From bd51fb8e9daf77c3d72d6b306a70ecfdc31b162e Mon Sep 17 00:00:00 2001 From: Spoike Date: Thu, 11 Jun 2009 21:09:39 +0000 Subject: [PATCH] Fixed unproject to work as originally intended. Rather than just being a steaming pile of poo (it was the matrix inversion routine that was broken). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3219 fc73d0e0-1445-4013-8a0c-d673dee63da5 --- engine/client/pr_csqc.c | 64 +++++++----- engine/common/mathlib.c | 209 +++++++++++++++++++++++++++++++++------- engine/common/mathlib.h | 2 +- 3 files changed, 214 insertions(+), 61 deletions(-) diff --git a/engine/client/pr_csqc.c b/engine/client/pr_csqc.c index 0d74a16b5..658fd3c78 100644 --- a/engine/client/pr_csqc.c +++ b/engine/client/pr_csqc.c @@ -1175,22 +1175,29 @@ static void PF_R_AddEntityMask(progfuncs_t *prinst, struct globalvars_s *pr_glob } } + + qboolean csqc_rebuildmatricies; -float mvp[12]; -float mvpi[12]; -static void buildmatricies(void) +float csqc_proj_matrix[16]; +float csqc_proj_matrix_inverse[16]; + void buildmatricies(void) { float modelview[16]; float proj[16]; + /*build modelview and projection*/ Matrix4_ModelViewMatrix(modelview, r_refdef.viewangles, r_refdef.vieworg); Matrix4_Projection2(proj, r_refdef.fov_x, r_refdef.fov_y, 4); - Matrix4_Multiply(proj, modelview, mvp); - Matrix4_Invert_Simple((matrix4x4_t*)mvpi, (matrix4x4_t*)mvp); //not actually used in this function. + + /*build the project matrix*/ + Matrix4_Multiply(proj, modelview, csqc_proj_matrix); + + /*build the unproject matrix (inverted project matrix)*/ + Matrix4_Invert(csqc_proj_matrix, csqc_proj_matrix_inverse); csqc_rebuildmatricies = false; } -static void PF_cs_project (progfuncs_t *prinst, struct globalvars_s *pr_globals) +void PF_cs_project (progfuncs_t *prinst, struct globalvars_s *pr_globals) { if (csqc_rebuildmatricies) buildmatricies(); @@ -1206,45 +1213,52 @@ static void PF_cs_project (progfuncs_t *prinst, struct globalvars_s *pr_globals) v[2] = in[2]; v[3] = 1; - Matrix4_Transform4(mvp, v, tempv); + Matrix4_Transform4(csqc_proj_matrix, v, tempv); tempv[0] /= tempv[3]; tempv[1] /= tempv[3]; tempv[2] /= tempv[3]; out[0] = (1+tempv[0])/2; - out[1] = (1+tempv[1])/2; - out[2] = (1+tempv[2])/2; + out[1] = 1-(1+tempv[1])/2; + out[2] = tempv[2]; out[0] = out[0]*r_refdef.vrect.width + r_refdef.vrect.x; out[1] = out[1]*r_refdef.vrect.height + r_refdef.vrect.y; + + if (tempv[3] < 0) + out[2] *= -1; } } -static void PF_cs_unproject (progfuncs_t *prinst, struct globalvars_s *pr_globals) +void PF_cs_unproject (progfuncs_t *prinst, struct globalvars_s *pr_globals) { if (csqc_rebuildmatricies) buildmatricies(); - { float *in = G_VECTOR(OFS_PARM0); float *out = G_VECTOR(OFS_RETURN); + float tx, ty; float v[4], tempv[4]; - out[0] = (out[0]-r_refdef.vrect.x)/r_refdef.vrect.width; - out[1] = (out[1]-r_refdef.vrect.y)/r_refdef.vrect.height; - - v[0] = in[0]*2-1; - v[1] = in[1]*2-1; - v[2] = in[2]*2-1; + tx = ((in[0]-r_refdef.vrect.x)/r_refdef.vrect.width); + ty = ((in[1]-r_refdef.vrect.y)/r_refdef.vrect.height); + ty = 1-ty; + v[0] = tx*2-1; + v[1] = ty*2-1; + v[2] = in[2];//*2-1; v[3] = 