mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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753 lines
No EOL
25 KiB
C++
753 lines
No EOL
25 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2014-2024 Robert Beckebans
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Copyright (C) 2022 Stephen Pridham
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "precompiled.h"
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#pragma hdrstop
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#include "RenderCommon.h"
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/*
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==========================================================================================
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OLD MATRIX MATH
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==========================================================================================
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*/
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/*
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======================
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R_AxisToModelMatrix
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======================
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*/
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void R_AxisToModelMatrix( const idMat3& axis, const idVec3& origin, float modelMatrix[16] )
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{
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modelMatrix[0 * 4 + 0] = axis[0][0];
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modelMatrix[1 * 4 + 0] = axis[1][0];
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modelMatrix[2 * 4 + 0] = axis[2][0];
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modelMatrix[3 * 4 + 0] = origin[0];
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modelMatrix[0 * 4 + 1] = axis[0][1];
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modelMatrix[1 * 4 + 1] = axis[1][1];
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modelMatrix[2 * 4 + 1] = axis[2][1];
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modelMatrix[3 * 4 + 1] = origin[1];
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modelMatrix[0 * 4 + 2] = axis[0][2];
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modelMatrix[1 * 4 + 2] = axis[1][2];
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modelMatrix[2 * 4 + 2] = axis[2][2];
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modelMatrix[3 * 4 + 2] = origin[2];
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modelMatrix[0 * 4 + 3] = 0.0f;
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modelMatrix[1 * 4 + 3] = 0.0f;
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modelMatrix[2 * 4 + 3] = 0.0f;
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modelMatrix[3 * 4 + 3] = 1.0f;
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}
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/*
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==========================
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R_MatrixMultiply
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==========================
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*/
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void R_MatrixMultiply( const float a[16], const float b[16], float out[16] )
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{
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#if defined(USE_INTRINSICS_SSE)
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__m128 a0 = _mm_loadu_ps( a + 0 * 4 );
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__m128 a1 = _mm_loadu_ps( a + 1 * 4 );
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__m128 a2 = _mm_loadu_ps( a + 2 * 4 );
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__m128 a3 = _mm_loadu_ps( a + 3 * 4 );
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__m128 b0 = _mm_loadu_ps( b + 0 * 4 );
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__m128 b1 = _mm_loadu_ps( b + 1 * 4 );
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__m128 b2 = _mm_loadu_ps( b + 2 * 4 );
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__m128 b3 = _mm_loadu_ps( b + 3 * 4 );
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__m128 t0 = _mm_mul_ps( _mm_splat_ps( a0, 0 ), b0 );
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__m128 t1 = _mm_mul_ps( _mm_splat_ps( a1, 0 ), b0 );
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__m128 t2 = _mm_mul_ps( _mm_splat_ps( a2, 0 ), b0 );
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__m128 t3 = _mm_mul_ps( _mm_splat_ps( a3, 0 ), b0 );
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t0 = _mm_add_ps( t0, _mm_mul_ps( _mm_splat_ps( a0, 1 ), b1 ) );
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t1 = _mm_add_ps( t1, _mm_mul_ps( _mm_splat_ps( a1, 1 ), b1 ) );
