mirror of
https://github.com/w23/xash3d-fwgs
synced 2024-12-14 21:20:26 +01:00
161 lines
4.7 KiB
C
161 lines
4.7 KiB
C
#include "camera.h"
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#include "vk_common.h"
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#include "vk_math.h"
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#include "ref_params.h"
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#include "pm_movevars.h"
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vk_global_camera_t g_camera;
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#define WORLDMODEL (gEngine.pfnGetModelByIndex( 1 ))
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#define MOVEVARS (gEngine.pfnGetMoveVars())
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static float R_GetFarClip( void )
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{
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if( WORLDMODEL /* FIXME VK && RI.drawWorld */ )
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return MOVEVARS->zmax * 1.73f;
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return 2048.0f;
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}
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static void R_SetupModelviewMatrix( matrix4x4 m )
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{
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Matrix4x4_CreateModelview( m );
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Matrix4x4_ConcatRotate( m, -g_camera.viewangles[2], 1, 0, 0 );
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Matrix4x4_ConcatRotate( m, -g_camera.viewangles[0], 0, 1, 0 );
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Matrix4x4_ConcatRotate( m, -g_camera.viewangles[1], 0, 0, 1 );
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Matrix4x4_ConcatTranslate( m, -g_camera.vieworg[0], -g_camera.vieworg[1], -g_camera.vieworg[2] );
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}
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static void R_SetupProjectionMatrix( matrix4x4 m )
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{
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float xMin, xMax, yMin, yMax, zNear, zFar;
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/*
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if( RI.drawOrtho )
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{
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const ref_overview_t *ov = gEngfuncs.GetOverviewParms();
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Matrix4x4_CreateOrtho( m, ov->xLeft, ov->xRight, ov->yTop, ov->yBottom, ov->zNear, ov->zFar );
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return;
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}
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*/
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const float farClip = R_GetFarClip();
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zNear = 4.0f;
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zFar = Q_max( 256.0f, farClip );
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yMax = zNear * tan( g_camera.fov_y * M_PI_F / 360.0f );
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yMin = -yMax;
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xMax = zNear * tan( g_camera.fov_x * M_PI_F / 360.0f );
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xMin = -xMax;
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Matrix4x4_CreateProjection( m, xMax, xMin, yMax, yMin, zNear, zFar );
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}
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// Analagous to R_SetupRefParams, R_SetupFrustum in GL/Soft renderers
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void R_SetupCamera( const ref_viewpass_t *rvp )
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{
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/* FIXME VK unused?
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RI.params = RP_NONE;
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RI.drawWorld = FBitSet( rvp->flags, RF_DRAW_WORLD );
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RI.onlyClientDraw = FBitSet( rvp->flags, RF_ONLY_CLIENTDRAW );
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RI.farClip = 0;
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if( !FBitSet( rvp->flags, RF_DRAW_CUBEMAP ))
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RI.drawOrtho = FBitSet( rvp->flags, RF_DRAW_OVERVIEW );
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else RI.drawOrtho = false;
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*/
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// setup viewport
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g_camera.viewport[0] = rvp->viewport[0];
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g_camera.viewport[1] = rvp->viewport[1];
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g_camera.viewport[2] = rvp->viewport[2];
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g_camera.viewport[3] = rvp->viewport[3];
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// calc FOV
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g_camera.fov_x = rvp->fov_x;
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g_camera.fov_y = rvp->fov_y;
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VectorCopy( rvp->vieworigin, g_camera.vieworg );
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VectorCopy( rvp->viewangles, g_camera.viewangles );
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// FIXME VK unused? VectorCopy( rvp->vieworigin, g_camera.pvsorigin );
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#define RP_NORMALPASS() true // FIXME ???
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if( RP_NORMALPASS() && ( gEngine.EngineGetParm( PARM_WATER_LEVEL, 0 ) >= 3 ))
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{
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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);
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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);
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}
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// build the transformation matrix for the given view angles
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AngleVectors( g_camera.viewangles, g_camera.vforward, g_camera.vright, g_camera.vup );
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/* FIXME VK unused?
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if( !r_lockfrustum->value )
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{
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VectorCopy( RI.vieworg, RI.cullorigin );
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VectorCopy( RI.vforward, RI.cull_vforward );
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VectorCopy( RI.vright, RI.cull_vright );
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VectorCopy( RI.vup, RI.cull_vup );
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}
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*/
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/* FIXME VK unused?
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if( RI.drawOrtho )
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GL_FrustumInitOrtho( &RI.frustum, ov->xLeft, ov->xRight, ov->yTop, ov->yBottom, ov->zNear, ov->zFar );
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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)
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*/
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R_SetupProjectionMatrix( g_camera.projectionMatrix );
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R_SetupModelviewMatrix( g_camera.modelviewMatrix );
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Matrix4x4_Concat( g_camera.worldviewProjectionMatrix, g_camera.projectionMatrix, g_camera.modelviewMatrix );
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}
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int R_WorldToScreen( const vec3_t point, vec3_t screen )
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{
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matrix4x4 worldToScreen;
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qboolean behind;
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float w;
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if( !point || !screen )
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return true;
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Matrix4x4_Copy( worldToScreen, g_camera.worldviewProjectionMatrix );
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screen[0] = worldToScreen[0][0] * point[0] + worldToScreen[0][1] * point[1] + worldToScreen[0][2] * point[2] + worldToScreen[0][3];
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screen[1] = worldToScreen[1][0] * point[0] + worldToScreen[1][1] * point[1] + worldToScreen[1][2] * point[2] + worldToScreen[1][3];
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w = worldToScreen[3][0] * point[0] + worldToScreen[3][1] * point[1] + worldToScreen[3][2] * point[2] + worldToScreen[3][3];
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screen[2] = 0.0f; // just so we have something valid here
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if( w < 0.001f )
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{
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screen[0] *= 100000;
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screen[1] *= 100000;
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behind = true;
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}
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else
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{
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float invw = 1.0f / w;
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screen[0] *= invw;
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screen[1] *= invw;
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behind = false;
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}
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return behind;
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}
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int TriWorldToScreen( const float *world, float *screen )
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{
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int retval;
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retval = R_WorldToScreen( world, screen );
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screen[0] = 0.5f * screen[0] * (float)g_camera.viewport[2];
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screen[1] = -0.5f * screen[1] * (float)g_camera.viewport[3];
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screen[0] += 0.5f * (float)g_camera.viewport[2];
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screen[1] += 0.5f * (float)g_camera.viewport[3];
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return retval;
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}
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