mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 04:42:32 +00:00
20a2e7e06f
Again, gl/vulkan not working yet (on the assumption that sw would be trickier). Fisheye overrides water warp because updating the projection map every frame is far too expensive. I've added a post-process pass to the interface in order to hide the implementation details, but I'm not sure I'm happy about how the multi-pass rendering for cube maps is handled (or having the frame buffers as exposed as they are), but mainly because Vulkan will make implementation interesting.
166 lines
4.2 KiB
C
166 lines
4.2 KiB
C
/*
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sw_fisheye.c
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SW 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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#ifdef HAVE_STDLIB_H
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# include <stdlib.h>
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#endif
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#include <math.h>
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#include "QF/cvar.h"
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#include "QF/render.h"
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#include "compat.h"
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#include "r_internal.h"
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#include "vid_internal.h"
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#include "vid_sw.h"
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static void
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fisheyelookuptable (byte **buf, int width, int height, framebuffer_t *cube,
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double fov)
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{
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int cube_size = cube->width;
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for (int y = 0; y < height; y++) {
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for (int x = 0; x < width; x++) {
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double dx = x - width / 2;
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double dy = -(y - height / 2);
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double yaw = sqrt (dx * dx + dy * dy) * fov / width;
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double roll = atan2 (dy, dx);
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double sx = sin (yaw) * cos (roll);
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double sy = sin (yaw) * sin (roll);
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double sz = cos (yaw);
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// determine which side of the box we need
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double abs_x = fabs (sx);
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double abs_y = fabs (sy);
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double abs_z = fabs (sz);
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int side;
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double xs = 0, ys = 0;
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if (abs_x > abs_y) {
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if (abs_x > abs_z) {
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side = ((sx > 0.0) ? BOX_RIGHT : BOX_LEFT);
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} else {
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side = ((sz > 0.0) ? BOX_FRONT : BOX_BEHIND);
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}
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} else {
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if (abs_y > abs_z) {
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side = ((sy > 0.0) ? BOX_TOP : BOX_BOTTOM);
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} else {
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side = ((sz > 0.0) ? BOX_FRONT : BOX_BEHIND);
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}
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}
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#define RC(x) ((x / 2) + 0.5)
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#define R2(x) ((x / 2) + 0.5)
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// scale up our vector [x,y,z] to the box
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switch(side) {
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case BOX_FRONT: xs = RC( sx / sz); ys = R2(-sy / sz); break;
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case BOX_BEHIND: xs = RC(-sx / -sz); ys = R2(-sy / -sz); break;
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case BOX_LEFT: xs = RC( sz / -sx); ys = R2(-sy / -sx); break;
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case BOX_RIGHT: xs = RC(-sz / sx); ys = R2(-sy / sx); break;
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case BOX_TOP: xs = RC( sx / sy); ys = R2( sz / sy); break;
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case BOX_BOTTOM: xs = RC( sx / -sy); ys = R2( sz / sy); break;
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}
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xs = bound (0, xs, 1);
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ys = bound (0, ys, 1);
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int sxs = xs * (cube_size - 1);
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int sys = ys * (cube_size - 1);
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sw_framebuffer_t *fb = cube[side].buffer;
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*buf++ = fb->color + sys * fb->rowbytes + sxs;
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}
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}
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}
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static void
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renderlookup (byte **offs)
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{
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framebuffer_t *fb = sw_ctx->framebuffer;
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sw_framebuffer_t *swfb = fb->buffer;
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byte *p = swfb->color;
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unsigned x, y;
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for (y = 0; y < fb->height; y++) {
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for (x = 0; x < fb->width; x++, offs++)
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p[x] = **offs;
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p += swfb->rowbytes;
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}
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}
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void
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R_RenderFisheye (framebuffer_t *cube)
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{
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int width = r_refdef.vrect.width;
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int height = r_refdef.vrect.height;
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int fov = scr_ffov->int_val;
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static int pwidth = -1;
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static int pheight = -1;
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static int pfov = -1;
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static unsigned psize = -1;
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static byte **offs = NULL;
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if (fov < 1) fov = 1;
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if (pwidth != width || pheight != height || pfov != fov
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|| psize != cube->width) {
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if (offs) free (offs);
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offs = malloc (width*height*sizeof(byte*));
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SYS_CHECKMEM (offs);
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pwidth = width;
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pheight = height;
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pfov = fov;
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psize = cube->width;
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fisheyelookuptable (offs, width, height, cube, fov*M_PI/180.0);
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}
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#if 0
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sw_framebuffer_t *fb = cube[0].buffer;
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int rowbytes = fb->rowbytes;
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int csize = cube[0].width;
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for (int s = 0; s < 6; s++) {
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fb = cube[s].buffer;
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memset (fb->color, 31, csize);
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memset (fb->color + (csize - 1) * rowbytes, 31, csize);
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for (int y = 0; y < csize; y++) {
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fb->color[y * rowbytes] = 31;
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fb->color[y * rowbytes + csize - 1] = 31;
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}
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}
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#endif
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renderlookup (offs);
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}
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