Files
fs2open.github.com/code/render/3dsetup.cpp
T
asarium 4c1ed2f66a Move graphics matrix handling out of OpenGL code
All transformations are now handled by shaders so there is nothing
special going on in the graphics API specific code anymore. Since model
uniform buffers require access to these matrices I moved the matrix
handling out of the graphics API code.
2017-09-05 12:36:32 +02:00

365 lines
8.0 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "graphics/2d.h" // Needed for w,h,aspect of canvas
#include "graphics/matrix.h"
#include "graphics/tmapper.h"
#include "lighting/lighting.h"
#include "render/3dinternal.h"
matrix View_matrix; // The matrix to convert local coordinates to screen
vec3d View_position; // The offset to convert local coordinates to screen
matrix Unscaled_matrix; // View_matrix before scaling
matrix Light_matrix; // Used to rotate world points into current local coordinates
vec3d Light_base; // Used to rotate world points into current local coordinates
matrix Eye_matrix; // Where the viewer's eye is pointing in World coordinates
vec3d Eye_position; // Where the viewer's eye is at in World coordinates
float Eye_fov; // What the viewer's FOV is
float View_zoom; // The zoom factor
float Proj_fov; // The fov (for HTL projection matrix)
vec3d Window_scale; // Scaling for window aspect
vec3d Matrix_scale; // How the matrix is scaled, window_scale * zoom
int Canvas_width; // The actual width
int Canvas_height; // The actual height
float Canv_w2; // Canvas_width / 2
float Canv_h2; // Canvas_height / 2
vec3d Object_position;
matrix Object_matrix; // Where the opject is pointing in World coordinates
#define MAX_INSTANCE_DEPTH 10
struct instance_context {
matrix m;
vec3d p;
matrix lm;
vec3d lb;
matrix om;
vec3d op;
} instance_stack[MAX_INSTANCE_DEPTH];
int instance_depth = 0;
int G3_count = 0;
int G3_frame_count = 0;
/**
* Check if in frame
*/
int g3_in_frame()
{
return G3_count;
}
/**
* Start the frame
* Pass true for zbuffer_flag to turn on zbuffering
*/
void g3_start_frame_func(int zbuffer_flag, const char *filename, int lineno)
{
float s;
int width, height;
float aspect;
Assert( G3_count == 0 );
G3_count++;
// Get the values from the 2d...
width = gr_screen.clip_width;
height = gr_screen.clip_height;
aspect = gr_screen.aspect;
//set int w,h & fixed-point w,h/2
Canvas_width = width;
Canv_w2 = (float)width / 2.0f;
Canvas_height = height;
Canv_h2 = (float)height / 2.0f;
//compute aspect ratio for this canvas
s = aspect*(float)Canvas_height/(float)Canvas_width;
Window_scale.xyz.x = s;
Window_scale.xyz.y = 1.0f;
Window_scale.xyz.z = 1.0f; //always 1
init_free_points();
if (zbuffer_flag) {
gr_zbuffer_clear(TRUE);
} else {
gr_zbuffer_clear(FALSE);
}
G3_frame_count++;
}
/**
* This doesn't do anything, but is here for completeness
*/
void g3_end_frame_func(const char *filename, int lineno)
{
G3_count--;
Assert( G3_count == 0 );
free_point_num = 0;
}
void scale_matrix(void);
void g3_set_view(camera *cam)
{
vec3d pos;
matrix ori;
cam->get_info(&pos, &ori);
if(Sexp_fov <= 0.0f)
g3_set_view_matrix(&pos, &ori, cam->get_fov());
else
g3_set_view_matrix(&pos, &ori, Sexp_fov);
}
/**
* Set view from x,y,z, viewer matrix, and zoom. Must call one of g3_set_view_*()
*/
void g3_set_view_matrix(const vec3d *view_pos, const matrix *view_matrix, float zoom)
{
Assert( G3_count == 1 );
View_zoom = zoom;
View_position = *view_pos;
View_matrix = *view_matrix;
Proj_fov = 1.39626348f * View_zoom;
Eye_matrix = View_matrix;
Eye_position = *view_pos;
Eye_fov = zoom;
scale_matrix();
Light_matrix = vmd_identity_matrix;
Light_base.xyz.x = 0.0f;
Light_base.xyz.y = 0.0f;
Light_base.xyz.z = 0.0f;
vm_vec_zero(&Object_position);
Object_matrix = vmd_identity_matrix;
}
/**
* Set view from x,y,z & p,b,h, zoom. Must call one of g3_set_view_*()
*/
void g3_set_view_angles(const vec3d *view_pos, const angles *view_orient, float zoom)
{
matrix tmp;
Assert( G3_count == 1 );
vm_angles_2_matrix(&tmp,view_orient);
g3_set_view_matrix(view_pos,&tmp,zoom);
}
/**
