mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-15 01:11:27 +00:00
495dd759f0
Viewport and FOV updates are now separate so updating one doesn't cause recalculations of the other. Also, perspective setup is now done directly from the tangents of the half angles for fov_x and fov_y making the renderers independent of fov/aspect mode. I imagine things are a bit of a mess with view size changes, and especially screen size changes (not supported yet anyway), and vulkan winds up updating its projection matrices every frame, but everything that's expected to work does (vulkan errors out for fisheye or warp due to frame buffer creation not being supported yet).
181 lines
4.4 KiB
C
181 lines
4.4 KiB
C
/*
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gl_fisheye.c
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GL fisheye rendering
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Copyright (C) 2003 Arkadi Shishlov <arkadi@it.lv>
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Copyright (C) 2022 Bill Currie <bill@taniwha.org>
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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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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "QF/cvar.h"
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#include "QF/mathlib.h"
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#include "QF/render.h"
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#include "QF/sys.h"
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#include "QF/vid.h"
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#include "QF/GL/defines.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/qf_draw.h"
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#include "QF/GL/qf_fisheye.h"
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#include "QF/GL/qf_vid.h"
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#include "compat.h"
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#include "r_internal.h"
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#include "varrays.h"
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#include "vid_gl.h"
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// Algorithm:
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// Draw up to six views, one in each direction.
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// Save the picture to cube map texture, use GL_ARB_texture_cube_map.
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// Create FPOLYCNTxFPOLYCNT polygons sized flat grid.
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// Baseing on field of view, tie cube map texture to grid using
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// translation function to map texture coordinates to fixed/regular
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// grid vertices coordinates.
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// Render view. Fisheye is done.
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#define FPOLYCNT 128
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struct xyz {
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float x, y, z;
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};
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static struct xyz FisheyeLookupTbl[FPOLYCNT + 1][FPOLYCNT + 1];
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//static GLint gl_cube_map_size;
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static GLint gl_cube_map_step;
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static void
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R_BuildFisheyeLookup (int width, int height, float fov)
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{
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int x, y;
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struct xyz *v;
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for (y = 0; y <= height; y += gl_cube_map_step) {
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for (x = 0; x <= width; x += gl_cube_map_step) {
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float dx = x - width / 2;
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float dy = y - height / 2;
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float yaw = sqrt (dx * dx + dy * dy) * fov / width;
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float roll = atan2 (dy, dx);
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// X is a first index and Y is a second, because later
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// when we draw QUAD_STRIPs we need next Y vertex coordinate.
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v = &FisheyeLookupTbl[x / gl_cube_map_step][y / gl_cube_map_step];
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v->x = sin (yaw) * cos (roll);
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v->y = sin (yaw) * sin (roll);
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v->z = cos (yaw);
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}
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}
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}
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#define CHKGLERR(s) \
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do { \
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GLint err = qfglGetError(); \
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if (err != GL_NO_ERROR) \
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printf ("%s: gl error %d\n", s, (int) err); \
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} while (0);
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static GLuint fisheye_grid;
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void
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gl_InitFisheye (void)
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{
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fisheye_grid = qfglGenLists (1);
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}
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static void
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build_display_list (int width, int height, float fov)
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{
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int maxd = max (width, height);
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gl_cube_map_step = maxd / FPOLYCNT;
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R_BuildFisheyeLookup (width, height, fov * M_PI / 180.0);
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qfglNewList (fisheye_grid, GL_COMPILE);
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qfglDisable (GL_DEPTH_TEST);
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qfglFrontFace (GL_CCW);
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qfglClear (GL_COLOR_BUFFER_BIT);
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for (int y = 0; y < height; y += gl_cube_map_step) {
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qfglBegin (GL_QUAD_STRIP);
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// quad_strip, so X is inclusive
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for (int x = 0; x <= width; x += gl_cube_map_step) {
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int xind = x / gl_cube_map_step;
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int yind = y / gl_cube_map_step;
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struct xyz *v = &FisheyeLookupTbl[xind][yind + 1];
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qfglTexCoord3f (v->x, v->y, v->z);
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qfglVertex2i (x, y + gl_cube_map_step);
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--v;
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qfglTexCoord3f (v->x, v->y, v->z);
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qfglVertex2i (x, y);
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}
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qfglEnd ();
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}
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qfglEnable (GL_DEPTH_TEST);
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qfglEndList ();
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CHKGLERR("build list");
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}
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void
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gl_FisheyeScreen (framebuffer_t *fb)
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{
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static int pwidth = -1;
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static int pheight = -1;
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static float pfov = -1;
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if (pwidth != r_refdef.vrect.width || pheight != r_refdef.vrect.height
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|| pfov != scr_ffov->value) {
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pwidth = r_refdef.vrect.width;
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pheight = r_refdef.vrect.height;
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pfov = scr_ffov->value;
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build_display_list (pwidth, pheight, pfov);
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}
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gl_framebuffer_t *buffer = fb->buffer;
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qfglMatrixMode (GL_PROJECTION);
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qfglLoadIdentity ();
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qfglOrtho (0, r_refdef.vrect.width, r_refdef.vrect.height, 0, -9999, 9999);
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qfglMatrixMode (GL_MODELVIEW);
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qfglLoadIdentity ();
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qfglColor3ubv (color_white);
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qfglEnable (GL_TEXTURE_CUBE_MAP_ARB);
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qfglBindTexture (GL_TEXTURE_CUBE_MAP_ARB, buffer->color);
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qfglCallList (fisheye_grid);
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qfglDisable (GL_TEXTURE_CUBE_MAP_ARB);
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CHKGLERR("fisheye");
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}
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