quakeforge/libs/video/renderer/vulkan/projection.c
Bill Currie 558e11e9b7 [vulkan] Make near and far clip explicit parameters
This improves the projection API in that near clip is a parameter rather
than being taken directly from the cvar, and a far clip (ie, finite far
plane) version is available (necessary for cascaded shadow maps as it's
rather hard to fit a box to an infinite frustum).

Also, the orthographic projection matrix is now reversed as per the
perspective matrix (and the code tidied up a little), and a version that
takes min and max vectors is available.
2023-08-13 17:30:24 +09:00

174 lines
4.1 KiB
C

/*
proejct.c
Vulkan projection matrices
Copyright (C) 2021 Bill Currie <bill@taniwha.org>
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 <math.h>
#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)
{
float d = zfar - znear;
float w = xmax - xmin;
float h = ymax - ymin;
float m = xmax + xmin;
float c = ymax + ymin;
float f = zfar;
proj[0] = (vec4f_t) { 2/w, 0, 0, 0 };
proj[1] = (vec4f_t) { 0, 2/h, 0, 0 };
proj[2] = (vec4f_t) { 0, 0, -1/d, 0 };
proj[3] = (vec4f_t) { -m/w, -c/h, f/d, 1 };
}
void
QFV_OrthographicV (mat4f_t proj, vec4f_t mins, vec4f_t maxs)
{
QFV_Orthographic (proj, mins[0], maxs[0], mins[1], maxs[1],
mins[2], maxs[2]);
}
void
QFV_PerspectiveTan (mat4f_t proj, float fov_x, float fov_y, float nearclip)
{
float n = nearclip;
float fx = fov_x;
float fy = fov_y;
proj[0] = (vec4f_t) { 1/fx, 0, 0, 0 };
proj[1] = (vec4f_t) { 0, 1/fy, 0, 0 };
proj[2] = (vec4f_t) { 0, 0, 0, 1 };
proj[3] = (vec4f_t) { 0, 0, n, 0 };
}
void
QFV_InversePerspectiveTan (mat4f_t proj, float fov_x, float fov_y,
float nearclip)
{
float n = r_nearclip;
float fx = fov_x;
float fy = fov_y;
proj[0] = (vec4f_t) { fx, 0, 0, 0 };
proj[1] = (vec4f_t) { 0, fy, 0, 0 };
proj[2] = (vec4f_t) { 0, 0, 0, 1/n };
proj[3] = (vec4f_t) { 0, 0, 1, 0 };
}
void
QFV_PerspectiveTanFar (mat4f_t proj, float fov_x, float fov_y,
float nearclip, float farclip)
{
float n = nearclip;
float f = farclip;
float fx = fov_x;
float fy = fov_y;
proj[0] = (vec4f_t) { 1/fx, 0, 0, 0 };
proj[1] = (vec4f_t) { 0, 1/fy, 0, 0 };
proj[2] = (vec4f_t) { 0, 0, n/(n-f), 1 };
proj[3] = (vec4f_t) { 0, 0, n*f/(n-f), 0 };
}
void
QFV_InversePerspectiveTanFar (mat4f_t proj, float fov_x, float fov_y,
float nearclip, float farclip)
{
float n = r_nearclip;
float f = farclip;
float fx = fov_x;
float fy = fov_y;
proj[0] = (vec4f_t) { fx, 0, 0, 0 };
proj[1] = (vec4f_t) { 0, fy, 0, 0 };
proj[2] = (vec4f_t) { 0, 0, 0, (f-n)/(n*f) };
proj[3] = (vec4f_t) { 0, 0, 1, 1/f };
}
void
QFV_PerspectiveCos (mat4f_t proj, float fov, float nearclip)
{
// 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, nearclip);
}