* Performs aspect scaling on global view matrix
*/
void scale_matrix(void)
{
Unscaled_matrix = View_matrix; //so we can use unscaled if we want
Matrix_scale = Window_scale;
float s = 1.0f / tanf(Proj_fov * 0.5f);
Matrix_scale.xyz.x *= s;
Matrix_scale.xyz.y *= s;
//now scale matrix elements
vm_vec_scale(&View_matrix.vec.rvec,Matrix_scale.xyz.x );
vm_vec_scale(&View_matrix.vec.uvec,Matrix_scale.xyz.y );
vm_vec_scale(&View_matrix.vec.fvec,Matrix_scale.xyz.z );
}
ubyte g3_rotate_vertex_popped(vertex *dest, const vec3d *src)
{
vec3d tempv;
Assert( G3_count == 1 );
Assert( instance_depth > 0 );
vm_vec_sub(&tempv,src,&instance_stack[0].p);
vm_vec_rotate( &dest->world, &tempv, &instance_stack[0].m );
dest->flags = 0; //not projected
return g3_code_vertex(dest);
}
/**
* nstance at specified point with specified orientation
*
* if matrix==NULL, don't modify matrix. This will be like doing an offset
* if pos==NULL, no position change
*/
void g3_start_instance_matrix(const vec3d *pos, const matrix *orient, bool set_api)
{
vec3d tempv;
matrix tempm,tempm2;
Assert( G3_count == 1 );
Assert(instance_depth<MAX_INSTANCE_DEPTH);
instance_stack[instance_depth].m = View_matrix;
instance_stack[instance_depth].p = View_position;
instance_stack[instance_depth].lm = Light_matrix;
instance_stack[instance_depth].lb = Light_base;
instance_stack[instance_depth].om = Object_matrix;
instance_stack[instance_depth].op = Object_position;
instance_depth++;
// Make sure orient is valid
if (!orient) {
orient = &vmd_identity_matrix; // Assume no change in orient
}
if ( pos ) {
//step 1: subtract object position from view position
vm_vec_sub2(&View_position,pos);
//step 2: rotate view vector through object matrix
vm_vec_rotate(&tempv,&View_position,orient);
View_position = tempv;
vm_vec_unrotate(&tempv,pos,&Object_matrix);
vm_vec_add2(&Object_position, &tempv);
} else {
// No movement, leave View_position alone
}
//step 3: rotate object matrix through view_matrix (vm = ob * vm)
vm_copy_transpose(&tempm2,orient);
vm_matrix_x_matrix(&tempm,&tempm2,&View_matrix);
View_matrix = tempm;
vm_matrix_x_matrix(&Object_matrix,&instance_stack[instance_depth-1].om,orient);
// Update the lighting matrix
matrix saved_orient = Light_matrix;
vec3d saved_base = Light_base;
if ( pos ) {
vm_vec_unrotate(&Light_base,pos,&saved_orient );
vm_vec_add2(&Light_base, &saved_base );
} else {
// No movement, light_base doesn't change.
}
vm_matrix_x_matrix(&Light_matrix,&saved_orient, orient);
if(set_api)
gr_start_instance_matrix(pos, orient);
}
void g3_start_instance_matrix(const matrix4 *transform, bool set_api)
{
matrix orient;
vec3d pos;
vm_matrix4_get_orientation(&orient, (matrix4*)transform);
vm_matrix4_get_offset(&pos, (matrix4*)transform);
g3_start_instance_matrix(&pos, &orient, set_api);
}
/**
* Instance at specified point with specified orientation
*
* If angles==NULL, don't modify matrix. This will be like doing an offset
*/
void g3_start_instance_angles(const vec3d *pos, const angles *orient)
{
matrix tm;
Assert( G3_count == 1 );
if (orient==NULL) {
g3_start_instance_matrix(pos,NULL);
return;
}
vm_angles_2_matrix(&tm,orient);
g3_start_instance_matrix(pos,&tm, false);
gr_start_angles_instance_matrix(pos, orient);
}
/**
* Pops the old context
*/
void g3_done_instance(bool use_api)
{
Assert( G3_count == 1 );
instance_depth--;
Assert(instance_depth >= 0);
View_position = instance_stack[instance_depth].p;
View_matrix = instance_stack[instance_depth].m;
Light_matrix = instance_stack[instance_depth].lm;
Light_base = instance_stack[instance_depth].lb;
Object_matrix = instance_stack[instance_depth].om;
Object_position = instance_stack[instance_depth].op;
if (use_api)
gr_end_instance_matrix();
}
int G3_user_clip = 0;
vec3d G3_user_clip_normal;
vec3d G3_user_clip_point;
/**
* Returns TRUE if point is behind user plane
*/
int g3_point_behind_user_plane( const vec3d *pnt )
{
if ( G3_user_clip ) {
vec3d tmp;
vm_vec_sub( &tmp, pnt, &G3_user_clip_point );
if ( vm_vec_dot( &tmp, &G3_user_clip_normal ) <= 0.0f ) {
return 1;
}
}
return 0;
}