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Add some transform helpers on RenderViewport
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parent
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commit
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3 changed files with 58 additions and 30 deletions
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@ -148,10 +148,6 @@ namespace swrenderer
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FocalLengthX = CenterX / FocalTangent;
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FocalLengthX = CenterX / FocalTangent;
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FocalLengthY = FocalLengthX * YaspectMul;
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FocalLengthY = FocalLengthX * YaspectMul;
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// This is 1/FocalTangent before the widescreen extension of FOV.
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viewingrangerecip = FLOAT2FIXED(1. / tan(FieldOfView.Radians() / 2));
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// Now generate xtoviewangle for sky texture mapping.
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// Now generate xtoviewangle for sky texture mapping.
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// [RH] Do not generate viewangletox, because texture mapping is no
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// [RH] Do not generate viewangletox, because texture mapping is no
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// longer done with trig, so it's not needed.
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// longer done with trig, so it's not needed.
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@ -167,4 +163,46 @@ namespace swrenderer
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xtoviewangle[i] = 0 - xtoviewangle[viewwidth - i - 1];
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xtoviewangle[i] = 0 - xtoviewangle[viewwidth - i - 1];
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}
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}
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}
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}
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DVector2 RenderViewport::PointWorldToView(const DVector2 &worldPos) const
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{
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double translatedX = worldPos.X - ViewPos.X;
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double translatedY = worldPos.Y - ViewPos.Y;
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return {
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translatedX * ViewSin - translatedY * ViewCos,
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translatedX * ViewTanCos + translatedY * ViewTanSin
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};
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}
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DVector3 RenderViewport::PointWorldToView(const DVector3 &worldPos) const
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{
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double translatedX = worldPos.X - ViewPos.X;
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double translatedY = worldPos.Y - ViewPos.Y;
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double translatedZ = worldPos.Z - ViewPos.Z;
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return {
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translatedX * ViewSin - translatedY * ViewCos,
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translatedZ,
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translatedX * ViewTanCos + translatedY * ViewTanSin
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};
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}
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DVector3 RenderViewport::PointWorldToScreen(const DVector3 &worldPos) const
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{
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return PointViewToScreen(PointWorldToView(worldPos));
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}
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DVector3 RenderViewport::PointViewToScreen(const DVector3 &viewPos) const
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{
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double screenX = CenterX + viewPos.X / viewPos.Z * CenterX;
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double screenY = CenterY - viewPos.Y / viewPos.Z * InvZtoScale;
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return { screenX, screenY, viewPos.Z };
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}
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DVector2 RenderViewport::ScaleViewToScreen(const DVector2 &scale, double viewZ, bool pixelstretch) const
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{
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double screenScaleX = scale.X / viewZ * CenterX;
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double screenScaleY = scale.Y / viewZ * InvZtoScale;
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if (!pixelstretch) screenScaleY /= YaspectMul;
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return { screenScaleX, screenScaleY };
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}
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}
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}
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@ -27,7 +27,7 @@ namespace swrenderer
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void SetupFreelook();
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void SetupFreelook();
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DCanvas *RenderTarget = nullptr;
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DCanvas *RenderTarget = nullptr;
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fixed_t viewingrangerecip = 0;
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double FocalLengthX = 0.0;
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double FocalLengthX = 0.0;
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double FocalLengthY = 0.0;
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double FocalLengthY = 0.0;
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double InvZtoScale = 0.0;
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double InvZtoScale = 0.0;
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@ -48,6 +48,13 @@ namespace swrenderer
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bool RenderingToCanvas() const { return RenderTarget != screen; }
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bool RenderingToCanvas() const { return RenderTarget != screen; }
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DVector3 PointWorldToView(const DVector3 &worldPos) const;
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DVector3 PointWorldToScreen(const DVector3 &worldPos) const;
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DVector3 PointViewToScreen(const DVector3 &viewPos) const;
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DVector2 PointWorldToView(const DVector2 &worldPos) const;
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DVector2 ScaleViewToScreen(const DVector2 &scale, double viewZ, bool pixelstretch = true) const;
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private:
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private:
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void InitTextureMapping();
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void InitTextureMapping();
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void SetupBuffer();
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void SetupBuffer();
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@ -318,35 +318,18 @@ namespace swrenderer
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{
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{
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auto viewport = RenderViewport::Instance();
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auto viewport = RenderViewport::Instance();
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double viewX, viewY, viewZ;
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DVector3 viewPos = viewport->PointWorldToView(origin);
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if (viewspace)
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{
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viewX = origin.X;
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viewY = origin.Y;
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viewZ = origin.Z;
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}
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else // world space
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{
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double translatedX = origin.X - ViewPos.X;
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double translatedY = origin.Y - ViewPos.Y;
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double translatedZ = origin.Z - ViewPos.Z;
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viewX = translatedX * ViewSin - translatedY * ViewCos;
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viewY = translatedZ;
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viewZ = translatedX * ViewTanCos + translatedY * ViewTanSin;
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}
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if (viewZ < 0.01f)
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if (viewPos.Z < 0.01f)
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return;
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return;
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double screenX = viewport->CenterX + viewX / viewZ * viewport->CenterX;
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DVector3 screenPos = viewport->PointViewToScreen(viewPos);
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double screenY = viewport->CenterY - viewY / viewZ * viewport->InvZtoScale;
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DVector2 screenExtent = viewport->ScaleViewToScreen({ extentX, extentY }, viewPos.Z, pixelstretch);
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double screenExtentX = extentX / viewZ * viewport->CenterX;
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double screenExtentY = pixelstretch ? screenExtentX * viewport->YaspectMul : screenExtentX;
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int x1 = MAX((int)(screenX - screenExtentX), 0);
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int x1 = MAX((int)(screenPos.X - screenExtent.X), 0);
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int x2 = MIN((int)(screenX + screenExtentX + 0.5f), viewwidth - 1);
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int x2 = MIN((int)(screenPos.X + screenExtent.X + 0.5f), viewwidth - 1);
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int y1 = MAX((int)(screenY - screenExtentY), 0);
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int y1 = MAX((int)(screenPos.Y - screenExtent.Y), 0);
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int y2 = MIN((int)(screenY + screenExtentY + 0.5f), viewheight - 1);
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int y2 = MIN((int)(screenPos.Y + screenExtent.Y + 0.5f), viewheight - 1);
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int pixelsize = viewport->RenderTarget->IsBgra() ? 4 : 1;
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int pixelsize = viewport->RenderTarget->IsBgra() ? 4 : 1;
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