move camera related things to camera.{h,c}

This commit is contained in:
Ivan Avdeev 2021-09-29 09:34:46 -07:00 committed by Ivan Avdeev
parent f14b01f195
commit 9a0fc7cdac
8 changed files with 199 additions and 185 deletions

159
ref_vk/camera.c Normal file
View File

@ -0,0 +1,159 @@
#include "camera.h"
#include "vk_common.h"
#include "vk_math.h"
#include "ref_params.h"
#include "pm_movevars.h"
vk_global_camera_t g_camera;
#define WORLDMODEL (gEngine.pfnGetModelByIndex( 1 ))
#define MOVEVARS (gEngine.pfnGetMoveVars())
static float R_GetFarClip( void )
{
if( WORLDMODEL /* FIXME VK && RI.drawWorld */ )
return MOVEVARS->zmax * 1.73f;
return 2048.0f;
}
static void R_SetupModelviewMatrix( matrix4x4 m )
{
Matrix4x4_CreateModelview( m );
Matrix4x4_ConcatRotate( m, -g_camera.viewangles[2], 1, 0, 0 );
Matrix4x4_ConcatRotate( m, -g_camera.viewangles[0], 0, 1, 0 );
Matrix4x4_ConcatRotate( m, -g_camera.viewangles[1], 0, 0, 1 );
Matrix4x4_ConcatTranslate( m, -g_camera.vieworg[0], -g_camera.vieworg[1], -g_camera.vieworg[2] );
}
static void R_SetupProjectionMatrix( matrix4x4 m )
{
float xMin, xMax, yMin, yMax, zNear, zFar;
/*
if( RI.drawOrtho )
{
const ref_overview_t *ov = gEngfuncs.GetOverviewParms();
Matrix4x4_CreateOrtho( m, ov->xLeft, ov->xRight, ov->yTop, ov->yBottom, ov->zNear, ov->zFar );
return;
}
*/
const float farClip = R_GetFarClip();
zNear = 4.0f;
zFar = Q_max( 256.0f, farClip );
yMax = zNear * tan( g_camera.fov_y * M_PI_F / 360.0f );
yMin = -yMax;
xMax = zNear * tan( g_camera.fov_x * M_PI_F / 360.0f );
xMin = -xMax;
Matrix4x4_CreateProjection( m, xMax, xMin, yMax, yMin, zNear, zFar );
}
// Analagous to R_SetupRefParams, R_SetupFrustum in GL/Soft renderers
void R_SetupCamera( const ref_viewpass_t *rvp )
{
/* FIXME VK unused?
RI.params = RP_NONE;
RI.drawWorld = FBitSet( rvp->flags, RF_DRAW_WORLD );
RI.onlyClientDraw = FBitSet( rvp->flags, RF_ONLY_CLIENTDRAW );
RI.farClip = 0;
if( !FBitSet( rvp->flags, RF_DRAW_CUBEMAP ))
RI.drawOrtho = FBitSet( rvp->flags, RF_DRAW_OVERVIEW );
else RI.drawOrtho = false;
*/
// setup viewport
g_camera.viewport[0] = rvp->viewport[0];
g_camera.viewport[1] = rvp->viewport[1];
g_camera.viewport[2] = rvp->viewport[2];
g_camera.viewport[3] = rvp->viewport[3];
// calc FOV
g_camera.fov_x = rvp->fov_x;
g_camera.fov_y = rvp->fov_y;
VectorCopy( rvp->vieworigin, g_camera.vieworg );
VectorCopy( rvp->viewangles, g_camera.viewangles );
// FIXME VK unused? VectorCopy( rvp->vieworigin, g_camera.pvsorigin );
#define RP_NORMALPASS() true // FIXME ???
if( RP_NORMALPASS() && ( gEngine.EngineGetParm( PARM_WATER_LEVEL, 0 ) >= 3 ))
{
g_camera.fov_x = atan( tan( DEG2RAD( g_camera.fov_x ) / 2 ) * ( 0.97f + sin( gpGlobals->time * 1.5f ) * 0.03f )) * 2 / (M_PI_F / 180.0f);
g_camera.fov_y = atan( tan( DEG2RAD( g_camera.fov_y ) / 2 ) * ( 1.03f - sin( gpGlobals->time * 1.5f ) * 0.03f )) * 2 / (M_PI_F / 180.0f);
}
// build the transformation matrix for the given view angles
AngleVectors( g_camera.viewangles, g_camera.vforward, g_camera.vright, g_camera.vup );
/* FIXME VK unused?
if( !r_lockfrustum->value )
{
VectorCopy( RI.vieworg, RI.cullorigin );
VectorCopy( RI.vforward, RI.cull_vforward );
VectorCopy( RI.vright, RI.cull_vright );
VectorCopy( RI.vup, RI.cull_vup );
}
*/
/* FIXME VK unused?
if( RI.drawOrtho )
GL_FrustumInitOrtho( &RI.frustum, ov->xLeft, ov->xRight, ov->yTop, ov->yBottom, ov->zNear, ov->zFar );
else GL_FrustumInitProj( &g_camera.frustum, 0.0f, R_GetFarClip(), g_camera.fov_x, g_camera.fov_y ); // NOTE: we ignore nearplane here (mirrors only)
*/
R_SetupProjectionMatrix( g_camera.projectionMatrix );
R_SetupModelviewMatrix( g_camera.modelviewMatrix );
Matrix4x4_Concat( g_camera.worldviewProjectionMatrix, g_camera.projectionMatrix, g_camera.modelviewMatrix );
}
int R_WorldToScreen( const vec3_t point, vec3_t screen )
{
matrix4x4 worldToScreen;
qboolean behind;
float w;
if( !point || !screen )
return true;
Matrix4x4_Copy( worldToScreen, g_camera.worldviewProjectionMatrix );
screen[0] = worldToScreen[0][0] * point[0] + worldToScreen[0][1] * point[1] + worldToScreen[0][2] * point[2] + worldToScreen[0][3];
screen[1] = worldToScreen[1][0] * point[0] + worldToScreen[1][1] * point[1] + worldToScreen[1][2] * point[2] + worldToScreen[1][3];
w = worldToScreen[3][0] * point[0] + worldToScreen[3][1] * point[1] + worldToScreen[3][2] * point[2] + worldToScreen[3][3];
screen[2] = 0.0f; // just so we have something valid here
if( w < 0.001f )
{
screen[0] *= 100000;
screen[1] *= 100000;
behind = true;
}
else
{
float invw = 1.0f / w;
screen[0] *= invw;
screen[1] *= invw;
behind = false;
}
return behind;
}
int TriWorldToScreen( const float *world, float *screen )
{
int retval;
retval = R_WorldToScreen( world, screen );
screen[0] = 0.5f * screen[0] * (float)g_camera.viewport[2];
screen[1] = -0.5f * screen[1] * (float)g_camera.viewport[3];
screen[0] += 0.5f * (float)g_camera.viewport[2];
screen[1] += 0.5f * (float)g_camera.viewport[3];
return retval;
}

