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@ -122,8 +122,8 @@ static int ident, events; |
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static bool windowReady = false; // Used to detect display initialization |
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static bool appEnabled = true; // Used to detec if app is active |
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static bool contextRebindRequired = false; // Used to know context rebind required |
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static int previousButtonState[512] = { 1 }; // Required to check if button pressed/released once |
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static int currentButtonState[512] = { 1 }; // Required to check if button pressed/released once |
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static int previousButtonState[128] = { 1 }; // Required to check if button pressed/released once |
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static int currentButtonState[128] = { 1 }; // Required to check if button pressed/released once |
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#elif defined(PLATFORM_RPI) |
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static EGL_DISPMANX_WINDOW_T nativeWindow; // Native window (graphic device) |
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@ -272,7 +272,7 @@ static EM_BOOL EmscriptenInputCallback(int eventType, const EmscriptenTouchEvent |
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// Initialize Window and Graphics Context (OpenGL) |
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void InitWindow(int width, int height, const char *title) |
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{ |
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TraceLog(INFO, "Initializing raylib (v1.3.0)"); |
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TraceLog(INFO, "Initializing raylib (v1.4.0)"); |
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// Store window title (could be useful...) |
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windowTitle = title; |
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@ -324,7 +324,7 @@ void InitWindow(int width, int height, const char *title) |
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// Android activity initialization |
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void InitWindow(int width, int height, struct android_app *state) |
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{ |
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TraceLog(INFO, "Initializing raylib (v1.3.0)"); |
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TraceLog(INFO, "Initializing raylib (v1.4.0)"); |
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app_dummy(); |
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@ -368,7 +368,7 @@ void InitWindow(int width, int height, struct android_app *state) |
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TraceLog(INFO, "Android app initialized successfully"); |
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// Init button states values (default up) |
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for(int i = 0; i < 512; i++) |
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for(int i = 0; i < 128; i++) |
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{ |
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currentButtonState[i] = 1; |
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previousButtonState[i] = 1; |
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@ -587,8 +587,8 @@ void Begin3dMode(Camera camera) |
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rlLoadIdentity(); // Reset current matrix (MODELVIEW) |
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// Setup Camera view |
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Matrix view = MatrixLookAt(camera.position, camera.target, camera.up); |
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rlMultMatrixf(GetMatrixVector(view)); // Multiply MODELVIEW matrix by view matrix (camera) |
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); |
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rlMultMatrixf(GetMatrixVector(matView)); // Multiply MODELVIEW matrix by view matrix (camera) |
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} |
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// Ends 3D mode and returns to default 2D orthographic mode |
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@ -778,42 +778,78 @@ int StorageLoadValue(int position) |
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return value; |
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} |
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// TODO: Gives the ray trace from mouse position |
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// Gives the ray trace from mouse position |
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// TODO: DOESN'T WORK! :( |
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//http://www.songho.ca/opengl/gl_transform.html |
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//http://www.songho.ca/opengl/gl_matrix.html |
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//http://www.sjbaker.org/steve/omniv/matrices_can_be_your_friends.html |
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//https://www.opengl.org/archives/resources/faq/technical/transformations.htm |
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Ray GetMouseRay(Vector2 mousePosition, Camera camera) |
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{ |
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Ray ray; |
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Matrix matProj = MatrixIdentity(); |
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); |
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// Calculate projection matrix for the camera |
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// Calculate projection matrix |
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float aspect = (float)GetScreenWidth()/(float)GetScreenHeight(); |
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double top = 0.1f*tanf(45.0f*PI/360.0f); |
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double right = top*aspect; |
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// NOTE: zNear and zFar values are important for depth |
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matProj = MatrixFrustum(-right, right, -top, top, 0.01f, 1000.0f); |
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MatrixTranspose(&matProj); |
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// NOTE: Our screen origin is top-left instead of bottom-left: transform required! |
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float invertedMouseY = (float)GetScreenHeight() - mousePosition.y; |
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// NOTE: Do I really need to get z value from depth buffer? |
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//float z; |
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//glReadPixels(mousePosition.x, mousePosition.y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z); |
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//http://www.bfilipek.com/2012/06/select-mouse-opengl.html |
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Vector3 nearPoint = { mousePosition.x, invertedMouseY, 0.0f }; |
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Vector3 farPoint = { mousePosition.x, invertedMouseY, 1.0f }; |
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nearPoint = rlglUnproject(nearPoint, matProj, matView); |
