doom3-bfg/neo/renderer/GLMatrix.cpp

448 lines
15 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
#include "tr_local.h"
/*
==========================================================================================
OLD MATRIX MATH
==========================================================================================
*/
/*
======================
R_AxisToModelMatrix
======================
*/
void R_AxisToModelMatrix( const idMat3& axis, const idVec3& origin, float modelMatrix[16] )
{
modelMatrix[0 * 4 + 0] = axis[0][0];
modelMatrix[1 * 4 + 0] = axis[1][0];
modelMatrix[2 * 4 + 0] = axis[2][0];
modelMatrix[3 * 4 + 0] = origin[0];
modelMatrix[0 * 4 + 1] = axis[0][1];
modelMatrix[1 * 4 + 1] = axis[1][1];
modelMatrix[2 * 4 + 1] = axis[2][1];
modelMatrix[3 * 4 + 1] = origin[1];
modelMatrix[0 * 4 + 2] = axis[0][2];
modelMatrix[1 * 4 + 2] = axis[1][2];
modelMatrix[2 * 4 + 2] = axis[2][2];
modelMatrix[3 * 4 + 2] = origin[2];
modelMatrix[0 * 4 + 3] = 0.0f;
modelMatrix[1 * 4 + 3] = 0.0f;
modelMatrix[2 * 4 + 3] = 0.0f;
modelMatrix[3 * 4 + 3] = 1.0f;
}
/*
==========================
R_MatrixMultiply
==========================
*/
void R_MatrixMultiply( const float a[16], const float b[16], float out[16] )
{
__m128 a0 = _mm_loadu_ps( a + 0 * 4 );
__m128 a1 = _mm_loadu_ps( a + 1 * 4 );
__m128 a2 = _mm_loadu_ps( a + 2 * 4 );
__m128 a3 = _mm_loadu_ps( a + 3 * 4 );
__m128 b0 = _mm_loadu_ps( b + 0 * 4 );
__m128 b1 = _mm_loadu_ps( b + 1 * 4 );
__m128 b2 = _mm_loadu_ps( b + 2 * 4 );
__m128 b3 = _mm_loadu_ps( b + 3 * 4 );
__m128 t0 = _mm_mul_ps( _mm_splat_ps( a0, 0 ), b0 );
__m128 t1 = _mm_mul_ps( _mm_splat_ps( a1, 0 ), b0 );
__m128 t2 = _mm_mul_ps( _mm_splat_ps( a2, 0 ), b0 );
__m128 t3 = _mm_mul_ps( _mm_splat_ps( a3, 0 ), b0 );
t0 = _mm_add_ps( t0, _mm_mul_ps( _mm_splat_ps( a0, 1 ), b1 ) );
t1 = _mm_add_ps( t1, _mm_mul_ps( _mm_splat_ps( a1, 1 ), b1 ) );
t2 = _mm_add_ps( t2, _mm_mul_ps( _mm_splat_ps( a2, 1 ), b1 ) );
t3 = _mm_add_ps( t3, _mm_mul_ps( _mm_splat_ps( a3, 1 ), b1 ) );
t0 = _mm_add_ps( t0, _mm_mul_ps( _mm_splat_ps( a0, 2 ), b2 ) );
t1 = _mm_add_ps( t1, _mm_mul_ps( _mm_splat_ps( a1, 2 ), b2 ) );
t2 = _mm_add_ps( t2, _mm_mul_ps( _mm_splat_ps( a2, 2 ), b2 ) );
t3 = _mm_add_ps( t3, _mm_mul_ps( _mm_splat_ps( a3, 2 ), b2 ) );
t0 = _mm_add_ps( t0, _mm_mul_ps( _mm_splat_ps( a0, 3 ), b3 ) );
t1 = _mm_add_ps( t1, _mm_mul_ps( _mm_splat_ps( a1, 3 ), b3 ) );
t2 = _mm_add_ps( t2, _mm_mul_ps( _mm_splat_ps( a2, 3 ), b3 ) );
t3 = _mm_add_ps( t3, _mm_mul_ps( _mm_splat_ps( a3, 3 ), b3 ) );
_mm_storeu_ps( out + 0 * 4, t0 );
_mm_storeu_ps( out + 1 * 4, t1 );
_mm_storeu_ps( out + 2 * 4, t2 );
_mm_storeu_ps( out + 3 * 4, t3 );
}
/*
======================
R_MatrixTranspose