33
ref_vk/camera.h Normal file
View File

@ -0,0 +1,33 @@
#pragma once
#include "xash3d_types.h"
typedef struct vk_global_camera_s {
vec3_t vieworg; // locked vieworigin
vec3_t viewangles;
vec3_t vforward;
vec3_t vright;
vec3_t vup;
float fov_x, fov_y; // current view fov
int viewport[4];
//gl_frustum_t frustum;
matrix4x4 objectMatrix; // currententity matrix
matrix4x4 worldviewMatrix; // modelview for world
matrix4x4 modelviewMatrix; // worldviewMatrix * objectMatrix
matrix4x4 projectionMatrix;
matrix4x4 worldviewProjectionMatrix; // worldviewMatrix * projectionMatrix
} vk_global_camera_t;
extern vk_global_camera_t g_camera;
struct ref_viewpass_s;
void R_SetupCamera( const struct ref_viewpass_s *rvp );
int R_WorldToScreen( const vec3_t point, vec3_t screen );
int TriWorldToScreen( const float *world, float *screen );

View File

@ -1,6 +1,6 @@
#include "vk_beams.h"
#include "vk_common.h"
#include "vk_global.h"
#include "camera.h"
#include "vk_render.h"
#include "vk_textures.h"
#include "vk_sprite.h"

View File

@ -1,25 +0,0 @@
#pragma once
#include "xash3d_types.h"
typedef struct vk_global_camera_s {
vec3_t vieworg; // locked vieworigin
vec3_t viewangles;
vec3_t vforward;
vec3_t vright;
vec3_t vup;
float fov_x, fov_y; // current view fov
int viewport[4];
//gl_frustum_t frustum;
matrix4x4 objectMatrix; // currententity matrix
matrix4x4 worldviewMatrix; // modelview for world
matrix4x4 modelviewMatrix; // worldviewMatrix * objectMatrix
matrix4x4 projectionMatrix;
matrix4x4 worldviewProjectionMatrix; // worldviewMatrix * projectionMatrix
} vk_global_camera_t;
extern vk_global_camera_t g_camera;