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farPoint = rlglUnproject(farPoint, matProj, matView); // TODO: it seems it doesn't work... |
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Vector3 direction = VectorSubtract(farPoint, nearPoint); |
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VectorNormalize(&direction); |
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ray.position = nearPoint; |
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ray.direction = direction; |
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Matrix matProjection = MatrixFrustum(-right, right, -top, top, 0.01f, 1000.0f); |
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// Calculate view matrix (camera) |
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); |
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// Tutorial used: http://antongerdelan.net/opengl/raycasting.html |
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// Step 0: We got mouse coordinates in viewport-space [0:screenWidth, 0:screenHeight] |
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// NOTE: That that 0 is at the top of the screen here, so the y-axis direction is opposed to that in other coordinate systems |
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// Step 1: 3d Normalised Device Coordinates [-1:1, -1:1, -1:1] |
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// Transform mousePosition into 3d normalised device coordinates. |
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// We have an x and y already, so we scale their range, and reverse the direction of y. |
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float x = (2.0f*mousePosition.x)/(float)screenWidth - 1.0f; |
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float y = 1.0f - (2.0f*mousePosition.x)/(float)screenHeight; |
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float z = 1.0f; |
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Vector3 rayDevice = { x, y, z }; |
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// Step 2: 4d Homogeneous Clip Coordinates [-1:1, -1:1, -1:1, -1:1] |
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// We want our ray's z to point forwards - this is usually the negative z direction in OpenGL style. |
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// We can add a w, just so that we have a 4d vector. |
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//vec4 ray_clip = vec4 (ray_nds.xy, -1.0, 1.0); |
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Quaternion rayClip = { rayDevice.x, rayDevice.y , -1.0f, 1.0f }; |
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// Step 3: 4d Eye (Camera) Coordinates [-x:x, -y:y, -z:z, -w:w] |
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// To get into clip space from eye space we multiply the vector by a projection matrix. |
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// We can go backwards by multiplying by the inverse of this matrix. |
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//vec4 ray_eye = MatrixInverse(matProjection) * ray_clip; |
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Quaternion rayEye = rayClip; |
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MatrixInvert(&matProjection); |
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QuaternionTransform(&rayEye, matProjection); |
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// We only needed to un-project the x,y part, so let's manually set the z,w part to mean "forwards, and not a point". |
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//ray_eye = vec4(ray_eye.xy, -1.0, 0.0); |
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rayEye.z = -1.0f; |
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rayEye.w = 0.0f; |
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// Step 4: 4d World Coordinates [-x:x, -y:y, -z:z, -w:w] |
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// Go back another step in the transformation pipeline. Remember that we manually specified a -1 for the z component, |
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// which means that our ray isn't normalised. We should do this before we use it |
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//Vector3 rayWorld = (MatrixInverse(matView) * ray_eye).xyz; |
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MatrixInvert(&matView); |
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QuaternionTransform(&rayEye, matView); |
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Vector3 rayWorld = { rayEye.x, rayEye.y, rayEye.z }; |
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VectorNormalize(&rayWorld); |
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// Assuming our camera is looking directly along the -Z world axis, |
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// we should get [0,0,-1] when the mouse is in the centre of the screen, |
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// and less significant z values when the mouse moves around the screen. |
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ray.position = camera.position; |
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ray.direction = rayWorld; |
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TraceLog(INFO, "ray.position -> (%f, %f, %f)", ray.position.x, ray.position.y, ray.position.z); |
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TraceLog(INFO, "ray.direction -> (%f, %f, %f)", ray.direction.x, ray.direction.y, ray.direction.z); |
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return ray; |
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} |
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@ -1688,7 +1724,7 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) |
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//int32_t AKeyEvent_getMetaState(event); |
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// Save current button and its state |
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currentButtonState[keycode] = AKeyEvent_getAction (event); // Down = 0, Up = 1 |
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currentButtonState[keycode] = AKeyEvent_getAction(event); // Down = 0, Up = 1 |
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if (keycode == AKEYCODE_POWER) |
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{ |
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@ -1826,7 +1862,6 @@ static void PollInputEvents(void) |
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// TODO: Remove this requirement... |
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UpdateGestures(); |
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#endif |
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) |
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@ -1856,7 +1891,7 @@ static void PollInputEvents(void) |
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#elif defined(PLATFORM_ANDROID) |
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// Register previous keys states |
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for (int i = 0; i < 512; i++) previousButtonState[i] = currentButtonState[i]; |
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for (int i = 0; i < 128; i++) previousButtonState[i] = currentButtonState[i]; |
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// Poll Events (registered events) |
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// NOTE: Activity is paused if not enabled (appEnabled) |
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