======================
*/
void R_MatrixTranspose( const float in[16], float out[16] )
{
for( int i = 0; i < 4; i++ )
{
for( int j = 0; j < 4; j++ )
{
out[i * 4 + j] = in[j * 4 + i];
}
}
}
/*
==========================
R_TransformModelToClip
==========================
*/
void R_TransformModelToClip( const idVec3& src, const float* modelMatrix, const float* projectionMatrix, idPlane& eye, idPlane& dst )
{
for( int i = 0; i < 4; i++ )
{
eye[i] = modelMatrix[i + 0 * 4] * src[0] +
modelMatrix[i + 1 * 4] * src[1] +
modelMatrix[i + 2 * 4] * src[2] +
modelMatrix[i + 3 * 4];
}
for( int i = 0; i < 4; i++ )
{
dst[i] = projectionMatrix[i + 0 * 4] * eye[0] +
projectionMatrix[i + 1 * 4] * eye[1] +
projectionMatrix[i + 2 * 4] * eye[2] +
projectionMatrix[i + 3 * 4] * eye[3];
}
}
/*
==========================
R_TransformClipToDevice
Clip to normalized device coordinates
==========================
*/
void R_TransformClipToDevice( const idPlane& clip, idVec3& ndc )
{
const float invW = 1.0f / clip[3];
ndc[0] = clip[0] * invW;
ndc[1] = clip[1] * invW;
ndc[2] = clip[2] * invW; // NOTE: in D3D this is in the range [0,1]
}
/*
==========================
R_GlobalToNormalizedDeviceCoordinates
-1 to 1 range in x, y, and z
==========================
*/
void R_GlobalToNormalizedDeviceCoordinates( const idVec3& global, idVec3& ndc )
{
idPlane view;
idPlane clip;
// _D3XP use tr.primaryView when there is no tr.viewDef
const viewDef_t* viewDef = ( tr.viewDef != NULL ) ? tr.viewDef : tr.primaryView;
for( int i = 0; i < 4; i ++ )
{
view[i] = viewDef->worldSpace.modelViewMatrix[i + 0 * 4] * global[0] +
viewDef->worldSpace.modelViewMatrix[i + 1 * 4] * global[1] +
viewDef->worldSpace.modelViewMatrix[i + 2 * 4] * global[2] +
viewDef->worldSpace.modelViewMatrix[i + 3 * 4];
}
for( int i = 0; i < 4; i ++ )
{
clip[i] = viewDef->projectionMatrix[i + 0 * 4] * view[0] +
viewDef->projectionMatrix[i + 1 * 4] * view[1] +
viewDef->projectionMatrix[i + 2 * 4] * view[2] +
viewDef->projectionMatrix[i + 3 * 4] * view[3];
}
const float invW = 1.0f / clip[3];
ndc[0] = clip[0] * invW;
ndc[1] = clip[1] * invW;
ndc[2] = clip[2] * invW; // NOTE: in D3D this is in the range [0,1]
}
/*
======================
R_LocalPointToGlobal
NOTE: assumes no skewing or scaling transforms
======================
*/
void R_LocalPointToGlobal( const float modelMatrix[16], const idVec3& in, idVec3& out )
{
out[0] = in[0] * modelMatrix[0 * 4 + 0] + in[1] * modelMatrix[1 * 4 + 0] + in[2] * modelMatrix[2 * 4 + 0] + modelMatrix[3 * 4 + 0];
out[1] = in[0] * modelMatrix[0 * 4 + 1] + in[1] * modelMatrix[1 * 4 + 1] + in[2] * modelMatrix[2 * 4 + 1] + modelMatrix[3 * 4 + 1];
out[2] = in[0] * modelMatrix[0 * 4 + 2] + in[1] * modelMatrix[1 * 4 + 2] + in[2] * modelMatrix[2 * 4 + 2] + modelMatrix[3 * 4 + 2];
