mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 12:52:46 +00:00
0c437492b4
For now, OpenGL and Vulkan renderers are broken as I focused on getting the software renderer working (which was quite tricky to get right). This fixes a couple of issues: the segfault when warping the screen (due to the scene rendering move invalidating the warp buffer), and warp always having 320x200 resolution. There's still the problem of the effect being too subtle at high resolution, but that's just a matter of updating the tables and tweaking the code in D_WarpScreen. Another issue is the Draw functions should probably write directly to the main frame buffer or even one passed in as a parameter. This would remove the need for binding the main buffer at the beginning and end of the frame.
58 lines
1.4 KiB
C
58 lines
1.4 KiB
C
/*
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camera.h
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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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#ifndef __QF_scene_camera_h
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#define __QF_scene_camera_h
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#include "QF/qtypes.h"
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#include "QF/simd/mat4f.h"
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/** \defgroup scene_camera Camera data
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\ingroup scene
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*/
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///@{
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typedef struct camera_s {
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struct scene_s *scene; ///< owning scene
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struct framebuffer_s *framebuffer;
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int32_t id; ///< id in scene
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int32_t transform;
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float field_of_view;
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float aspect;
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float near_clip;
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float far_clip;
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} camera_t;
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void Camera_GetViewMatrix (const camera_t *camera, mat4f_t mat);
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void Camera_GetProjectionMatrix (const camera_t *camera, mat4f_t mat);
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///@}
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#endif//__QF_scene_camera_h
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