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t2 = _mm_add_ps( t2, _mm_mul_ps( _mm_splat_ps( a2, 1 ), b1 ) );
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t3 = _mm_add_ps( t3, _mm_mul_ps( _mm_splat_ps( a3, 1 ), b1 ) );
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t0 = _mm_add_ps( t0, _mm_mul_ps( _mm_splat_ps( a0, 2 ), b2 ) );
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t1 = _mm_add_ps( t1, _mm_mul_ps( _mm_splat_ps( a1, 2 ), b2 ) );
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t2 = _mm_add_ps( t2, _mm_mul_ps( _mm_splat_ps( a2, 2 ), b2 ) );
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t3 = _mm_add_ps( t3, _mm_mul_ps( _mm_splat_ps( a3, 2 ), b2 ) );
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t0 = _mm_add_ps( t0, _mm_mul_ps( _mm_splat_ps( a0, 3 ), b3 ) );
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t1 = _mm_add_ps( t1, _mm_mul_ps( _mm_splat_ps( a1, 3 ), b3 ) );
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t2 = _mm_add_ps( t2, _mm_mul_ps( _mm_splat_ps( a2, 3 ), b3 ) );
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t3 = _mm_add_ps( t3, _mm_mul_ps( _mm_splat_ps( a3, 3 ), b3 ) );
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_mm_storeu_ps( out + 0 * 4, t0 );
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_mm_storeu_ps( out + 1 * 4, t1 );
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_mm_storeu_ps( out + 2 * 4, t2 );
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_mm_storeu_ps( out + 3 * 4, t3 );
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#else
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/*
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for ( int i = 0; i < 4; i++ ) {
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for ( int j = 0; j < 4; j++ ) {
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out[ i * 4 + j ] =
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a[ i * 4 + 0 ] * b[ 0 * 4 + j ] +
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a[ i * 4 + 1 ] * b[ 1 * 4 + j ] +
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a[ i * 4 + 2 ] * b[ 2 * 4 + j ] +
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a[ i * 4 + 3 ] * b[ 3 * 4 + j ];
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}
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}
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*/
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out[0 * 4 + 0] = a[0 * 4 + 0] * b[0 * 4 + 0] + a[0 * 4 + 1] * b[1 * 4 + 0] + a[0 * 4 + 2] * b[2 * 4 + 0] + a[0 * 4 + 3] * b[3 * 4 + 0];
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out[0 * 4 + 1] = a[0 * 4 + 0] * b[0 * 4 + 1] + a[0 * 4 + 1] * b[1 * 4 + 1] + a[0 * 4 + 2] * b[2 * 4 + 1] + a[0 * 4 + 3] * b[3 * 4 + 1];
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out[0 * 4 + 2] = a[0 * 4 + 0] * b[0 * 4 + 2] + a[0 * 4 + 1] * b[1 * 4 + 2] + a[0 * 4 + 2] * b[2 * 4 + 2] + a[0 * 4 + 3] * b[3 * 4 + 2];
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out[0 * 4 + 3] = a[0 * 4 + 0] * b[0 * 4 + 3] + a[0 * 4 + 1] * b[1 * 4 + 3] + a[0 * 4 + 2] * b[2 * 4 + 3] + a[0 * 4 + 3] * b[3 * 4 + 3];
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out[1 * 4 + 0] = a[1 * 4 + 0] * b[0 * 4 + 0] + a[1 * 4 + 1] * b[1 * 4 + 0] + a[1 * 4 + 2] * b[2 * 4 + 0] + a[1 * 4 + 3] * b[3 * 4 + 0];
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out[1 * 4 + 1] = a[1 * 4 + 0] * b[0 * 4 + 1] + a[1 * 4 + 1] * b[1 * 4 + 1] + a[1 * 4 + 2] * b[2 * 4 + 1] + a[1 * 4 + 3] * b[3 * 4 + 1];
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out[1 * 4 + 2] = a[1 * 4 + 0] * b[0 * 4 + 2] + a[1 * 4 + 1] * b[1 * 4 + 2] + a[1 * 4 + 2] * b[2 * 4 + 2] + a[1 * 4 + 3] * b[3 * 4 + 2];
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out[1 * 4 + 3] = a[1 * 4 + 0] * b[0 * 4 + 3] + a[1 * 4 + 1] * b[1 * 4 + 3] + a[1 * 4 + 2] * b[2 * 4 + 3] + a[1 * 4 + 3] * b[3 * 4 + 3];
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out[2 * 4 + 0] = a[2 * 4 + 0] * b[0 * 4 + 0] + a[2 * 4 + 1] * b[1 * 4 + 0] + a[2 * 4 + 2] * b[2 * 4 + 0] + a[2 * 4 + 3] * b[3 * 4 + 0];
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out[2 * 4 + 1] = a[2 * 4 + 0] * b[0 * 4 + 1] + a[2 * 4 + 1] * b[1 * 4 + 1] + a[2 * 4 + 2] * b[2 * 4 + 1] + a[2 * 4 + 3] * b[3 * 4 + 1];
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out[2 * 4 + 2] = a[2 * 4 + 0] * b[0 * 4 + 2] + a[2 * 4 + 1] * b[1 * 4 + 2] + a[2 * 4 + 2] * b[2 * 4 + 2] + a[2 * 4 + 3] * b[3 * 4 + 2];
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out[2 * 4 + 3] = a[2 * 4 + 0] * b[0 * 4 + 3] + a[2 * 4 + 1] * b[1 * 4 + 3] + a[2 * 4 + 2] * b[2 * 4 + 3] + a[2 * 4 + 3] * b[3 * 4 + 3];
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out[3 * 4 + 0] = a[3 * 4 + 0] * b[0 * 4 + 0] + a[3 * 4 + 1] * b[1 * 4 + 0] + a[3 * 4 + 2] * b[2 * 4 + 0] + a[3 * 4 + 3] * b[3 * 4 + 0];
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out[3 * 4 + 1] = a[3 * 4 + 0] * b[0 * 4 + 1] + a[3 * 4 + 1] * b[1 * 4 + 1] + a[3 * 4 + 2] * b[2 * 4 + 1] + a[3 * 4 + 3] * b[3 * 4 + 1];