}
/*
======================
R_GlobalPointToLocal
NOTE: assumes no skewing or scaling transforms
======================
*/
void R_GlobalPointToLocal( const float modelMatrix[16], const idVec3& in, idVec3& out )
{
idVec3 temp;
temp[0] = in[0] - modelMatrix[3 * 4 + 0];
temp[1] = in[1] - modelMatrix[3 * 4 + 1];
temp[2] = in[2] - modelMatrix[3 * 4 + 2];
out[0] = temp[0] * modelMatrix[0 * 4 + 0] + temp[1] * modelMatrix[0 * 4 + 1] + temp[2] * modelMatrix[0 * 4 + 2];
out[1] = temp[0] * modelMatrix[1 * 4 + 0] + temp[1] * modelMatrix[1 * 4 + 1] + temp[2] * modelMatrix[1 * 4 + 2];
out[2] = temp[0] * modelMatrix[2 * 4 + 0] + temp[1] * modelMatrix[2 * 4 + 1] + temp[2] * modelMatrix[2 * 4 + 2];
}
/*
======================
R_LocalVectorToGlobal
NOTE: assumes no skewing or scaling transforms
======================
*/
void R_LocalVectorToGlobal( const float modelMatrix[16], const idVec3& in, idVec3& out )
{
out[0] = in[0] * modelMatrix[0 * 4 + 0] + in[1] * modelMatrix[1 * 4 + 0] + in[2] * modelMatrix[2 * 4 + 0];
out[1] = in[0] * modelMatrix[0 * 4 + 1] + in[1] * modelMatrix[1 * 4 + 1] + in[2] * modelMatrix[2 * 4 + 1];
out[2] = in[0] * modelMatrix[0 * 4 + 2] + in[1] * modelMatrix[1 * 4 + 2] + in[2] * modelMatrix[2 * 4 + 2];
}
/*
======================
R_GlobalVectorToLocal
NOTE: assumes no skewing or scaling transforms
======================
*/
void R_GlobalVectorToLocal( const float modelMatrix[16], const idVec3& in, idVec3& out )
{
out[0] = in[0] * modelMatrix[0 * 4 + 0] + in[1] * modelMatrix[0 * 4 + 1] + in[2] * modelMatrix[0 * 4 + 2];
out[1] = in[0] * modelMatrix[1 * 4 + 0] + in[1] * modelMatrix[1 * 4 + 1] + in[2] * modelMatrix[1 * 4 + 2];
out[2] = in[0] * modelMatrix[2 * 4 + 0] + in[1] * modelMatrix[2 * 4 + 1] + in[2] * modelMatrix[2 * 4 + 2];
}
/*
======================
R_GlobalPlaneToLocal
NOTE: assumes no skewing or scaling transforms
======================
*/
void R_GlobalPlaneToLocal( const float modelMatrix[16], const idPlane& in, idPlane& out )
{
out[0] = in[0] * modelMatrix[0 * 4 + 0] + in[1] * modelMatrix[0 * 4 + 1] + in[2] * modelMatrix[0 * 4 + 2];
out[1] = in[0] * modelMatrix[1 * 4 + 0] + in[1] * modelMatrix[1 * 4 + 1] + in[2] * modelMatrix[1 * 4 + 2];
out[2] = in[0] * modelMatrix[2 * 4 + 0] + in[1] * modelMatrix[2 * 4 + 1] + in[2] * modelMatrix[2 * 4 + 2];
out[3] = in[0] * modelMatrix[3 * 4 + 0] + in[1] * modelMatrix[3 * 4 + 1] + in[2] * modelMatrix[3 * 4 + 2] + in[3];
}
/*
======================
R_LocalPlaneToGlobal
NOTE: assumes no skewing or scaling transforms
======================
*/
void R_LocalPlaneToGlobal( const float modelMatrix[16], const idPlane& in, idPlane& out )
{
