mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-26 22:31:17 +00:00
r_lockSurfaces: Cleaner handling of view matrix creation etc
This commit is contained in:
parent
907fc5771b
commit
633ce814ca
4 changed files with 28 additions and 36 deletions
|
@ -262,7 +262,7 @@ evaluated interactively.
|
|||
======================
|
||||
*/
|
||||
|
||||
void R_SetupViewFrustum( void );
|
||||
void R_SetupViewFrustum( viewDef_t* viewDef );
|
||||
void R_SetupProjection( viewDef_t * viewDef );
|
||||
|
||||
void R_LockSurfaceScene( viewDef_t *parms ) {
|
||||
|
@ -277,7 +277,7 @@ void R_LockSurfaceScene( viewDef_t *parms ) {
|
|||
|
||||
// the four sides of the view frustum are needed
|
||||
// for culling and portal visibility
|
||||
R_SetupViewFrustum();
|
||||
R_SetupViewFrustum( tr.viewDef );
|
||||
|
||||
// we need to set the projection matrix before doing
|
||||
// portal-to-screen scissor box calculations
|
||||
|
|
|
@ -675,6 +675,8 @@ Rendering a scene may require multiple views to be rendered
|
|||
to handle mirrors,
|
||||
====================
|
||||
*/
|
||||
extern void R_SetupViewFrustum( viewDef_t* viewDef );
|
||||
extern void R_SetupProjection( viewDef_t * viewDef );
|
||||
void idRenderWorldLocal::RenderScene( const renderView_t *renderView ) {
|
||||
#ifndef ID_DEDICATED
|
||||
renderView_t copy;
|
||||
|
@ -758,15 +760,13 @@ void idRenderWorldLocal::RenderScene( const renderView_t *renderView ) {
|
|||
if ( r_lockSurfaces.GetBool() ) {
|
||||
tr.lockSurfacesRealViewDef = *parms;
|
||||
|
||||
// call this here already so idGuiModel::EmitToCurrentView() can use it
|
||||
R_SetViewMatrix(&tr.lockSurfacesRealViewDef);
|
||||
/*
|
||||
viewDef_t* lockedParms = &tr.lockSurfacesViewDef;
|
||||
parms->renderView = lockedParms->renderView;
|
||||
parms->projectionMatrix = lockedParms->projectionMatrix;
|
||||
parms->worldSpace = lockedParms->worldSpace;
|
||||
parms->initialViewAreaOrigin = lockedParms->initialViewAreaOrigin;
|
||||
*/
|
||||
// usually the following are called later in R_RenderView(), but we pass
|
||||
// the locked viewDef to that function so do these calculations here
|
||||
// (the results are needed for some special cases like in-world GUIs and mirrors)
|
||||
R_SetViewMatrix( &tr.lockSurfacesRealViewDef );
|
||||
R_SetupViewFrustum( &tr.lockSurfacesRealViewDef);
|
||||
R_SetupProjection( &tr.lockSurfacesRealViewDef );
|
||||
|
||||
const viewDef_t* origParms = &tr.lockSurfacesRealViewDef;
|
||||
*parms = tr.lockSurfacesViewDef;
|
||||
parms->renderWorld = origParms->renderWorld;
|
||||
|
@ -788,8 +788,6 @@ void idRenderWorldLocal::RenderScene( const renderView_t *renderView ) {
|
|||
tr.primaryRenderView = *renderView;
|
||||
tr.primaryView = parms;
|
||||
|
||||
|
||||
|
||||
// rendering this view may cause other views to be rendered
|
||||
// for mirrors / portals / shadows / environment maps
|
||||
// this will also cause any necessary entities and lights to be
|
||||
|
|
|
@ -968,30 +968,30 @@ FIXME: derive from modelview matrix times projection matrix
|
|||
=================
|
||||
*/
|
||||
//static
|
||||
void R_SetupViewFrustum( void ) {
|
||||
void R_SetupViewFrustum( viewDef_t* viewDef ) {
|
||||
int i;
|
||||
float xs, xc;
|
||||
float ang;
|
||||
|
||||
ang = DEG2RAD( tr.viewDef->renderView.fov_x ) * 0.5f;
|
||||
ang = DEG2RAD( viewDef->renderView.fov_x ) * 0.5f;
|
||||
idMath::SinCos( ang, xs, xc );
|
||||
|
||||
tr.viewDef->frustum[0] = xs * tr.viewDef->renderView.viewaxis[0] + xc * tr.viewDef->renderView.viewaxis[1];
|
||||
tr.viewDef->frustum[1] = xs * tr.viewDef->renderView.viewaxis[0] - xc * tr.viewDef->renderView.viewaxis[1];
|
||||
viewDef->frustum[0] = xs * viewDef->renderView.viewaxis[0] + xc * viewDef->renderView.viewaxis[1];
|
||||
viewDef->frustum[1] = xs * viewDef->renderView.viewaxis[0] - xc * viewDef->renderView.viewaxis[1];
|
||||
|
||||