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out[3 * 4 + 2] = a[3 * 4 + 0] * b[0 * 4 + 2] + a[3 * 4 + 1] * b[1 * 4 + 2] + a[3 * 4 + 2] * b[2 * 4 + 2] + a[3 * 4 + 3] * b[3 * 4 + 2];
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out[3 * 4 + 3] = a[3 * 4 + 0] * b[0 * 4 + 3] + a[3 * 4 + 1] * b[1 * 4 + 3] + a[3 * 4 + 2] * b[2 * 4 + 3] + a[3 * 4 + 3] * b[3 * 4 + 3];
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#endif
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}
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/*
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======================
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R_MatrixTranspose
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======================
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*/
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void R_MatrixTranspose( const float in[16], float out[16] )
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{
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for( int i = 0; i < 4; i++ )
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{
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for( int j = 0; j < 4; j++ )
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{
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out[i * 4 + j] = in[j * 4 + i];
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}
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}
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}
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/*
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==========================
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R_TransformModelToClip
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==========================
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*/
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void R_TransformModelToClip( const idVec3& src, const float* modelMatrix, const float* projectionMatrix, idPlane& eye, idPlane& dst )
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{
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for( int i = 0; i < 4; i++ )
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{
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eye[i] = modelMatrix[i + 0 * 4] * src[0] +
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modelMatrix[i + 1 * 4] * src[1] +
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modelMatrix[i + 2 * 4] * src[2] +
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modelMatrix[i + 3 * 4];
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}
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for( int i = 0; i < 4; i++ )
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{
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dst[i] = projectionMatrix[i + 0 * 4] * eye[0] +
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projectionMatrix[i + 1 * 4] * eye[1] +
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projectionMatrix[i + 2 * 4] * eye[2] +
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projectionMatrix[i + 3 * 4] * eye[3];
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}
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}
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/*
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==========================
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R_TransformClipToDevice
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Clip to normalized device coordinates
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==========================
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*/
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void R_TransformClipToDevice( const idPlane& clip, idVec3& ndc )
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{
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const float invW = 1.0f / clip[3];
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ndc[0] = clip[0] * invW;
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ndc[1] = clip[1] * invW;
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ndc[2] = clip[2] * invW; // NOTE: in D3D this is in the range [0,1]
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}
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/*
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==========================
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R_GlobalToNormalizedDeviceCoordinates
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-1 to 1 range in x, y, and z
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==========================
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*/
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#if !defined( DMAP )
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void R_GlobalToNormalizedDeviceCoordinates( const idVec3& global, idVec3& ndc )
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{
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idPlane view;
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idPlane clip;