out[0] = in[0] * modelMatrix[0 * 4 + 0] + in[1] * modelMatrix[1 * 4 + 0] + in[2] * modelMatrix[2 * 4 + 0];
out[1] = in[0] * modelMatrix[0 * 4 + 1] + in[1] * modelMatrix[1 * 4 + 1] + in[2] * modelMatrix[2 * 4 + 1];
out[2] = in[0] * modelMatrix[0 * 4 + 2] + in[1] * modelMatrix[1 * 4 + 2] + in[2] * modelMatrix[2 * 4 + 2];
out[3] = in[3] - modelMatrix[3 * 4 + 0] * out[0] - modelMatrix[3 * 4 + 1] * out[1] - modelMatrix[3 * 4 + 2] * out[2];
}
/*
==========================================================================================
WORLD/VIEW/PROJECTION MATRIX SETUP
==========================================================================================
*/
/*
======================
R_SetupViewMatrix
Sets up the world to view matrix for a given viewParm
======================
*/
void R_SetupViewMatrix( viewDef_t* viewDef )
{
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
};
viewEntity_t* world = &viewDef->worldSpace;
memset( world, 0, sizeof( *world ) );
// the model matrix is an identity
world->modelMatrix[0 * 4 + 0] = 1.0f;
world->modelMatrix[1 * 4 + 1] = 1.0f;
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" );
void R_SetupProjectionMatrix( viewDef_t* viewDef )
{
// random jittering is usefull when multiple
// frames are going to be blended together
// for motion blurred anti-aliasing
float jitterx, jittery;
if( r_jitter.GetBool() )
{
static idRandom random;
jitterx = random.RandomFloat();
jittery = random.RandomFloat();
}
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();
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;
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;
viewDef->projectionMatrix[0 * 4 + 0] = 2.0f * zNear / width;
viewDef->projectionMatrix[1 * 4 + 0] = 0.0f;
viewDef->projectionMatrix[2 * 4 + 0] = ( xmax + xmin ) / width; // normally 0
viewDef->projectionMatrix[3 * 4 + 0] = 0.0f;
viewDef->projectionMatrix[0 * 4 + 1] = 0.0f;
viewDef->projectionMatrix[1 * 4 + 1] = 2.0f * zNear / height;
viewDef->projectionMatrix[2 * 4 + 1] = ( ymax + ymin ) / height; // normally 0
viewDef->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
viewDef->projectionMatrix[0 * 4 + 2] = 0.0f;
viewDef->projectionMatrix[1 * 4 + 2] = 0.0f;
viewDef->projectionMatrix[2 * 4 + 2] = -0.999f; // adjust value to prevent imprecision issues
viewDef->projectionMatrix[3 * 4 + 2] = -2.0f * zNear;
viewDef->projectionMatrix[0 * 4 + 3] = 0.0f;
viewDef->projectionMatrix[1 * 4 + 3] = 0.0f;
viewDef->projectionMatrix[2 * 4 + 3] = -1.0f;
viewDef->projectionMatrix[3 * 4 + 3] = 0.0f;
if( viewDef->renderView.flipProjection )
{
viewDef->projectionMatrix[1 * 4 + 1] = -viewDef->projectionMatrix[1 * 4 + 1];
viewDef->projectionMatrix[1 * 4 + 3] = -viewDef->projectionMatrix[1 * 4 + 3];
}
}