struct DrawPoints;
struct DrawLines;
struct DrawTriangles;
struct DrawWire;
struct DrawSolid;
//
struct Ray3
{
b3Vec3 A() const;
b3Vec3 B() const;
b3Vec3 direction;
b3Vec3 origin;
float32 fraction;
};
inline b3Vec3 Ray3::A() const
{
return origin;
}
inline b3Vec3 Ray3::B() const
{
return origin + fraction * direction;
}
//
class Camera
{
public:
Camera();
b3Mat44 BuildProjectionMatrix() const;
b3Mat44 BuildViewMatrix() const;
b3Transform BuildViewTransform() const;
b3Mat44 BuildWorldMatrix() const;
b3Transform BuildWorldTransform() const;
b3Vec2 ConvertWorldToScreen(const b3Vec3& pw) const;
Ray3 ConvertScreenToWorld(const b3Vec2& ps) const;
float32 m_zoom;
b3Vec3 m_center;
b3Quat m_q;
float32 m_width, m_height;
float32 m_fovy;
float32 m_zNear;
float32 m_zFar;
};
inline b3Mat44 MakeMat44(const b3Transform& T)
{
return b3Mat44(
b3Vec4(T.rotation.x.x, T.rotation.x.y, T.rotation.x.z, 0.0f),
b3Vec4(T.rotation.y.x, T.rotation.y.y, T.rotation.y.z, 0.0f),
b3Vec4(T.rotation.z.x, T.rotation.z.y, T.rotation.z.z, 0.0f),
b3Vec4(T.position.x, T.position.y, T.position.z, 1.0f));
}
//
enum DrawFlags
{
e_pointsFlag = 0x0001,
e_linesFlag = 0x0002,
e_trianglesFlag = 0x0004
};
class Draw : public b3Draw
{
public:
Draw();
~Draw();
void DrawPoint(const b3Vec3& p, float32 size, const b3Color& color);
void DrawSegment(const b3Vec3& p1, const b3Vec3& p2, const b3Color& color);
void DrawTriangle(const b3Vec3& p1, const b3Vec3& p2, const b3Vec3& p3, const b3Color& color);
void DrawSolidTriangle(const b3Vec3& normal, const b3Vec3& p1, const b3Vec3& p2, const b3Vec3& p3, const b3Color& color);
void DrawPolygon(const b3Vec3* vertices, u32 count, const b3Color& color);
void DrawSolidPolygon(const b3Vec3& normal, const b3Vec3* vertices, u32 count, const b3Color& color);
void DrawCircle(const b3Vec3& normal, const b3Vec3& center, float32 radius, const b3Color& color);
void DrawSolidCircle(const b3Vec3& normal, const b3Vec3& center, float32 radius, const b3Color& color);
void DrawSphere(const b3Vec3& center, float32 radius, const b3Color& color);
void DrawSolidSphere(const b3Vec3& center, float32 radius, const b3Color& color);
void DrawCapsule(const b3Vec3& p1, const b3Vec3& p2, float32 radius, const b3Color& color);
void DrawSolidCapsule(const b3Vec3& p1, const b3Vec3& p2, float32 radius, const b3Color& color);
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);
void DrawSolidHull(const b3HullShape* s, const b3Color& c, const b3Transform& xf);
void DrawSolidMesh(const b3MeshShape* s, const b3Color& c, const b3Transform& xf);
void DrawSolidShape(const b3Shape* s, const b3Color& c, const b3Transform& xf);
void DrawSolidShapes(const b3World& world);
void Flush();
private:
friend struct DrawPoints;
friend struct DrawLines;
friend struct DrawTriangles;
DrawPoints* m_points;
DrawLines* m_lines;
DrawTriangles* m_triangles;
friend struct DrawWire;
friend struct DrawSolid;
DrawWire* m_wire;
DrawSolid* m_solid;
};
extern Camera* g_camera;
extern Draw* g_draw;
extern u32 g_drawFlags;
#endif