2017-01-12 15:21:46 +00:00
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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#pragma once
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#include <stddef.h>
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2017-02-03 07:06:47 +00:00
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#include <memory>
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2017-01-12 15:21:46 +00:00
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#include "r_defs.h"
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namespace swrenderer
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{
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2017-03-12 19:40:00 +00:00
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class RenderThread;
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2017-01-15 03:06:52 +00:00
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class RenderViewport
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{
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public:
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2017-02-03 07:06:47 +00:00
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RenderViewport();
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~RenderViewport();
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2017-03-12 19:40:00 +00:00
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void SetViewport(RenderThread *thread, int width, int height, float trueratio);
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2017-01-15 03:06:52 +00:00
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void SetupFreelook();
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2017-02-01 15:02:21 +00:00
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DCanvas *RenderTarget = nullptr;
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2017-02-01 22:23:10 +00:00
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2017-03-12 17:54:39 +00:00
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FViewWindow viewwindow;
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FRenderViewpoint viewpoint;
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2017-02-01 15:02:21 +00:00
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double FocalLengthX = 0.0;
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double FocalLengthY = 0.0;
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double InvZtoScale = 0.0;
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double WallTMapScale2 = 0.0;
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double CenterX = 0.0;
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double CenterY = 0.0;
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double YaspectMul = 0.0;
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double IYaspectMul = 0.0;
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double globaluclip = 0.0;
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double globaldclip = 0.0;
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2017-02-11 21:10:52 +00:00
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fixed_t viewingrangerecip = 0;
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double BaseYaspectMul = 0.0; // yaspectmul without a forced aspect ratio
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2017-02-01 15:02:21 +00:00
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// The xtoviewangleangle[] table maps a screen pixel
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// to the lowest viewangle that maps back to x ranges
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// from clipangle to -clipangle.
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angle_t xtoviewangle[MAXWIDTH + 1];
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2017-02-01 21:24:34 +00:00
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uint8_t *GetDest(int x, int y);
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2017-01-15 03:06:52 +00:00
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2017-02-01 20:59:48 +00:00
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bool RenderingToCanvas() const { return RenderTarget != screen; }
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2017-02-01 22:23:10 +00:00
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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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2017-02-06 14:15:09 +00:00
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double PlaneDepth(int screenY, double planeHeight) const
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{
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if (screenY + 0.5 < CenterY)
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return FocalLengthY / (CenterY - screenY - 0.5) * planeHeight;
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else
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return FocalLengthY / (screenY + 0.5 - CenterY) * planeHeight;
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}
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2017-02-03 07:06:47 +00:00
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2017-01-15 03:06:52 +00:00
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private:
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void InitTextureMapping();
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void SetupBuffer();
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};
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2017-01-12 15:21:46 +00:00
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}
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