Esempio n. 1
0
void Renderer::setupProjection(ALLEGRO_TRANSFORM *m)
{
   int dw = al_get_display_width(dpy_);
   int dh = al_get_display_height(dpy_);
//   al_perspective_transform(m, -180 * dw / dh, -180, 1,
//      180 * dw / dh, 180, 1000);
//	al_perspective_transform(m, -500, -500, 1,
//      500, 500, 10000);

	double zNear = 0.5, zFar = 1000.0, fov = 90.0, aspect = dw / dh;

	double left, right;
	double bottom, top;
	top = tan (fov*ALLEGRO_PI/360.0)*zNear;
	bottom = -top;
	left = aspect*bottom;
	right = aspect*top;

	//NBT_Debug("rect: %f %f %f %f", left, top, right, bottom);

	al_perspective_transform(m, left, top, zNear,
      right, bottom, zFar);

   al_set_projection_transform(dpy_, m);
}
Esempio n. 2
0
File: camera.c Progetto: bjorndm/ekq
/** Updates the camera. */
Camera * camera_update(Camera * self, double dt) {
   
   ALLEGRO_DISPLAY *display = al_get_current_display();
   double dw = al_get_display_width(display);
   double dh = al_get_display_height(display);

   
   double  f = tan(self->field_of_view / 2.0);
   
   /* Set up orthograĥic transform for UI, etc. */
   al_identity_transform(&self->orthographic_transform);
   al_orthographic_transform(&self->orthographic_transform, 0, 0, -1, dw, dh, 1000);
  
   /* Perspective transform for the main screen 3D view. */
   al_identity_transform(&self->perspective_transform);
   /* Back up camera a bit. */
   /* Set up a nice 3D view. */
   al_translate_transform_3d(&self->perspective_transform, 0, 0, -1);
   al_perspective_transform(&self->perspective_transform, 
      -1 * dw / dh * f, f, 1, f * dw / dh, -f, 1000);
 
  /*  al_perspective_transform(&projection, -1 * dw / dh * f, f,
      1,
      f * dw / dh, -f, 1000);
  */
  /* Set up the camera's position and view transform. */
  /*  al_build_camera_transform(&self->camera_transform, 
      self->position.x, self->position.y, self->position.z,
      self->look.x    , self->look.y    , self->look.z    ,
      self->up.x      , self->up.y      , self->up.z      );
     
  */  
  
  al_identity_transform(&self->camera_transform);

  al_translate_transform_3d(&self->camera_transform, 
      self->position.x, self->position.y, self->position.z);
  
  al_rotate_transform_3d(&self->camera_transform, 0, -1, 0, self->alpha); 
  al_rotate_transform_3d(&self->camera_transform, -1, 0, 0, self->theta); 

  
  /* Finally move at the set speed. */
  self->position = vec3d_add(self->position, vec3d_mul(self->speed, dt));
  return self;
 }
Esempio n. 3
0
	void setup_projection()
	{
		// setup the render settings
		al_set_render_state(ALLEGRO_DEPTH_TEST, 1);
		al_set_render_state(ALLEGRO_WRITE_MASK, ALLEGRO_MASK_DEPTH | ALLEGRO_MASK_RGBA);
		al_clear_depth_buffer(1);


		ALLEGRO_TRANSFORM t;

		camera.reverse_position_transform(&t);
	
		float aspect_ratio = (float)al_get_bitmap_height(backbuffer_sub_bitmap) / al_get_bitmap_width(backbuffer_sub_bitmap);
		al_perspective_transform(&t, -1, aspect_ratio, 1, 1, -aspect_ratio, 1000);

		//al_set_target_bitmap(backbuffer_sub_bitmap); << I don't think this is necessairy, it also occours just prior to this function
		al_use_projection_transform(&t);
	}
 void set_projection(ALLEGRO_BITMAP *bitmap, ALLEGRO_TRANSFORM *t)
 {
    float aspect_ratio = (float)al_get_bitmap_height(bitmap) / al_get_bitmap_width(bitmap);
    al_perspective_transform(t, -1, aspect_ratio, 1, 1, -aspect_ratio, 100);
    al_use_projection_transform(t);
 }
Esempio n. 5
0
File: al3d.c Progetto: bjorndm/ekq
int main(void) {
  ALLEGRO_VERTEX        v[8];
  ALLEGRO_DISPLAY     * display;
  ALLEGRO_TRANSFORM     perst;
  ALLEGRO_TRANSFORM     camt;
  ALLEGRO_BITMAP      * texture, * texture2;
  ALLEGRO_EVENT_QUEUE * queue;
  ALLEGRO_EVENT         event;
  ALLEGRO_FONT        * font;
  int                   busy  = 1;
  float                 cx    = 0;
  float                 cy    = -2; // 128;
  float                 cz    = 0;
  int                   face  = 0; 
  int                   hori  = 0;
  float                 angle = 0;
  float                 theta = 0;  
  float                 near  = 2;
  float                 far   = 8192;
  float                 zoom  = 1;
  float                 scale = 1.0;
  float                 us    = 20; 
  float                 ratio = 480.0 / 640.0;
  al_init();  
  al_init_image_addon();
  al_init_font_addon();
  al_install_keyboard();
  font  = al_create_builtin_font();
  
  queue = al_create_event_queue();  
  al_set_new_display_option(ALLEGRO_DEPTH_SIZE, 16, ALLEGRO_SUGGEST);
  
  display  = al_create_display(640, 480);
  al_register_event_source(queue, al_get_keyboard_event_source());  
  texture  = al_load_bitmap("tile_1.png");
  texture2 = al_load_bitmap("tile_2.png");
  