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// _D3XP use tr.primaryView when there is no tr.viewDef
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const viewDef_t* viewDef = ( tr.viewDef != NULL ) ? tr.viewDef : tr.primaryView;
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for( int i = 0; i < 4; i ++ )
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{
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view[i] = viewDef->worldSpace.modelViewMatrix[i + 0 * 4] * global[0] +
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viewDef->worldSpace.modelViewMatrix[i + 1 * 4] * global[1] +
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viewDef->worldSpace.modelViewMatrix[i + 2 * 4] * global[2] +
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viewDef->worldSpace.modelViewMatrix[i + 3 * 4];
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}
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for( int i = 0; i < 4; i ++ )
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{
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clip[i] = viewDef->projectionMatrix[i + 0 * 4] * view[0] +
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viewDef->projectionMatrix[i + 1 * 4] * view[1] +
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viewDef->projectionMatrix[i + 2 * 4] * view[2] +
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viewDef->projectionMatrix[i + 3 * 4] * view[3];
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}
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const float invW = 1.0f / clip[3];
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ndc[0] = clip[0] * invW;
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ndc[1] = clip[1] * invW;
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ndc[2] = clip[2] * invW; // NOTE: in D3D this is in the range [0,1]
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}
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#endif
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/*
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======================
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R_LocalPointToGlobal
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NOTE: assumes no skewing or scaling transforms
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======================
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*/
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void R_LocalPointToGlobal( const float modelMatrix[16], const idVec3& in, idVec3& out )
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{
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out[0] = in[0] * modelMatrix[0 * 4 + 0] + in[1] * modelMatrix[1 * 4 + 0] + in[2] * modelMatrix[2 * 4 + 0] + modelMatrix[3 * 4 + 0];
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out[1] = in[0] * modelMatrix[0 * 4 + 1] + in[1] * modelMatrix[1 * 4 + 1] + in[2] * modelMatrix[2 * 4 + 1] + modelMatrix[3 * 4 + 1];
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out[2] = in[0] * modelMatrix[0 * 4 + 2] + in[1] * modelMatrix[1 * 4 + 2] + in[2] * modelMatrix[2 * 4 + 2] + modelMatrix[3 * 4 + 2];
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}
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/*
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======================
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R_GlobalPointToLocal
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NOTE: assumes no skewing or scaling transforms
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======================
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*/
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void R_GlobalPointToLocal( const float modelMatrix[16], const idVec3& in, idVec3& out )
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{
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idVec3 temp;
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temp[0] = in[0] - modelMatrix[3 * 4 + 0];
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temp[1] = in[1] - modelMatrix[3 * 4 + 1];
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temp[2] = in[2] - modelMatrix[3 * 4 + 2];
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out[0] = temp[0] * modelMatrix[0 * 4 + 0] + temp[1] * modelMatrix[0 * 4 + 1] + temp[2] * modelMatrix[0 * 4 + 2];
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out[1] = temp[0] * modelMatrix[1 * 4 + 0] + temp[1] * modelMatrix[1 * 4 + 1] + temp[2] * modelMatrix[1 * 4 + 2];
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out[2] = temp[0] * modelMatrix[2 * 4 + 0] + temp[1] * modelMatrix[2 * 4 + 1] + temp[2] * modelMatrix[2 * 4 + 2];
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}
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/*
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======================
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R_LocalVectorToGlobal
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NOTE: assumes no skewing or scaling transforms
