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https://git.code.sf.net/p/quake/quakeforge
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Hopefully get the 3d view and projection transforms setup.
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1 changed files with 82 additions and 0 deletions
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@ -45,14 +45,19 @@ static __attribute__ ((used)) const char rcsid[] = "$Id$";
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#include "QF/render.h"
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#include "QF/screen.h"
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#include "QF/skin.h"
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#include "QF/sys.h"
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#include "QF/GLSL/funcs.h"
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#include "QF/GLSL/qf_textures.h"
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#include "gl_draw.h"
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#include "r_cvar.h"
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#include "r_dynamic.h"
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#include "r_local.h"
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#include "r_screen.h"
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mat4_t glsl_projection;
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mat4_t glsl_view;
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VISIBLE vec3_t r_origin, vpn, vright, vup;
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VISIBLE refdef_t r_refdef;
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qboolean r_cache_thrash;
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@ -70,11 +75,88 @@ gl_overbright_f (cvar_t *var)
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VISIBLE void
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R_ViewChanged (float aspect)
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{
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double xmin, xmax, ymin, ymax;
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float fovx, fovy, neard, fard;
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vec_t *proj = glsl_projection;
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fovx = r_refdef.fov_x;
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fovy = r_refdef.fov_y;
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neard = r_nearclip->value;
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fard = r_farclip->value;
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ymax = neard * tan (fovy * M_PI / 360); // fov_2 / 2
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ymin = -ymax;
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xmax = neard * tan (fovx * M_PI / 360); // fov_2 / 2
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xmin = -xmax;
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proj[0] = (2 * neard) / (xmax - xmin);
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proj[4] = 0;
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proj[8] = (xmax + xmin) / (xmax - xmin);
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proj[12] = 0;
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proj[1] = 0;
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proj[5] = (2 * neard) / (ymax - ymin);
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proj[9] = (ymax + ymin) / (ymax - ymin);
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proj[13] = 0;
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proj[2] = 0;
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proj[6] = 0;
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proj[10] = (fard + neard) / (neard - fard);
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proj[14] = (2 * fard + neard) / (neard - fard);
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proj[3] = 0;
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proj[7] = 0;
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proj[11] = -1;
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proj[15] = 0;
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}
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void
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R_SetupFrame (void)
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{
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R_ClearEnts ();
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r_framecount++;
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VectorCopy (r_refdef.vieworg, r_origin);
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AngleVectors (r_refdef.viewangles, vpn, vright, vup);
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}
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static void
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R_SetupView (void)
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{
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float x, y, w, h;
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mat4_t mat;
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static mat4_t z_up = {
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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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x = r_refdef.vrect.x;
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y = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height));
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w = r_refdef.vrect.width;
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h = r_refdef.vrect.height;
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qfglViewport (x, y, w, h);
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Mat4Zero (mat);
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VectorCopy (vpn, mat + 0);
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VectorNegate (vright, mat + 4); // we want vleft
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VectorCopy (vup, mat + 8);
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mat[15] = 1;
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Mat4Transpose (mat, mat);//AngleVectors gives the transpose of what we want
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Mat4Mult (z_up, mat, glsl_view);
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Mat4Identity (mat);
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VectorNegate (r_refdef.vieworg, mat + 12);
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Mat4Mult (glsl_view, mat, glsl_view);
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}
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}
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VISIBLE void
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R_RenderView (void)
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{
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R_SetupFrame ();
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R_SetupView ();
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}
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VISIBLE void
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