/* proejct.c Vulkan projection matrices Copyright (C) 2021 Bill Currie 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 #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); }