quakeforge/libs/video/renderer/vulkan/projection.c

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/*
proejct.c
Vulkan projection matrices
Copyright (C) 2021 Bill Currie <bill@taniwha.org>
This program 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 2
of the License, or (at your option) any later version.
This program 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 this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <math.h>
#include "QF/cvar.h"
#include "QF/Vulkan/projection.h"
#include "r_internal.h"
//FIXME? The box rotations (in particular top/bottom) for vulkan are not
//compatible with the other renderers, so need a local version
const mat4f_t qfv_box_rotations[] = {
[BOX_FRONT] = {
{ 1, 0, 0, 0},
{ 0, 1, 0, 0},
{ 0, 0, 1, 0},
{ 0, 0, 0, 1}
},
[BOX_RIGHT] = {
{ 0,-1, 0, 0},
{ 1, 0, 0, 0},
{ 0, 0, 1, 0},
{ 0, 0, 0, 1}
},
[BOX_BEHIND] = {
{-1, 0, 0, 0},
{ 0,-1, 0, 0},
{ 0, 0, 1, 0},
{ 0, 0, 0, 1}
},
[BOX_LEFT] = {
{ 0, 1, 0, 0},
{-1, 0, 0, 0},
{ 0, 0, 1, 0},
{ 0, 0, 0, 1}
},
[BOX_BOTTOM] = {
{ 0, 0, 1, 0},
{ 0, 1, 0, 0},
{-1, 0, 0, 0},
{ 0, 0, 0, 1}
},
[BOX_TOP] = {
{ 0, 0,-1, 0},
{ 0, 1, 0, 0},
{ 1, 0, 0, 0},
{ 0, 0, 0, 1}
},
};
// Quake's world is z-up, x-forward, y-left, but Vulkan's world is
// z-forward, x-right, y-down.
const mat4f_t qfv_z_up = {
{ 0, 0, 1, 0},
{-1, 0, 0, 0},
{ 0,-1, 0, 0},
{ 0, 0, 0, 1},
};
void
QFV_Orthographic (mat4f_t proj, float xmin, float xmax, float ymin, float ymax,
float znear, float zfar)
{
proj[0] = (vec4f_t) {
2 / (xmax - xmin),
0,
0,
0
};
proj[1] = (vec4f_t) {
0,
2 / (ymax - ymin),
0,
0
};
proj[2] = (vec4f_t) {
0,
0,
1 / (znear - zfar),
0
};
proj[3] = (vec4f_t) {
-(xmax + xmin) / (xmax - xmin),
-(ymax + ymin) / (ymax - ymin),
znear / (znear - zfar),
1,
};
}
void
QFV_PerspectiveTan (mat4f_t proj, float fov_x, float fov_y)
{
float neard;
neard = r_nearclip;
proj[0] = (vec4f_t) { 1 / fov_x, 0, 0, 0 };
proj[1] = (vec4f_t) { 0, 1 / fov_y, 0, 0 };
proj[2] = (vec4f_t) { 0, 0, 0, 1 };
proj[3] = (vec4f_t) { 0, 0, neard, 0 };
}
void
QFV_PerspectiveCos (mat4f_t proj, float fov)
{
// square first for auto-abs (no support for > 180 degree fov)
fov = fov * fov;
float t = sqrt ((1 - fov) / fov);
QFV_PerspectiveTan (proj, t, t);
}