2022-02-25 01:41:50 +00:00
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/*
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camera.c
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Scene camera data
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Copyright (C) 2022 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2022/02/18
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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.
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See the 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 this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include "QF/scene/camera.h"
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#include "QF/scene/scene.h"
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#include "QF/scene/transform.h"
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void
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Camera_GetViewMatrix (const camera_t *camera, mat4f_t view)
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{
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[scene] Make entity_t just an entity id for ECS
This puts the hierarchy (transform) reference, animation, visibility,
renderer, active, and old_origin data in separate components. There are
a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately
in sw, reasons known, missing brush models in vulkan).
While quake doesn't really need an ECS, the direction I want to take QF
does, and it does seem to have improved memory bandwidth a little
(uncertain). However, there's a lot more work to go (especially fixing
the above bugs), but this seems to be a good start.
2022-10-23 01:32:09 +00:00
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vec4f_t rotation = Transform_GetWorldRotation (camera->transform);
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vec4f_t position = Transform_GetWorldPosition (camera->transform);
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2022-02-25 01:41:50 +00:00
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mat4fquat (view, qconjf (rotation));
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// qconjf negates xyz but leaves w alone, which is what we want for
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// inverting the translation (essentially, rotation+position form a
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// dual quaternion, but without the complication of dealing with
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// half-translations)
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view[3] = mvmulf (view, qconjf (position));
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}
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void Camera_GetProjectionMatrix (const camera_t *camera, mat4f_t proj)
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{
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float v = camera->field_of_view;
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float a = camera->aspect;
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float f = camera->far_clip;
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float n = camera->near_clip;
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proj[0] = (vec4f_t) { v / a, 0, 0, 0 };
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proj[1] = (vec4f_t) { 0, v, 0, 0 };
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proj[2] = (vec4f_t) { 0, 0, f / (f - n), 1 };
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proj[2] = (vec4f_t) { 0, 0, n * f / (n - f), 0 };
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}
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