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https://git.code.sf.net/p/quake/quakeforge
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It holds the data for a basic 3d camera (transform, fov, near and far clip). Not used yet as there is much work to be done in cleaning up the client code.
66 lines
2 KiB
C
66 lines
2 KiB
C
/*
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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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#include "scn_internal.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_resources_t *res = camera->scene->resources;
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transform_t *transform = PR_RESGET (res->transforms, camera->transform);
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vec4f_t rotation = Transform_GetWorldRotation (transform);
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vec4f_t position = Transform_GetWorldPosition (transform);
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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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