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======================
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*/
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void R_LocalVectorToGlobal( const float modelMatrix[16], const idVec3& in, idVec3& out )
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{
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out[0] = in[0] * modelMatrix[0 * 4 + 0] + in[1] * modelMatrix[1 * 4 + 0] + in[2] * modelMatrix[2 * 4 + 0];
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out[1] = in[0] * modelMatrix[0 * 4 + 1] + in[1] * modelMatrix[1 * 4 + 1] + in[2] * modelMatrix[2 * 4 + 1];
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out[2] = in[0] * modelMatrix[0 * 4 + 2] + in[1] * modelMatrix[1 * 4 + 2] + in[2] * modelMatrix[2 * 4 + 2];
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}
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/*
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======================
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R_GlobalVectorToLocal
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NOTE: assumes no skewing or scaling transforms
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======================
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*/
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void R_GlobalVectorToLocal( const float modelMatrix[16], const idVec3& in, idVec3& out )
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{
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out[0] = in[0] * modelMatrix[0 * 4 + 0] + in[1] * modelMatrix[0 * 4 + 1] + in[2] * modelMatrix[0 * 4 + 2];
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out[1] = in[0] * modelMatrix[1 * 4 + 0] + in[1] * modelMatrix[1 * 4 + 1] + in[2] * modelMatrix[1 * 4 + 2];
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out[2] = in[0] * modelMatrix[2 * 4 + 0] + in[1] * modelMatrix[2 * 4 + 1] + in[2] * modelMatrix[2 * 4 + 2];
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}
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/*
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======================
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R_GlobalPlaneToLocal
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NOTE: assumes no skewing or scaling transforms
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======================
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*/
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void R_GlobalPlaneToLocal( const float modelMatrix[16], const idPlane& in, idPlane& out )
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{
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out[0] = in[0] * modelMatrix[0 * 4 + 0] + in[1] * modelMatrix[0 * 4 + 1] + in[2] * modelMatrix[0 * 4 + 2];
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out[1] = in[0] * modelMatrix[1 * 4 + 0] + in[1] * modelMatrix[1 * 4 + 1] + in[2] * modelMatrix[1 * 4 + 2];
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out[2] = in[0] * modelMatrix[2 * 4 + 0] + in[1] * modelMatrix[2 * 4 + 1] + in[2] * modelMatrix[2 * 4 + 2];
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out[3] = in[0] * modelMatrix[3 * 4 + 0] + in[1] * modelMatrix[3 * 4 + 1] + in[2] * modelMatrix[3 * 4 + 2] + in[3];
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}
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/*
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======================
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R_LocalPlaneToGlobal
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NOTE: assumes no skewing or scaling transforms
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======================
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*/
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void R_LocalPlaneToGlobal( const float modelMatrix[16], const idPlane& in, idPlane& out )
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{
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out[0] = in[0] * modelMatrix[0 * 4 + 0] + in[1] * modelMatrix[1 * 4 + 0] + in[2] * modelMatrix[2 * 4 + 0];
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out[1] = in[0] * modelMatrix[0 * 4 + 1] + in[1] * modelMatrix[1 * 4 + 1] + in[2] * modelMatrix[2 * 4 + 1];
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out[2] = in[0] * modelMatrix[0 * 4 + 2] + in[1] * modelMatrix[1 * 4 + 2] + in[2] * modelMatrix[2 * 4 + 2];
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out[3] = in[3] - modelMatrix[3 * 4 + 0] * out[0] - modelMatrix[3 * 4 + 1] * out[1] - modelMatrix[3 * 4 + 2] * out[2];
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}
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/*
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==========================================================================================
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WORLD/VIEW/PROJECTION MATRIX SETUP