  /* Allegro coordinates: +Y is down, +X is to the right, 
   * and +Z comes "out of" the screen.
   * 
   */
  
  
  while (busy) {
    init_vertex(v+0,   0,   0,   0,   0,   0, 1, 0, 0, 1);
    init_vertex(v+1,   0,   0,  us,   0, 256, 0, 1, 0, 1);
    init_vertex(v+2,  us,   0,  us, 256, 256, 0, 0, 1, 1);
    init_vertex(v+3,  us,   0,   0, 256,   0, 1, 1, 0, 1);
    init_vertex(v+4,  us, -us,   0, 256, 256, 1, 0, 1, 1);
    init_vertex(v+5,   0, -us,   0, 256,   0, 0, 1, 1, 1); 
    init_vertex(v+6,   0, -us,  us, 256, 256, 0, 0, 0, 1); 
    init_vertex(v+7,   0,   0,  us,   0, 256, 1, 1, 1, 1); 
  
  
    al_identity_transform(&camt);
    al_scale_transform_3d(&camt, scale, scale, scale);
    al_translate_transform_3d(&camt, cx, cy, cz);
  
    angle = face * 0.125 * ALLEGRO_PI;
    al_rotate_transform_3d(&camt, 0, -1, 0, angle); 
    theta = hori * 0.125 * ALLEGRO_PI;
    al_rotate_transform_3d(&camt, -1, 0, 0, theta); 
    
    al_use_transform(&camt);
    // al_set_projection_transform(display, &perst);

  
    al_clear_to_color(al_map_rgb_f(0.75, 0.75, 0.95));
    al_set_render_state(ALLEGRO_DEPTH_TEST, 1);
    al_clear_depth_buffer(far);

    
    
    al_identity_transform(&perst);
    al_perspective_transform(&perst, -1, ratio, near, 
                                      1,  -ratio, far);
    al_use_projection_transform(&perst);

    al_draw_filled_rectangle(0, 0, 4, 5, al_map_rgb_f(0, 0.25, 0.25));
    
        
    al_draw_prim(v, NULL, texture, 0, 8, ALLEGRO_PRIM_TRIANGLE_FAN);
    
    draw_textured_colored_rectangle_3d(0 , -us, 0, us, us, 0, 
                                       1.0, 1.0, texture2, al_map_rgb_f(1,1,1));
    
    draw_textured_colored_rectangle_3d(0 , -us, 0, 0, us, us, 
                                       1.0, 1.0, texture2, al_map_rgb_f(1,1,1));

    draw_textured_colored_rectangle_3d(0 , 0, 0, us, 0, us,
                                       1.0, 1.0, texture2, al_map_rgb_f(1,1,1));
     
    
    al_identity_transform(&perst);
    al_orthographic_transform(&perst, 0, 0, -1.0, 640, 480, 1.0);
 
    al_identity_transform(&camt);
    al_use_projection_transform(&perst);
    al_use_transform(&camt);
    al_draw_filled_rectangle(111, 22, 133, 44, al_map_rgb_f(0.25, 0.25, 0));

    
    al_draw_multiline_textf(font, al_map_rgb_f(1,1,1), 10, 10, 620, 0, 0,
      "Coords: (%f %f %f)\nAngle: (%f %f)\nView: [%f %f %f %f]\nScale: %f", 
               cx, cy, cz,        angle, theta,   near, far, zoom, scale); 
    
    
    
    al_flip_display();  
    al_wait_for_event(queue, &event);
    
    if (event.type == ALLEGRO_EVENT_KEY_DOWN) { 
      switch (event.keyboard.keycode) {
        case ALLEGRO_KEY_RIGHT:
          cx += 8;
          break;

        case ALLEGRO_KEY_LEFT:
          cx -= 8;
          break;
          
        case ALLEGRO_KEY_UP:
          cy += 8;
          break;
          
        case ALLEGRO_KEY_DOWN:
          cy -= 8;
          break;  
        
        case ALLEGRO_KEY_HOME:
          cz += 8;
          break;
          
        case ALLEGRO_KEY_END:
          cz -= 8;
          break;  
          
        case ALLEGRO_KEY_R:
          face++;
          break;
      
        case ALLEGRO_KEY_L:
          face--;
          break;
          
        case ALLEGRO_KEY_H:
          hori++;
          break;
      
        case ALLEGRO_KEY_G:
          hori--;
          break;
  
          
        case ALLEGRO_KEY_N:
          near *= 2.0;
          break;
          
        case ALLEGRO_KEY_M:
          near /= 2.0;
          break;

        case ALLEGRO_KEY_F:
          far += 64;
          break;
          
        case ALLEGRO_KEY_V:
          far -= 64;
          break;
        
        case ALLEGRO_KEY_Z:
          zoom *= 2.0f;
          break;
          
        case ALLEGRO_KEY_S:
          zoom /= 2.0f;
          break;
        
        case ALLEGRO_KEY_A:
          scale *= 2.0f;
          break;
          
        case ALLEGRO_KEY_Q:
          scale /= 2.0f;
          break;
          
        case ALLEGRO_KEY_ESCAPE:
          busy = 0 ;
          break;
  
        default:
          break;
      }
    }
  }
  
  al_destroy_bitmap(texture);
  al_destroy_bitmap(texture2);
  
  
  return 0;  
}