ang = DEG2RAD( tr.viewDef->renderView.fov_y ) * 0.5f;
|
||||
ang = DEG2RAD( viewDef->renderView.fov_y ) * 0.5f;
|
||||
idMath::SinCos( ang, xs, xc );
|
||||
|
||||
tr.viewDef->frustum[2] = xs * tr.viewDef->renderView.viewaxis[0] + xc * tr.viewDef->renderView.viewaxis[2];
|
||||
tr.viewDef->frustum[3] = xs * tr.viewDef->renderView.viewaxis[0] - xc * tr.viewDef->renderView.viewaxis[2];
|
||||
viewDef->frustum[2] = xs * viewDef->renderView.viewaxis[0] + xc * viewDef->renderView.viewaxis[2];
|
||||
viewDef->frustum[3] = xs * viewDef->renderView.viewaxis[0] - xc * viewDef->renderView.viewaxis[2];
|
||||
|
||||
// plane four is the front clipping plane
|
||||
tr.viewDef->frustum[4] = /* vec3_origin - */ tr.viewDef->renderView.viewaxis[0];
|
||||
viewDef->frustum[4] = /* vec3_origin - */ viewDef->renderView.viewaxis[0];
|
||||
|
||||
for ( i = 0; i < 5; i++ ) {
|
||||
// flip direction so positive side faces out (FIXME: globally unify this)
|
||||
tr.viewDef->frustum[i] = -tr.viewDef->frustum[i].Normal();
|
||||
tr.viewDef->frustum[i][3] = -( tr.viewDef->renderView.vieworg * tr.viewDef->frustum[i].Normal() );
|
||||
viewDef->frustum[i] = -viewDef->frustum[i].Normal();
|
||||
viewDef->frustum[i][3] = -( viewDef->renderView.vieworg * viewDef->frustum[i].Normal() );
|
||||
}
|
||||
|
||||
// eventually, plane five will be the rear clipping plane for fog
|
||||
|
@ -999,16 +999,16 @@ void R_SetupViewFrustum( void ) {
|
|||
float dNear, dFar, dLeft, dUp;
|
||||
|
||||
dNear = r_znear.GetFloat();
|
||||
if ( tr.viewDef->renderView.cramZNear ) {
|
||||
if ( viewDef->renderView.cramZNear ) {
|
||||
dNear *= 0.25f;
|
||||
}
|
||||
|
||||
dFar = MAX_WORLD_SIZE;
|
||||
dLeft = dFar * tan( DEG2RAD( tr.viewDef->renderView.fov_x * 0.5f ) );
|
||||
dUp = dFar * tan( DEG2RAD( tr.viewDef->renderView.fov_y * 0.5f ) );
|
||||
tr.viewDef->viewFrustum.SetOrigin( tr.viewDef->renderView.vieworg );
|
||||
tr.viewDef->viewFrustum.SetAxis( tr.viewDef->renderView.viewaxis );
|
||||
tr.viewDef->viewFrustum.SetSize( dNear, dFar, dLeft, dUp );
|
||||
dLeft = dFar * tan( DEG2RAD( viewDef->renderView.fov_x * 0.5f ) );
|
||||
dUp = dFar * tan( DEG2RAD( viewDef->renderView.fov_y * 0.5f ) );
|
||||
viewDef->viewFrustum.SetOrigin( viewDef->renderView.vieworg );
|
||||
viewDef->viewFrustum.SetAxis( viewDef->renderView.viewaxis );
|
||||
viewDef->viewFrustum.SetSize( dNear, dFar, dLeft, dUp );
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -1116,7 +1116,7 @@ void R_RenderView( viewDef_t *parms, bool isMain ) {
|
|||
|
||||
// the four sides of the view frustum are needed
|
||||
// for culling and portal visibility
|
||||
R_SetupViewFrustum();
|
||||
R_SetupViewFrustum( tr.viewDef );
|
||||
|
||||
// we need to set the projection matrix before doing
|
||||
// portal-to-screen scissor box calculations
|
||||
|
|
|
@ -850,7 +850,6 @@ void RB_CreateSingleDrawInteractions( const drawSurf_t *surf, void (*DrawInterac
|
|||
RB_DrawView
|
||||
=============
|
||||
*/
|
||||
extern void R_SetupProjection( viewDef_t * viewDef );
|
||||
void RB_DrawView( const void *data ) {
|
||||
const drawSurfsCommand_t *cmd;
|
||||
|
||||
|
@ -874,11 +873,6 @@ void RB_DrawView( const void *data ) {
|
|||
parms->viewEntitys = origParms.viewEntitys;
|
||||
parms->connectedAreas = origParms.connectedAreas;
|
||||
|
||||
// projection etc are usually set in R_RenderView(), hasn't happened for the "real" viewdef yet
|
||||
// R_SetViewMatrix(parms); - already done in idRenderWorldLocal::RenderScene() so idGuiModel::EmitToCurrentView() can use it
|
||||
// R_SetupViewFrustum( parms ); TODO unsure if necessary
|
||||
R_SetupProjection( parms );
|
||||
|
||||
for( viewEntity_t* vModel = parms->viewEntitys ; vModel ; vModel = vModel->next ) {
|
||||
myGlMultMatrix( vModel->modelMatrix,
|
||||
parms->worldSpace.modelViewMatrix,
|
||||
|
|
Loading…
Reference in a new issue