1; - Matrix4_Transform4(mvpi, v, tempv); + //don't use 1, because the far clip plane really is an infinite distance away + if (v[2] >= 1) + v[2] = 0.999999; - out[0] = tempv[0]; - out[1] = tempv[1]; - out[2] = tempv[2]; + Matrix4_Transform4(csqc_proj_matrix_inverse, v, tempv); + + out[0] = tempv[0]/tempv[3]; + out[1] = tempv[1]/tempv[3]; + out[2] = tempv[2]/tempv[3]; } } @@ -3139,7 +3153,7 @@ static void PF_cl_te_lightning1 (progfuncs_t *prinst, struct globalvars_s *pr_gl { csqcedict_t *ent = (csqcedict_t*)G_EDICT(prinst, OFS_PARM0); float *start = G_VECTOR(OFS_PARM1); - float *end = G_VECTOR(OFS_PARM1); + float *end = G_VECTOR(OFS_PARM2); CL_AddBeam(0, ent->entnum+MAX_EDICTS, start, end); } @@ -3147,7 +3161,7 @@ static void PF_cl_te_lightning2 (progfuncs_t *prinst, struct globalvars_s *pr_gl { csqcedict_t *ent = (csqcedict_t*)G_EDICT(prinst, OFS_PARM0); float *start = G_VECTOR(OFS_PARM1); - float *end = G_VECTOR(OFS_PARM1); + float *end = G_VECTOR(OFS_PARM2); CL_AddBeam(1, ent->entnum+MAX_EDICTS, start, end); } @@ -3155,7 +3169,7 @@ static void PF_cl_te_lightning3 (progfuncs_t *prinst, struct globalvars_s *pr_gl { csqcedict_t *ent = (csqcedict_t*)G_EDICT(prinst, OFS_PARM0); float *start = G_VECTOR(OFS_PARM1); - float *end = G_VECTOR(OFS_PARM1); + float *end = G_VECTOR(OFS_PARM2); CL_AddBeam(2, ent->entnum+MAX_EDICTS, start, end); } @@ -3163,7 +3177,7 @@ static void PF_cl_te_beam (progfuncs_t *prinst, struct globalvars_s *pr_globals) { csqcedict_t *ent = (csqcedict_t*)G_EDICT(prinst, OFS_PARM0); float *start = G_VECTOR(OFS_PARM1); - float *end = G_VECTOR(OFS_PARM1); + float *end = G_VECTOR(OFS_PARM2); CL_AddBeam(5, ent->entnum+MAX_EDICTS, start, end); } diff --git a/engine/common/mathlib.c b/engine/common/mathlib.c index 6201d96ab..22d07f382 100644 --- a/engine/common/mathlib.c +++ b/engine/common/mathlib.c @@ -1116,44 +1116,183 @@ void Matrix4_Orthographic(float *proj, float xmin, float xmax, float ymax, float proj[15] = 1; } -void Matrix4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1) +/* + * Compute inverse of 4x4 transformation matrix. + * Code contributed by Jacques Leroy jle@star.be + * Return true for success, false for failure (singular matrix) + * This came to FTE via mesa's GLU. + */ +qboolean Matrix4_Invert(const float *m, float *out) { - // we only support uniform scaling, so assume the first row is enough - // (note the lack of sqrt here, because we're trying to undo the scaling, - // this means multiplying by the inverse scale twice - squaring it, which - // makes the sqrt a waste of time) -#if 1 - double scale = 1.0 / (in1->m[0][0] * in1->m[0][0] + in1->m[0][1] * in1->m[0][1] + in1->m[0][2] * in1->m[0][2]); -#else - double scale = 3.0 / sqrt - (in1->m[0][0] * in1->m[0][0] + in1->m[0][1] * in1->m[0][1] + in1->m[0][2] * in1->m[0][2] - + in1->m[1][0] * in1->m[1][0] + in1->m[1][1] * in1->m[1][1] + in1->m[1][2] * in1->m[1][2] - + in1->m[2][0] * in1->m[2][0] + in1->m[2][1] * in1->m[2][1] + in1->m[2][2] * in1->m[2][2]); - scale *= scale; -#endif +/* NB. OpenGL Matrices are COLUMN major. */ +#define SWAP_ROWS(a, b) { float *_tmp = a; (a)=(b); (b)=_tmp; } +#define MAT(m,r,c) (m)[(c)*4+(r)] - // invert the rotation by transposing and multiplying by the squared - // recipricol of the input matrix scale as described above - out->m[0][0] = (float)(in1->m[0][0] * scale); - out->m[0][1] = (float)(in1->m[1][0] * scale); - out->m[0][2] = (float)(in1->m[2][0] * scale); - out->m[1][0] = (float)(in1->m[0][1] * scale); - out->m[1][1] = (float)(in1->m[1][1] * scale); - out->m[1][2] = (float)(in1->m[2][1] * scale); - out->m[2][0] = (float)(in1->m[0][2] * scale); - out->m[2][1] = (float)(in1->m[1][2] * scale); - out->m[2][2] = (float)(in1->m[2][2] * scale); + float wtmp[4][8]; + float m0, m1, m2, m3, s; + float *r0, *r1, *r2, *r3; - // invert the translate - out->m[0][3] = -(in1->m[0][3] * out->m[0][0] + in1->m[1][3] * out->m[0][1] + in1->m[2][3] * out->m[0][2]); - out->m[1][3] = -(in1->m[0][3] * out->m[1][0] + in1->m[1][3] * out->m[1][1] + in1->m[2][3] * out->m[1][2]); - out->m[2][3] = -(in1->m[0][3] * out->m[2][0] + in1->m[1][3] * out->m[2][1] + in1->m[2][3] * out->m[2][2]); + r0 = wtmp[0], r1 = wtmp[1], r2 = wtmp[2], r3 = wtmp[3]; - // don't know if there's anything worth doing here - out->m[3][0] = 0; - out->m[3][1] = 0; - out->m[3][2] = 0; - out->m[3][3] = 1; + r0[0] = MAT(m, 0, 0), r0[1] = MAT(m, 0, 1), + r0[2] = MAT(m, 0, 2), r0[3] = MAT(m, 0, 3), + r0[4] = 1.0, r0[5] = r0[6] = r0[7] = 0.0, + r1[0] = MAT(m, 1, 0), r1[1] = MAT(m, 1, 1), + r1[2] = MAT(m, 1, 2), r1[3] = MAT(m, 1, 3), + r1[5] = 1.0, r1[4] = r1[6] = r1[7] = 0.0, + r2[0] = MAT(m, 2, 0), r2[1] = MAT(m, 2, 1), + r2[2] = MAT(m, 2, 2), r2[3] = MAT(m, 2, 3), + r2[6] = 1.0, r2[4] = r2[5] = r2[7] = 0.0, + r3[0] = MAT(m, 3, 0), r3[1] = MAT(m, 3, 1), + r3[2] = MAT(m, 3, 2), r3[3] = MAT(m, 3, 3), + r3[7] = 1.0, r3[4] = r3[5] = r3[6] = 0.0; + + /* choose pivot - or die */ + if (fabs(r3[0]) > fabs(r2[0])) + SWAP_ROWS(r3, r2); + if (fabs(r2[0]) > fabs(r1[0])) + SWAP_ROWS(r2, r1); + if (fabs(r1[0]) > fabs(r0[0])) + SWAP_ROWS(r1, r0); + if (0.0 == r0[0]) + return false; + + /* eliminate first variable */ + m1 = r1[0] / r0[0]; + m2 = r2[0] / r0[0]; + m3 = r3[0] / r0[0]; + s = r0[1]; + r1[1] -= m1 * s; + r2[1] -= m2 * s; + r3[1] -= m3 * s; + s = r0[2]; + r1[2] -= m1 * s; + r2[2] -= m2 * s; + r3[2] -= m3 * s; + s = r0[3]; + r1[3] -= m1 * s; + r2[3] -= m2 * s; + r3[3] -= m3 * s; + s = r0[4]; + if (s != 0.0) { + r1[4] -= m1 * s; + r2[4] -= m2 * s; + r3[4] -= m3 * s; + } + s = r0[5]; + if (s != 0.0) { + r1[5] -= m1 * s; + r2[5] -= m2 * s; + r3[5] -= m3 * s; + } + s = r0[6]; + if (s != 0.0) { + r1[6] -= m1 * s; + r2[6] -= m2 * s; + r3[6] -= m3 * s; + } + s = r0[7]; + if (s != 0.0) { + r1[7] -= m1 * s; + r2[7] -= m2 * s; + r3[7] -= m3 * s; + } + + /* choose pivot - or die */ + if (fabs(r3[1]) > fabs(r2[1])) + SWAP_ROWS(r3, r2); + if (fabs(r2[1]) > fabs(r1[1])) + SWAP_ROWS(r2, r1); + if (0.0 == r1[1]) + return false; + + /* eliminate second variable */ + m2 = r2[1] / r1[1]; + m3 = r3[1] / r1[1]; + r2[2] -= m2 * r1[2]; + r3[2] -= m3 * r1[2]; + r2[3] -= m2 * r1[3]; + r3[3] -= m3 * r1[3]; + s = r1[4]; + if (0.0 != s) { + r2[4] -= m2 * s; + r3[4] -= m3 * s; + } + s = r1[5]; + if (0.0 != s) { + r2[5] -= m2 * s; + r3[5] -= m3 * s; + } + s = r1[6]; + if (0.0 != s) { + r2[6] -= m2 * s; + r3[6] -= m3 * s; + } + s = r1[7]; + if (0.0 != s) { + r2[7] -= m2 * s; + r3[7] -= m3 * s; + } + + /* choose pivot - or die */ + if (fabs(r3[2]) > fabs(r2[2])) + SWAP_ROWS(r3, r2); + if (0.0 == r2[2]) + return false; + + /* eliminate third variable */ + m3 = r3[2] / r2[2]; + r3[3] -= m3 * r2[3], r3[4] -= m3 * r2[4], + r3[5] -= m3 * r2[5], r3[6] -= m3 * r2[6], r3[7] -= m3 * r2[7]; + + /* last check */ + if (0.0 == r3[3]) + return false; + + s = 1.0 / r3[3]; /* now back substitute row 3 */ + r3[4] *= s; + r3[5] *= s; + r3[6] *= s; + r3[7] *= s; + + m2 = r2[3]; /* now back substitute row 2 */ + s = 1.0 / r2[2]; + r2[4] = s * (r2[4] - r3[4] * m2), r2[5] = s * (r2[5] - r3[5] * m2), + r2[6] = s * (r2[6] - r3[6] * m2), r2[7] = s * (r2[7] - r3[7] * m2); + m1 = r1[3]; + r1[4] -= r3[4] * m1, r1[5] -= r3[5] * m1, + r1[6] -= r3[6] * m1, r1[7] -= r3[7] * m1; + m0 = r0[3]; + r0[4] -= r3[4] * m0, r0[5] -= r3[5] * m0, + r0[6] -= r3[6] * m0, r0[7] -= r3[7] * m0; + + m1 = r1[2]; /* now back substitute row 1 */ + s = 1.0 / r1[1]; + r1[4] = s * (r1[4] - r2[4] * m1), r1[5] = s * (r1[5] - r2[5] * m1), + r1[6] = s * (r1[6] - r2[6] * m1), r1[7] = s * (r1[7] - r2[7] * m1); + m0 = r0[2]; + r0[4] -= r2[4] * m0, r0[5] -= r2[5] * m0, + r0[6] -= r2[6] * m0, r0[7] -= r2[7] * m0; + + m0 = r0[1]; /* now back substitute row 0 */ + s = 1.0 / r0[0]; + r0[4] = s * (r0[4] - r1[4] * m0), r0[5] = s * (r0[5] - r1[5] * m0), + r0[6] = s * (r0[6] - r1[6] * m0), r0[7] = s * (r0[7] - r1[7] * m0); + + MAT(out, 0, 0) = r0[4]; + MAT(out, 0, 1) = r0[5], MAT(out, 0, 2) = r0[6]; + MAT(out, 0, 3) = r0[7], MAT(out, 1, 0) = r1[4]; + MAT(out, 1, 1) = r1[5], MAT(out, 1, 2) = r1[6]; + MAT(out, 1, 3) = r1[7], MAT(out, 2, 0) = r2[4]; + MAT(out, 2, 1) = r2[5], MAT(out, 2, 2) = r2[6]; + MAT(out, 2, 3) = r2[7], MAT(out, 3, 0) = r3[4]; + MAT(out, 3, 1) = r3[5], MAT(out, 3, 2) = r3[6]; + MAT(out, 3, 3) = r3[7]; + + return true; + +#undef MAT +#undef SWAP_ROWS } //screen->3d @@ -1168,7 +1307,7 @@ void Matrix4_UnProject(vec3_t in, vec3_t out, vec3_t viewangles, vec3_t vieworg, Matrix4_Projection(proj, wdivh, fovy, 4); Matrix4_Multiply(proj, modelview, tempm); - Matrix4_Invert_Simple((void*)proj, (void*)tempm); + Matrix4_Invert(tempm, proj); { float v[4], tempv[4]; diff --git a/engine/common/mathlib.h b/engine/common/mathlib.h index 8c772032c..5e1b83b7c 100644 --- a/engine/common/mathlib.h +++ b/engine/common/mathlib.h @@ -103,7 +103,7 @@ float Q_rsqrt(float number); //used for crosshair stuff. void Matrix3_Multiply (vec3_t *in1, vec3_t *in2, vec3_t *out); void Matrix4_Identity(float *outm); -void Matrix4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1); +qboolean Matrix4_Invert(const float *m, float *out); void Matrix4x4_CreateTranslate (matrix4x4_t *out, float x, float y, float z); void Matrix4_ModelMatrixFromAxis (float *modelview, vec3_t pn, vec3_t right, vec3_t up, vec3_t vieworg); void Matrix4_ModelViewMatrix (float *modelview, vec3_t viewangles, vec3_t vieworg);