Example #1
0
void Lua_V2::WorldToScreen() {
	lua_Object xObj = lua_getparam(1);
	lua_Object yObj = lua_getparam(2);
	lua_Object zObj = lua_getparam(3);
	if (!lua_isnumber(xObj) || !lua_isnumber(yObj) || !lua_isnumber(zObj)) {
		lua_pushnumber(0.0);
		lua_pushnumber(0.0);
		return;
	}

	float x = lua_getnumber(xObj);
	float y = lua_getnumber(yObj);
	float z = lua_getnumber(zObj);
	Math::Vector3d pos = Math::Vector3d(x, y, z);

	const Set::Setup *setup = g_emi->getCurrSet()->getCurrSetup();
	const Math::Vector3d interest = setup->_interest;
	const float roll = setup->_roll;
	const Math::Quaternion quat = Math::Quaternion(interest.x(), interest.y(), interest.z(), roll);
	Math::Matrix4 view = quat.toMatrix();
	view.transpose();

	pos -= setup->_pos;
	pos = view.getRotation() * pos;
	pos.z() = -pos.z();

	Math::Matrix4 proj = GfxBase::makeProjMatrix(setup->_fov, setup->_nclip, setup->_fclip);
	proj.transpose();
	Math::Vector4d screen = proj * Math::Vector4d(pos.x(), pos.y(), pos.z(), 1.0);
	screen /= screen.w();

	lua_pushnumber((screen.x() + 1) * 320);
	lua_pushnumber((1 - screen.y()) * 240);
}
Example #2
0
void BaseRenderer::setupCameraPerspective(float pitch, float heading, float fov) {
	_projectionMatrix = makeProjectionMatrix(fov);
	_modelViewMatrix = Math::Matrix4(180.0f - heading, pitch, 0.0f, Math::EO_YXZ);

	Math::Matrix4 proj = _projectionMatrix;
	Math::Matrix4 model = _modelViewMatrix;
	proj.transpose();
	model.transpose();

	_mvpMatrix = proj * model;

	_frustum.setup(_mvpMatrix);

	_mvpMatrix.transpose();
}
void ShaderRenderer::setupCameraPerspective(float pitch, float heading, float fov) {
  // TODO: Find a correct and exact formula for the FOV
  GLfloat glFOV = 0.63 * fov; // Approximative and experimental formula
  if (fov > 79.0 && fov < 81.0)
    glFOV = 50.5; // Somewhat good value for fov == 80
  else if (fov > 59.0 && fov < 61.0)
    glFOV = 36.0; // Somewhat good value for fov == 60

  glViewport(0, kBottomBorderHeight, kOriginalWidth, kFrameHeight);

  const Math::Vector2d topLeft = Math::Vector2d(0, kBottomBorderHeight + kFrameHeight);
  const Math::Vector2d bottomRight = Math::Vector2d(kOriginalWidth, kBottomBorderHeight);
  _viewport = Math::Rect2d(topLeft, bottomRight);

  float nclip = 1.0, fclip = 10000.0;
  float aspect = _viewport.getWidth() / _viewport.getHeight();

  // taken from glm
  float range = nclip * tan(glFOV / 2 * (LOCAL_PI / 180));
  float left = -range * aspect;
  float right = range * aspect;
  float bottom = -range;
  float top = range;

  Math::Matrix4 proj;
  proj(0,0) = (2.0f * nclip) / (right - left);
  proj(1,1) = (2.0f * nclip) / (top - bottom);
  proj(2,0) = (right + left) / (right - left);
  proj(2,1) = 0.0f; // (top + bottom) / (top - bottom);
  proj(2,2) = -(fclip + nclip) / (fclip - nclip);
  proj(2,3) = -1.0f;
  proj(3,2) = -(2.0f * fclip * nclip) / (fclip - nclip);
  proj(3,3) = 0.0f;
  proj.transpose();

  Math::Matrix4 model = Math::Quaternion::fromEuler(180.0f - heading, pitch, 0.0f).toMatrix();
  model.transpose();

  _mvpMatrix = proj * model;
  _mvpMatrix.transpose();
}
Example #4
0
void OpenGLSPropRenderer::render(const Math::Vector3d position, float direction) {
	if (_faceVBO == -1) {
		// Update the OpenGL Buffer Objects if required
		clearVertices();
		uploadVertices();
	}

	_gfx->set3DMode();

	Math::Matrix4 model = getModelMatrix(position, direction);
	Math::Matrix4 view = StarkScene->getViewMatrix();
	Math::Matrix4 projection = StarkScene->getProjectionMatrix();

	Math::Matrix4 mvp = projection * view * model;
	mvp.transpose();

	_shader->use(true);
	_shader->setUniform("mvp", mvp);

	const Common::Array<Formats::BiffMesh::Face> &faces = _model->getFaces();
	const Common::Array<Formats::BiffMesh::Material> &materials = _model->getMaterials();

	for (Common::Array<Formats::BiffMesh::Face>::const_iterator face = faces.begin(); face != faces.end(); ++face) {
		const Formats::BiffMesh::Material &material = materials[face->materialId];

		// For each face draw its vertices from the VBO, indexed by the EBO
		const Gfx::Texture *tex = _texture->getTexture(material.texture);
		if (tex) {
			tex->bind();
		} else {
			glBindTexture(GL_TEXTURE_2D, 0);
		}

		GLuint ebo = _faceEBO[face];

		_shader->enableVertexAttribute("position", _faceVBO, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 0);
		_shader->enableVertexAttribute("normal", _faceVBO, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 12);
		_shader->enableVertexAttribute("texcoord", _faceVBO, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 24);
		_shader->use(true);
		_shader->setUniform("textured", tex != nullptr);
		_shader->setUniform("color", Math::Vector3d(material.r, material.g, material.b));

		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
		glDrawElements(GL_TRIANGLES, face->vertexIndices.size(), GL_UNSIGNED_INT, 0);

		glUseProgram(0);
	}
}