gzdoom-gles/src/swrenderer/viewport/r_viewport.h

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#pragma once
#include <stddef.h>
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#include <memory>
#include "v_video.h"
#include "r_defs.h"
#include "polyrenderer/math/gpu_types.h"
#define MINZ double((2048*4) / double(1 << 20))
namespace swrenderer
{
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class RenderThread;
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class RenderViewport
{
public:
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RenderViewport();
~RenderViewport();
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void SetViewport(RenderThread *thread, int width, int height, float trueratio);
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void SetupFreelook();
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void SetupPolyViewport(RenderThread *thread);
Mat4f WorldToView;
Mat4f ViewToClip;
Mat4f WorldToClip;
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DCanvas *RenderTarget = nullptr;
bool RenderingToCanvas = false;
FViewWindow viewwindow;
FRenderViewpoint viewpoint;
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double FocalLengthX = 0.0;
double FocalLengthY = 0.0;
double InvZtoScale = 0.0;
double WallTMapScale2 = 0.0;
double CenterX = 0.0;
double CenterY = 0.0;
double YaspectMul = 0.0;
double IYaspectMul = 0.0;
double globaluclip = 0.0;
double globaldclip = 0.0;
fixed_t viewingrangerecip = 0;
double BaseYaspectMul = 0.0; // yaspectmul without a forced aspect ratio
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// The xtoviewangleangle[] table maps a screen pixel
// to the lowest viewangle that maps back to x ranges
// from clipangle to -clipangle.
angle_t xtoviewangle[MAXWIDTH + 1];
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uint8_t *GetDest(int x, int y);
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DVector3 PointWorldToView(const DVector3 &worldPos) const;
DVector3 PointWorldToScreen(const DVector3 &worldPos) const;
DVector3 PointViewToScreen(const DVector3 &viewPos) const;
DVector2 PointWorldToView(const DVector2 &worldPos) const;
DVector2 ScaleViewToScreen(const DVector2 &scale, double viewZ, bool pixelstretch = true) const;
double PlaneDepth(int screenY, double planeHeight) const
{
if (screenY + 0.5 < CenterY)
return FocalLengthY / (CenterY - screenY - 0.5) * planeHeight;
else
return FocalLengthY / (screenY + 0.5 - CenterY) * planeHeight;
}
double ScreenToViewX(int screenX, double viewZ) const
{
return (screenX + 0.5 - CenterX) / FocalLengthX * viewZ;
}
double ScreenToViewY(int screenY, double viewZ) const
{
return (CenterY - screenY - 0.5) / FocalLengthY * viewZ;
}
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private:
void InitTextureMapping();
void SetupBuffer();
static Mat4f SoftwareWorldToView(const FRenderViewpoint &viewpoint);
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Mat4f SoftwareViewToClip();
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};
}