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==========================================================================================
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*/
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/*
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======================
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R_SetupViewMatrix
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Sets up the world to view matrix for a given viewParm
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======================
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*/
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void R_SetupViewMatrix( viewDef_t* viewDef )
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{
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static float s_flipMatrix[16] =
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{
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// convert from our coordinate system (looking down X)
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// to OpenGL's coordinate system (looking down -Z)
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0, 0, -1, 0,
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-1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 0, 1
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};
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viewEntity_t* world = &viewDef->worldSpace;
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memset( world, 0, sizeof( *world ) );
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// the model matrix is an identity
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world->modelMatrix[0 * 4 + 0] = 1.0f;
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world->modelMatrix[1 * 4 + 1] = 1.0f;
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world->modelMatrix[2 * 4 + 2] = 1.0f;
|
|
|
|
// transform by the camera placement
|
|
const idVec3& origin = viewDef->renderView.vieworg;
|
|
const idMat3& axis = viewDef->renderView.viewaxis;
|
|
|
|
float viewerMatrix[16];
|
|
viewerMatrix[0 * 4 + 0] = axis[0][0];
|
|
viewerMatrix[1 * 4 + 0] = axis[0][1];
|
|
viewerMatrix[2 * 4 + 0] = axis[0][2];
|
|
viewerMatrix[3 * 4 + 0] = - origin[0] * axis[0][0] - origin[1] * axis[0][1] - origin[2] * axis[0][2];
|
|
|
|
viewerMatrix[0 * 4 + 1] = axis[1][0];
|
|
viewerMatrix[1 * 4 + 1] = axis[1][1];
|
|
viewerMatrix[2 * 4 + 1] = axis[1][2];
|
|
viewerMatrix[3 * 4 + 1] = - origin[0] * axis[1][0] - origin[1] * axis[1][1] - origin[2] * axis[1][2];
|
|
|
|
viewerMatrix[0 * 4 + 2] = axis[2][0];
|
|
viewerMatrix[1 * 4 + 2] = axis[2][1];
|
|
viewerMatrix[2 * 4 + 2] = axis[2][2];
|
|
viewerMatrix[3 * 4 + 2] = - origin[0] * axis[2][0] - origin[1] * axis[2][1] - origin[2] * axis[2][2];
|
|
|
|
viewerMatrix[0 * 4 + 3] = 0.0f;
|
|
viewerMatrix[1 * 4 + 3] = 0.0f;
|
|
viewerMatrix[2 * 4 + 3] = 0.0f;
|
|
viewerMatrix[3 * 4 + 3] = 1.0f;
|
|
|
|
// convert from our coordinate system (looking down X)
|
|
// to OpenGL's coordinate system (looking down -Z)
|
|
R_MatrixMultiply( viewerMatrix, s_flipMatrix, world->modelViewMatrix );
|
|
}
|
|
|
|
/*
|
|
======================
|
|
R_SetupProjectionMatrix
|
|
|
|
This uses the "infinite far z" trick
|
|
======================
|
|
*/
|
|
idCVar r_centerX( "r_centerX", "0", CVAR_FLOAT, "projection matrix center adjust" );
|
|
idCVar r_centerY( "r_centerY", "0", CVAR_FLOAT, "projection matrix center adjust" );
|
|
idCVar r_centerScale( "r_centerScale", "1", CVAR_FLOAT, "projection matrix center adjust" );
|
|
|
|
inline float sgn( float a )
|
|
{
|
|
if( a > 0.0f )
|
|
{
|
|
return ( 1.0f );
|
|
}
|
|
if( a < 0.0f )
|
|
{
|
|
return ( -1.0f );
|
|
}
|
|
return ( 0.0f );
|
|
}
|
|
|
|
// clipPlane is a plane in camera space.
|
|
void ModifyProjectionMatrix( viewDef_t* viewDef, const idPlane& clipPlane )
|
|
{
|
|
static float s_flipMatrix[16] =
|
|
{
|
|
// convert from our coordinate system (looking down X)
|
|
// to OpenGL's coordinate system (looking down -Z)
|
|
0, 0, -1, 0,
|
|
-1, 0, 0, 0,
|
|
0, 1, 0, 0,
|
|
0, 0, 0, 1
|
|
};
|
|
|
|
idMat4 flipMatrix;
|
|
memcpy( &flipMatrix, &( s_flipMatrix[0] ), sizeof( float ) * 16 );
|
|
|
|
idVec4 vec = clipPlane.ToVec4();// * flipMatrix;
|
|
idPlane newPlane( vec[0], vec[1], vec[2], vec[3] );
|
|
|
|
// Calculate the clip-space corner point opposite the clipping plane
|
|
// as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
|
|
// transform it into camera space by multiplying it
|
|
// by the inverse of the projection matrix
|
|
|
|
//idVec4 q;
|
|
//q.x = (sgn(newPlane[0]) + viewDef->projectionMatrix[8]) / viewDef->projectionMatrix[0];
|
|
//q.y = (sgn(newPlane[1]) + viewDef->projectionMatrix[9]) / viewDef->projectionMatrix[5];
|
|
//q.z = -1.0F;
|
|
//q.w = (1.0F + viewDef->projectionMatrix[10]) / viewDef->projectionMatrix[14];
|
|
|
|
idMat4 unprojection;
|
|
R_MatrixFullInverse( viewDef->projectionMatrix, ( float* )&unprojection );
|
|
idVec4 q = unprojection * idVec4( sgn( newPlane[0] ), sgn( newPlane[1] ), 1.0f, 1.0f );
|
|
|
|
// Calculate the scaled plane vector
