diff --git a/source/engine/3d/model.c b/source/engine/3d/model.c index cc27d19..67c14d8 100644 --- a/source/engine/3d/model.c +++ b/source/engine/3d/model.c @@ -173,7 +173,9 @@ struct model *MakeModel(const char *path) { .type = SG_BUFFERTYPE_INDEXBUFFER}); } - if (primitive.material->has_pbr_metallic_roughness) {// && primitive.material->pbr_metallic_roughness.base_color_texture.texture) { + struct cgltf_material *mat = primitive.material; + + if (mat && primitive.material->has_pbr_metallic_roughness) { cgltf_image *img = primitive.material->pbr_metallic_roughness.base_color_texture.texture->image; if (img->buffer_view) { cgltf_buffer_view *buf = img->buffer_view; @@ -281,13 +283,14 @@ struct model *MakeModel(const char *path) { return model; } -HMM_Vec3 eye = {50,10,5}; +/* eye position */ +HMM_Vec3 eye = {0,0,100}; void draw_model(struct model *model, HMM_Mat4 amodel) { - HMM_Mat4 proj = HMM_Perspective_RH_ZO(45, (float)mainwin.width / mainwin.height, 0.1, 10000); + HMM_Mat4 proj = projection;//HMM_Perspective_RH_ZO(45, (float)mainwin.width / mainwin.height, 0.1, 10000); HMM_Vec3 center = {0.f, 0.f, 0.f}; HMM_Vec3 up = {0.f, 1.f, 0.f}; - HMM_Mat4 view = HMM_LookAt_RH(eye, center, up); + HMM_Mat4 view = HMM_LookAt_RH(eye, center, vUP); HMM_Mat4 vp = HMM_MulM4(proj, view); HMM_Mat4 mvp = HMM_MulM4(vp, amodel); @@ -322,15 +325,8 @@ void draw_drawmodel(struct drawmodel *dm) { if (!dm->model) return; struct gameobject *go = id2go(dm->go); - cpVect pos = cpBodyGetPosition(go->body); - HMM_Mat4 scale = HMM_Scale(id2go(dm->go)->scale); - HMM_Mat4 trans = HMM_M4D(1.f); - trans.Elements[3][2] = -pos.x; - trans.Elements[3][1] = pos.y; - HMM_Mat4 rot = HMM_Rotate_RH(cpBodyGetAngle(go->body), vUP); - /* model matrix = trans * rot * scale */ - - draw_model(dm->model, HMM_MulM4(trans, HMM_MulM4(rot, scale))); + HMM_Mat4 rst = m4_rst(go2t3(go)); + draw_model(dm->model, rst); } void free_drawmodel(struct drawmodel *dm) diff --git a/source/engine/gameobject.c b/source/engine/gameobject.c index 7bcb0a4..c16450d 100644 --- a/source/engine/gameobject.c +++ b/source/engine/gameobject.c @@ -100,6 +100,60 @@ HMM_Mat3 transform2d2mat(transform2d t) return HMM_MulM3(mt_t(t), HMM_MulM3(mt_r(t), mt_s(t))); } +transform3d mat2transform3d(HMM_Mat4 mat) +{ + +} + +transform3d go2t3(gameobject *go) +{ + transform3d t; + HMM_Vec2 p = go2pos(go); + t.pos.Y = p.Y; + t.pos.X = p.X; + t.scale = go->scale; + t.scale.Z = go->scale.X; + t.rotation = HMM_QFromAxisAngle_RH(vFWD, go2angle(go)); + t.rotation = HMM_MulQ(HMM_QFromAxisAngle_RH(vRIGHT, -t.pos.Y/70), t.rotation); + t.rotation = HMM_MulQ(HMM_QFromAxisAngle_RH(vUP, t.pos.X/70), t.rotation); + return t; +} + +HMM_Mat4 m4_t(transform3d t) +{ + return HMM_Translate(t.pos); +} + +HMM_Mat4 m4_s(transform3d t) +{ + return HMM_Scale(t.scale); +} + +HMM_Mat4 m4_r(transform3d t) +{ + return HMM_QToM4(t.rotation); +} + +HMM_Mat4 m4_st(transform3d t) +{ + return HMM_MulM4(m4_t(t), m4_s(t)); +} + +HMM_Mat4 m4_rt(transform3d t) +{ + return HMM_MulM4(m4_t(t), m4_r(t)); +} + +HMM_Mat4 m4_rst(transform3d t) +{ + return HMM_MulM4(m4_st(t), m4_r(t)); +} + +HMM_Mat4 transform3d2mat(transform3d t) +{ + return m4_rst(t); +} + HMM_Mat3 mt_rst(transform2d t) { return transform2d2mat(t); diff --git a/source/engine/gameobject.h b/source/engine/gameobject.h index 6c6f691..43b2802 100644 --- a/source/engine/gameobject.h +++ b/source/engine/gameobject.h @@ -22,6 +22,21 @@ typedef struct transform2d { transform2d mat2transform2d(HMM_Mat3 mat); HMM_Mat3 transform2d2mat(transform2d t); +typedef struct transform3d { + HMM_Vec3 pos; + HMM_Vec3 scale; + HMM_Quat rotation; +} transform3d; + +transform3d mat2transform3d(HMM_Mat4 mat); +HMM_Mat4 transform3d2mat(transform3d t); +HMM_Mat4 m4_t(transform3d t); +HMM_Mat4 m4_s(transform3d t); +HMM_Mat4 m4_r(transform3d t); +HMM_Mat4 m4_rt(transform3d t); +HMM_Mat4 m4_st(transform3d t); +HMM_Mat4 m4_rst(transform3d t); + typedef struct gameobject { cpBodyType bodytype; int next; @@ -61,6 +76,7 @@ void gameobject_set_sensor(int id, int sensor); HMM_Vec2 go2pos(struct gameobject *go); float go2angle(struct gameobject *go); transform2d go2t(gameobject *go); +transform3d go2t3(gameobject *go); HMM_Vec2 go2world(struct gameobject *go, HMM_Vec2 pos); HMM_Vec2 world2go(struct gameobject *go, HMM_Vec2 pos); diff --git a/source/engine/render.c b/source/engine/render.c index dc33c8a..215351e 100644 --- a/source/engine/render.c +++ b/source/engine/render.c @@ -497,7 +497,7 @@ void full_2d_pass(struct window *window) pos.x - zoom * window->rwidth / 2, pos.x + zoom * window->rwidth / 2, pos.y - zoom * window->rheight / 2, - pos.y + zoom * window->rheight / 2, -1.f, 1.f); + pos.y + zoom * window->rheight / 2, -1000.f, 1000.f); hudproj = HMM_Orthographic_LH_ZO(0, window->rwidth, 0, window->rheight, -1.f, 1.f); @@ -528,8 +528,8 @@ void full_3d_pass(struct window *window) model = HMM_MulM4(model, HMM_Scale((HMM_Vec3){scale,scale,scale})); // Shadow pass - sg_begin_pass(sg_shadow.pass, &sg_shadow.pass_action); - sg_apply_pipeline(sg_shadow.pipe); +// sg_begin_pass(sg_shadow.pass, &sg_shadow.pass_action); +// sg_apply_pipeline(sg_shadow.pipe); HMM_Mat4 light_proj = HMM_Orthographic_RH_ZO(-100.f, 100.f, -100.f, 100.f, 1.f, 100.f); HMM_Mat4 light_view = HMM_LookAt_RH(dirl_pos, (HMM_Vec3){0,0,0}, (HMM_Vec3){0,1,0});