View File

@ -3,6 +3,7 @@
#include "xash3d_types.h"
#include "const.h"
#include "com_model.h"
#include <string.h>
#include "xash3d_mathlib.h"
void Matrix4x4_ToArrayFloatGL( const matrix4x4 in, float out[16] );

View File

@ -8,16 +8,15 @@
#include "vk_common.h"
#include "vk_core.h"
#include "vk_sprite.h"
#include "vk_global.h"
#include "vk_beams.h"
#include "vk_light.h"
#include "vk_rtx.h"
#include "vk_textures.h"
#include "camera.h"
#include "com_strings.h"
#include "ref_params.h"
#include "eiface.h"
#include "pm_movevars.h"
#include <stdlib.h> // qsort
#include <memory.h>
@ -37,8 +36,6 @@ static struct {
draw_list_t *draw_list;
} g_lists;
vk_global_camera_t g_camera;
void VK_SceneInit( void )
{
g_lists.draw_list = g_lists.draw_stack;
@ -269,51 +266,6 @@ void R_RenderScene( void )
PRINT_NOT_IMPLEMENTED();
}
#define WORLDMODEL (gEngine.pfnGetModelByIndex( 1 ))
#define MOVEVARS (gEngine.pfnGetMoveVars())
static float R_GetFarClip( void )
{
if( WORLDMODEL /* FIXME VK && RI.drawWorld */ )
return MOVEVARS->zmax * 1.73f;
return 2048.0f;
}
static void R_SetupProjectionMatrix( matrix4x4 m )
{
float xMin, xMax, yMin, yMax, zNear, zFar;
/*
if( RI.drawOrtho )
{
const ref_overview_t *ov = gEngfuncs.GetOverviewParms();
Matrix4x4_CreateOrtho( m, ov->xLeft, ov->xRight, ov->yTop, ov->yBottom, ov->zNear, ov->zFar );
return;
}
*/
const float farClip = R_GetFarClip();
zNear = 4.0f;
zFar = Q_max( 256.0f, farClip );
yMax = zNear * tan( g_camera.fov_y * M_PI_F / 360.0f );
yMin = -yMax;
xMax = zNear * tan( g_camera.fov_x * M_PI_F / 360.0f );
xMin = -xMax;
Matrix4x4_CreateProjection( m, xMax, xMin, yMax, yMin, zNear, zFar );
}
static void R_SetupModelviewMatrix( matrix4x4 m )
{
Matrix4x4_CreateModelview( m );
Matrix4x4_ConcatRotate( m, -g_camera.viewangles[2], 1, 0, 0 );
Matrix4x4_ConcatRotate( m, -g_camera.viewangles[0], 0, 1, 0 );
Matrix4x4_ConcatRotate( m, -g_camera.viewangles[1], 0, 0, 1 );
Matrix4x4_ConcatTranslate( m, -g_camera.vieworg[0], -g_camera.vieworg[1], -g_camera.vieworg[2] );
}
static void R_RotateForEntity( matrix4x4 out, const cl_entity_t *e )
{
float scale = 1.0f;
@ -522,65 +474,6 @@ int CL_FxBlend( cl_entity_t *e ) // FIXME do R_SetupFrustum: , vec3_t vforward )
return blend;
}
// Analagous to R_SetupRefParams, R_SetupFrustum in GL/Soft renderers
static void setupCamera( const ref_viewpass_t *rvp )
{
/* FIXME VK unused?
RI.params = RP_NONE;
RI.drawWorld = FBitSet( rvp->flags, RF_DRAW_WORLD );
RI.onlyClientDraw = FBitSet( rvp->flags, RF_ONLY_CLIENTDRAW );
RI.farClip = 0;
if( !FBitSet( rvp->flags, RF_DRAW_CUBEMAP ))
RI.drawOrtho = FBitSet( rvp->flags, RF_DRAW_OVERVIEW );
else RI.drawOrtho = false;
*/
// setup viewport
g_camera.viewport[0] = rvp->viewport[0];
g_camera.viewport[1] = rvp->viewport[1];
g_camera.viewport[2] = rvp->viewport[2];
g_camera.viewport[3] = rvp->viewport[3];
// calc FOV
g_camera.fov_x = rvp->fov_x;
g_camera.fov_y = rvp->fov_y;
VectorCopy( rvp->vieworigin, g_camera.vieworg );
VectorCopy( rvp->viewangles, g_camera.viewangles );
// FIXME VK unused? VectorCopy( rvp->vieworigin, g_camera.pvsorigin );
if( RP_NORMALPASS() && ( gEngine.EngineGetParm( PARM_WATER_LEVEL, 0 ) >= 3 ))
{
g_camera.fov_x = atan( tan( DEG2RAD( g_camera.fov_x ) / 2 ) * ( 0.97f + sin( gpGlobals->time * 1.5f ) * 0.03f )) * 2 / (M_PI_F / 180.0f);