|
|
idVec4 c = newPlane.ToVec4() * ( 2.0f / ( q * newPlane.ToVec4() ) );
|
|
|
|
float matrix[16];
|
|
std::memcpy( matrix, viewDef->projectionMatrix, sizeof( float ) * 16 );
|
|
|
|
// Replace the third row of the projection matrix
|
|
matrix[2] = c[0];
|
|
matrix[6] = c[1];
|
|
matrix[10] = c[2] + 1.0f;
|
|
matrix[14] = c[3];
|
|
|
|
memcpy( viewDef->projectionMatrix, matrix, sizeof( float ) * 16 );
|
|
}
|
|
|
|
#if !defined( DMAP )
|
|
|
|
void R_SetupProjectionMatrix( viewDef_t* viewDef, bool doJitter )
|
|
{
|
|
// random jittering is usefull when multiple
|
|
// frames are going to be blended together
|
|
// for motion blurred anti-aliasing
|
|
float jitterx, jittery;
|
|
|
|
if( R_UseTemporalAA() && doJitter && !( viewDef->renderView.rdflags & RDF_IRRADIANCE ) )
|
|
{
|
|
idVec2 jitter = tr.backend.GetCurrentPixelOffset();
|
|
jitterx = jitter.x;
|
|
jittery = jitter.y;
|
|
}
|
|
else
|
|
{
|
|
jitterx = 0.0f;
|
|
jittery = 0.0f;
|
|
}
|
|
|
|
//
|
|
// set up projection matrix
|
|
//
|
|
const float zNear = ( viewDef->renderView.cramZNear ) ? ( r_znear.GetFloat() * 0.25f ) : r_znear.GetFloat();
|
|
|
|
const int viewWidth = viewDef->viewport.x2 - viewDef->viewport.x1 + 1;
|
|
const int viewHeight = viewDef->viewport.y2 - viewDef->viewport.y1 + 1;
|
|
|
|
// TODO integrate jitterx += viewDef->renderView.stereoScreenSeparation;
|
|
|
|
// this mimics the logic in the Donut Feature Demo
|
|
const float xoffset = -2.0f * jitterx / ( 1.0f * viewWidth );
|
|
const float yoffset = -2.0f * jittery / ( 1.0f * viewHeight );
|
|
|
|
float* projectionMatrix = doJitter ? viewDef->projectionMatrix : viewDef->unjitteredProjectionMatrix;
|
|
|
|
#if 1
|
|
|
|
float ymax = zNear * tan( viewDef->renderView.fov_y * idMath::PI / 360.0f );
|
|
float ymin = -ymax;
|
|
|
|
float xmax = zNear * tan( viewDef->renderView.fov_x * idMath::PI / 360.0f );
|
|
float xmin = -xmax;
|
|
|
|
const float width = xmax - xmin;
|
|
const float height = ymax - ymin;
|
|
|
|
projectionMatrix[0 * 4 + 0] = 2.0f * zNear / width;
|
|
projectionMatrix[1 * 4 + 0] = 0.0f;
|
|
projectionMatrix[2 * 4 + 0] = xoffset;
|
|
projectionMatrix[3 * 4 + 0] = 0.0f;
|
|
|
|
projectionMatrix[0 * 4 + 1] = 0.0f;
|
|
projectionMatrix[1 * 4 + 1] = 2.0f * zNear / height;
|
|
projectionMatrix[2 * 4 + 1] = yoffset;
|
|
projectionMatrix[3 * 4 + 1] = 0.0f;
|
|
|
|
// this is the far-plane-at-infinity formulation, and
|
|
// crunches the Z range slightly so w=0 vertexes do not
|
|
// rasterize right at the wraparound point
|
|
projectionMatrix[0 * 4 + 2] = 0.0f;
|
|
projectionMatrix[1 * 4 + 2] = 0.0f;
|
|
projectionMatrix[2 * 4 + 2] = -0.999f; // adjust value to prevent imprecision issues
|
|
|
|
// RB: was -2.0f * zNear
|
|
// the transformation into window space has changed from [-1 .. 1] to [0 .. 1]
|
|
projectionMatrix[3 * 4 + 2] = -1.0f * zNear;
|
|
|
|
projectionMatrix[0 * 4 + 3] = 0.0f;
|
|
projectionMatrix[1 * 4 + 3] = 0.0f;
|
|
projectionMatrix[2 * 4 + 3] = -1.0f;
|
|
projectionMatrix[3 * 4 + 3] = 0.0f;
|
|
|
|
#else
|
|
|
|
// alternative far plane at infinity Z for better precision in the distance but still no reversed depth buffer
|
|
// see Foundations of Game Engine Development 2, chapter 6.3
|
|
|
|
float aspect = viewDef->renderView.fov_x / viewDef->renderView.fov_y;
|
|
|
|
float yScale = 1.0f / ( tanf( 0.5f * DEG2RAD( viewDef->renderView.fov_y ) ) );
|
|
float xScale = yScale / aspect;
|
|
|
|
const float epsilon = 1.9073486328125e-6F; // 2^-19;
|
|
const float zFar = 160000;
|
|
|
|
//float k = zFar / ( zFar - zNear );
|
|
float k = 1.0f - epsilon;
|
|
|
|
projectionMatrix[0 * 4 + 0] = xScale;
|
|
projectionMatrix[1 * 4 + 0] = 0.0f;
|
|
projectionMatrix[2 * 4 + 0] = xoffset;
|
|
projectionMatrix[3 * 4 + 0] = 0.0f;
|
|
|
|
projectionMatrix[0 * 4 + 1] = 0.0f;
|
|
projectionMatrix[1 * 4 + 1] = yScale;
|
|
projectionMatrix[2 * 4 + 1] = yoffset;
|
|
projectionMatrix[3 * 4 + 1] = 0.0f;
|
|
|
|
projectionMatrix[0 * 4 + 2] = 0.0f;
|
|
projectionMatrix[1 * 4 + 2] = 0.0f;
|
|
|
|
// adjust value to prevent imprecision issues
|
|
projectionMatrix[2 * 4 + 2] = -k;
|
|
|
|
// the clip space Z range has changed from [-1 .. 1] to [0 .. 1] for DX12 & Vulkan
|
|
projectionMatrix[3 * 4 + 2] = -k * zNear;
|
|
|
|
projectionMatrix[0 * 4 + 3] = 0.0f;
|
|
projectionMatrix[1 * 4 + 3] = 0.0f;
|
|
projectionMatrix[2 * 4 + 3] = -1.0f;
|
|
projectionMatrix[3 * 4 + 3] = 0.0f;
|
|
|
|
#endif
|
|
|
|
if( viewDef->renderView.flipProjection )
|
|
{
|
|
projectionMatrix[1 * 4 + 1] = -projectionMatrix[1 * 4 + 1];
|
|
projectionMatrix[1 * 4 + 3] = -projectionMatrix[1 * 4 + 3];
|
|
}
|
|
|
|
// SP Begin
|
|
if( viewDef->isObliqueProjection && doJitter )
|
|
{
|
|
R_ObliqueProjection( viewDef );
|
|
}
|
|
// SP End
|
|
}
|
|
|
|
|
|
// RB: standard OpenGL projection matrix
|
|
void R_SetupProjectionMatrix2( const viewDef_t* viewDef, const float zNear, const float zFar, float projectionMatrix[16] )
|
|
{
|
|
float ymax = zNear * tan( viewDef->renderView.fov_y * idMath::PI / 360.0f );
|
|
float ymin = -ymax;
|
|
|
|
float xmax = zNear * tan( viewDef->renderView.fov_x * idMath::PI / 360.0f );
