quakeforge/libs/video/renderer/vulkan/projection.c
Bill Currie e67ec84db9 [vulkan] Use simpler projection and z_up matrices
While both matrices had positive determinants in the first place, I find
the projection matrix easier to understand without all the negatives,
and having quake-x/vulkan-z positively parallel in the z-up matrix makes
that a lot easier to think about.
2022-02-18 14:25:50 +09:00

97 lines
2.1 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
#ifdef HAVE_MATH_H
# include <math.h>
#endif
#include "QF/cvar.h"
#include "QF/Vulkan/projection.h"
#include "r_internal.h"
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, float aspect)
{
float f = 1 / fov;
float neard, fard;
neard = r_nearclip->value;
fard = r_farclip->value;
proj[0] = (vec4f_t) { f / aspect, 0, 0, 0 };
proj[1] = (vec4f_t) { 0, f, 0, 0 };
proj[2] = (vec4f_t) { 0, 0, fard / (fard - neard), 1 };
proj[3] = (vec4f_t) { 0, 0, (neard * fard) / (neard - fard), 0 };
}
void
QFV_PerspectiveCos (mat4f_t proj, float fov, float aspect)
{
// square first for auto-abs (no support for > 180 degree fov)
fov = fov * fov;
QFV_PerspectiveTan (proj, sqrt ((1 - fov) / fov), aspect);
}
void
QFV_Perspective (mat4f_t proj, float fov, float aspect)
{
QFV_PerspectiveTan (proj, tan (fov * M_PI / 360), aspect);
}