g_camera.fov_y = atan( tan( DEG2RAD( g_camera.fov_y ) / 2 ) * ( 1.03f - sin( gpGlobals->time * 1.5f ) * 0.03f )) * 2 / (M_PI_F / 180.0f);
}
// build the transformation matrix for the given view angles
AngleVectors( g_camera.viewangles, g_camera.vforward, g_camera.vright, g_camera.vup );
/* FIXME VK unused?
if( !r_lockfrustum->value )
{
VectorCopy( RI.vieworg, RI.cullorigin );
VectorCopy( RI.vforward, RI.cull_vforward );
VectorCopy( RI.vright, RI.cull_vright );
VectorCopy( RI.vup, RI.cull_vup );
}
*/
/* FIXME VK unused?
if( RI.drawOrtho )
GL_FrustumInitOrtho( &RI.frustum, ov->xLeft, ov->xRight, ov->yTop, ov->yBottom, ov->zNear, ov->zFar );
else GL_FrustumInitProj( &g_camera.frustum, 0.0f, R_GetFarClip(), g_camera.fov_x, g_camera.fov_y ); // NOTE: we ignore nearplane here (mirrors only)
*/
R_SetupProjectionMatrix( g_camera.projectionMatrix );
R_SetupModelviewMatrix( g_camera.modelviewMatrix );
Matrix4x4_Concat( g_camera.worldviewProjectionMatrix, g_camera.projectionMatrix, g_camera.modelviewMatrix );
}
static void drawEntity( cl_entity_t *ent, int render_mode )
{
const model_t *mod = ent->model;
@ -655,10 +548,10 @@ void VK_SceneRender( const ref_viewpass_t *rvp )
int current_pipeline_index = kRenderNormal;
g_frametime = /*FIXME VK RP_NORMALPASS( )) ? */
gpGlobals->time - gpGlobals->oldtime
gpGlobals->time - gpGlobals->oldtime
/* FIXME VK : 0.f */;
setupCamera( rvp );
R_SetupCamera( rvp );
VK_RenderStateSetMatrixProjection( g_camera.projectionMatrix, g_camera.fov_y ); // FIXME why is this in degrees, not in radians? * M_PI_F / 360.0f );
VK_RenderStateSetMatrixView( g_camera.modelviewMatrix );
@ -718,53 +611,6 @@ void VK_SceneRender( const ref_viewpass_t *rvp )
VK_RenderDebugLabelEnd();
}
// FIXME better place?
int R_WorldToScreen( const vec3_t point, vec3_t screen )
{
matrix4x4 worldToScreen;
qboolean behind;
float w;
if( !point || !screen )
return true;
Matrix4x4_Copy( worldToScreen, g_camera.worldviewProjectionMatrix );
screen[0] = worldToScreen[0][0] * point[0] + worldToScreen[0][1] * point[1] + worldToScreen[0][2] * point[2] + worldToScreen[0][3];
screen[1] = worldToScreen[1][0] * point[0] + worldToScreen[1][1] * point[1] + worldToScreen[1][2] * point[2] + worldToScreen[1][3];
w = worldToScreen[3][0] * point[0] + worldToScreen[3][1] * point[1] + worldToScreen[3][2] * point[2] + worldToScreen[3][3];
screen[2] = 0.0f; // just so we have something valid here
if( w < 0.001f )
{
screen[0] *= 100000;
screen[1] *= 100000;
behind = true;
}
else
{
float invw = 1.0f / w;
screen[0] *= invw;
screen[1] *= invw;
behind = false;
}
return behind;
}
int TriWorldToScreen( const float *world, float *screen )
{
int retval;
retval = R_WorldToScreen( world, screen );
screen[0] = 0.5f * screen[0] * (float)g_camera.viewport[2];
screen[1] = -0.5f * screen[1] * (float)g_camera.viewport[3];
screen[0] += 0.5f * (float)g_camera.viewport[2];
screen[1] += 0.5f * (float)g_camera.viewport[3];
return retval;
}
/*
================
CL_AddCustomBeam

View File

@ -1,6 +1,6 @@
#include "vk_sprite.h"
#include "vk_textures.h"
#include "vk_global.h"
#include "camera.h"
#include "vk_render.h"
#include "vk_scene.h"

View File

@ -2,7 +2,7 @@
#include "vk_common.h"
#include "vk_textures.h"
#include "vk_render.h"
#include "vk_global.h"
#include "camera.h"
#include "xash3d_mathlib.h"
#include "const.h"