|
|
float xmin = -xmax;
|
|
|
|
const float width = xmax - xmin;
|
|
const float height = ymax - ymin;
|
|
|
|
const int viewWidth = viewDef->viewport.x2 - viewDef->viewport.x1 + 1;
|
|
const int viewHeight = viewDef->viewport.y2 - viewDef->viewport.y1 + 1;
|
|
|
|
float jitterx, jittery;
|
|
jitterx = 0.0f;
|
|
jittery = 0.0f;
|
|
jitterx = jitterx * width / viewWidth;
|
|
jitterx += r_centerX.GetFloat();
|
|
jitterx += viewDef->renderView.stereoScreenSeparation;
|
|
xmin += jitterx * width;
|
|
xmax += jitterx * width;
|
|
|
|
jittery = jittery * height / viewHeight;
|
|
jittery += r_centerY.GetFloat();
|
|
ymin += jittery * height;
|
|
ymax += jittery * height;
|
|
|
|
float depth = zFar - zNear;
|
|
|
|
projectionMatrix[0 * 4 + 0] = 2.0f * zNear / width;
|
|
projectionMatrix[1 * 4 + 0] = 0.0f;
|
|
projectionMatrix[2 * 4 + 0] = ( xmax + xmin ) / width; // normally 0
|
|
projectionMatrix[3 * 4 + 0] = 0.0f;
|
|
|
|
projectionMatrix[0 * 4 + 1] = 0.0f;
|
|
projectionMatrix[1 * 4 + 1] = 2.0f * zNear / height;
|
|
projectionMatrix[2 * 4 + 1] = ( ymax + ymin ) / height; // normally 0
|
|
projectionMatrix[3 * 4 + 1] = 0.0f;
|
|
|
|
projectionMatrix[0 * 4 + 2] = 0.0f;
|
|
projectionMatrix[1 * 4 + 2] = 0.0f;
|
|
projectionMatrix[2 * 4 + 2] = -( zFar + zNear ) / depth; // -0.999f; // adjust value to prevent imprecision issues
|
|
projectionMatrix[3 * 4 + 2] = -2 * zFar * zNear / depth; // -2.0f * zNear;
|
|
|
|
projectionMatrix[0 * 4 + 3] = 0.0f;
|
|
projectionMatrix[1 * 4 + 3] = 0.0f;
|
|
projectionMatrix[2 * 4 + 3] = -1.0f;
|
|
projectionMatrix[3 * 4 + 3] = 0.0f;
|
|
|
|
if( viewDef->renderView.flipProjection )
|
|
{
|
|
projectionMatrix[1 * 4 + 1] = -viewDef->projectionMatrix[1 * 4 + 1];
|
|
projectionMatrix[1 * 4 + 3] = -viewDef->projectionMatrix[1 * 4 + 3];
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_SetupUnprojection
|
|
create a matrix with similar functionality like gluUnproject, project from window space to world space
|
|
=================
|
|
*/
|
|
void R_SetupUnprojection( viewDef_t* viewDef )
|
|
{
|
|
// RB: I don't like that this doesn't work
|
|
//idRenderMatrix::Inverse( *( idRenderMatrix* ) viewDef->projectionMatrix, viewDef->unprojectionToCameraRenderMatrix );
|
|
|
|
R_MatrixFullInverse( viewDef->projectionMatrix, viewDef->unprojectionToCameraMatrix );
|
|
idRenderMatrix::Transpose( *( idRenderMatrix* )viewDef->unprojectionToCameraMatrix, viewDef->unprojectionToCameraRenderMatrix );
|
|
|
|
R_MatrixMultiply( viewDef->worldSpace.modelViewMatrix, viewDef->projectionMatrix, viewDef->unprojectionToWorldMatrix );
|
|
R_MatrixFullInverse( viewDef->unprojectionToWorldMatrix, viewDef->unprojectionToWorldMatrix );
|
|
|
|
idRenderMatrix::Transpose( *( idRenderMatrix* )viewDef->unprojectionToWorldMatrix, viewDef->unprojectionToWorldRenderMatrix );
|
|
}
|
|
|
|
#endif // #if !defined( DMAP )
|
|
|
|
void R_MatrixFullInverse( const float a[16], float r[16] )
|
|
{
|
|
idMat4 am;
|
|
|
|
for( int i = 0 ; i < 4 ; i++ )
|
|
{
|
|
for( int j = 0 ; j < 4 ; j++ )
|
|
{
|
|
am[i][j] = a[j * 4 + i];
|
|
}
|
|
}
|
|
|
|
// idVec4 test( 100, 100, 100, 1 );
|
|
// idVec4 transformed, inverted;
|
|
// transformed = test * am;
|
|
|
|
if( !am.InverseSelf() )
|
|
{
|
|
common->Error( "Invert failed" );
|
|
}
|
|
// inverted = transformed * am;
|
|
|
|
for( int i = 0 ; i < 4 ; i++ )
|
|
{
|
|
for( int j = 0 ; j < 4 ; j++ )
|
|
{
|
|
r[j * 4 + i] = am[i][j];
|
|
}
|
|
}
|
|
}
|
|
// RB end
|
|
|
|
// SP begin
|
|
/*
|
|
=====================
|
|
R_ObliqueProjection - adjust near plane of previously set projection matrix to perform an oblique projection
|
|
credits to motorsep: https://github.com/motorsep/StormEngine2/blob/743a0f9581a10837a91cb296ff5a1114535e8d4e/neo/renderer/tr_frontend_subview.cpp#L225
|
|
=====================
|
|
*/
|
|
void R_ObliqueProjection( viewDef_t* parms )
|
|
{
|
|
float mvt[16]; // model view transpose
|
|
idPlane pB = parms->clipPlanes[0];
|
|
idPlane cp; // camera space plane
|
|
R_MatrixTranspose( parms->worldSpace.modelViewMatrix, mvt );
|
|
|
|
// transform plane (which is set to the surface we're mirroring about's plane) to camera space
|
|
R_GlobalPlaneToLocal( mvt, pB, cp );
|
|
|
|
// oblique projection adjustment code
|
|
idVec4 clipPlane( cp[0], cp[1], cp[2], cp[3] );
|
|
idVec4 q;
|
|
q[0] = ( ( clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f ) + parms->projectionMatrix[8] ) / parms->projectionMatrix[0];
|
|
q[1] = ( ( clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f ) + parms->projectionMatrix[9] ) / parms->projectionMatrix[5];
|
|
q[2] = -1.0f;
|
|
q[3] = ( 1.0f + parms->projectionMatrix[10] ) / parms->projectionMatrix[14];
|
|
|
|
// scaled plane vector
|
|
float d = 2.0f / ( clipPlane * q );
|
|
|
|
// Replace the third row of the projection matrix
|
|
parms->projectionMatrix[2] = clipPlane[0] * d;
|
|
parms->projectionMatrix[6] = clipPlane[1] * d;
|
|
parms->projectionMatrix[10] = clipPlane[2] * d + 1.0f;
|
|
parms->projectionMatrix[14] = clipPlane[3] * d;
|
|
}
|
|
// SP end
|