mirror of
https://github.com/kevinbentley/Descent3.git
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209 lines
5.8 KiB
C++
209 lines
5.8 KiB
C++
#include "RendererConfig.h"
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#ifdef USE_SOFTWARE_TNL
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#include <stdlib.h>
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#include <string.h>
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#include "3d.h"
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#include "pserror.h"
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#include "SoftwareInternal.h"
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#include "renderer.h"
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// User-specified aspect ratio, stored as w/h
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static float Aspect = 0.0;
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// initialize the 3d system
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void g3_Init(void) { atexit(g3_Close); }
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// close down the 3d system
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void g3_Close(void) {}
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// allows the program to specify an aspect ratio that overrides the renderer's
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// The parameter is the w/h of the screen pixels
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void g3_SetAspectRatio(float aspect) { Aspect = aspect; }
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void g3_GetViewPortMatrix(float *viewMat) {
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// extract the viewport data from the renderer
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int viewportWidth, viewportHeight;
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int viewportX, viewportY;
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rend_GetProjectionScreenParameters(viewportX, viewportY, viewportWidth, viewportHeight);
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float viewportWidthOverTwo = ((float)viewportWidth) * 0.5f;
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float viewportHeightOverTwo = ((float)viewportHeight) * 0.5f;
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// setup the matrix
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memset(viewMat, 0, sizeof(float) * 16);
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viewMat[0] = viewportWidthOverTwo;
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viewMat[5] = -viewportHeightOverTwo;
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viewMat[12] = viewportWidthOverTwo + (float)viewportX;
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viewMat[13] = viewportHeightOverTwo + (float)viewportY;
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viewMat[10] = viewMat[15] = 1.0f;
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}
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void g3_GetProjectionMatrix(float zoom, float *projMat) {
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// get window size
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int viewportWidth, viewportHeight;
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rend_GetProjectionParameters(&viewportWidth, &viewportHeight);
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// compute aspect ratio for this ViewPort
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float screenAspect = rend_GetAspectRatio();
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if (Aspect != 0.0f) {
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// check for user override
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screenAspect = screenAspect * 4.0 / 3.0 / Aspect;
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}
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float s = screenAspect * ((float)viewportWidth) / ((float)viewportHeight);
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// setup the matrix
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memset(projMat, 0, sizeof(float) * 16);
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// calculate 1/tan(fov)
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float oOT = 1.0f / zoom;
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// fill in the matrix
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projMat[0] = oOT;
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projMat[5] = oOT * s;
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projMat[10] = 1.0f;
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projMat[11] = 1.0f;
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projMat[14] = -1.0f;
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}
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void g3_GetModelViewMatrix(const vector *viewPos, const matrix *viewMatrix, float *mvMat) {
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matrix localOrient = (*viewMatrix);
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vector localPos = -(*viewPos);
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mvMat[0] = localOrient.rvec.x;
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mvMat[1] = localOrient.uvec.x;
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mvMat[2] = localOrient.fvec.x;
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mvMat[3] = 0.0f;
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mvMat[4] = localOrient.rvec.y;
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mvMat[5] = localOrient.uvec.y;
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mvMat[6] = localOrient.fvec.y;
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mvMat[7] = 0.0f;
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mvMat[8] = localOrient.rvec.z;
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mvMat[9] = localOrient.uvec.z;
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mvMat[10] = localOrient.fvec.z;
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mvMat[11] = 0.0f;
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mvMat[12] = localPos * localOrient.rvec;
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mvMat[13] = localPos * localOrient.uvec;
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mvMat[14] = localPos * localOrient.fvec;
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mvMat[15] = 1.0f;
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}
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void g3_TransformVert(float res[4], float pt[4], float a[4][4]) {
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int y;
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for (y = 0; y < 4; ++y) {
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res[y] = (pt[0] * a[0][y]) + (pt[1] * a[1][y]) + (pt[2] * a[2][y]) + (pt[3] * a[3][y]);
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}
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}
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void g3_TransformMult(float res[4][4], float a[4][4], float b[4][4]) {
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float temp[4][4];
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int x, y;
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for (y = 0; y < 4; ++y) {
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for (x = 0; x < 4; ++x) {
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temp[y][x] = (a[y][0] * b[0][x]) + (a[y][1] * b[1][x]) + (a[y][2] * b[2][x]) + (a[y][3] * b[3][x]);
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}
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}
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memcpy(res, temp, 16 * sizeof(float));
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}
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void g3_TransformTrans(float res[4][4], float t[4][4]) {
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float temp[4][4];
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int y;
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for (y = 0; y < 4; ++y) {
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int x;
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for (x = 0; x < 4; ++x) {
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temp[x][y] = t[y][x];
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}
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}
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memcpy(res, temp, 16 * sizeof(float));
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}
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void g3_UpdateFullTransform() {
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// ModelView -> projection
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g3_TransformMult(gTransformFull, gTransformModelView, gTransformProjection);
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// projection -> ViewPort
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g3_TransformMult(gTransformFull, gTransformFull, gTransformViewPort);
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}
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// start the frame
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void g3_StartFrame(vector *view_pos, matrix *view_matrix, float zoom) {
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// initialize the viewport transform
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g3_GetViewPortMatrix((float *)gTransformViewPort);
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g3_GetProjectionMatrix(zoom, (float *)gTransformProjection);
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g3_GetModelViewMatrix(view_pos, view_matrix, (float *)gTransformModelView);
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g3_UpdateFullTransform();
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// get window size
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rend_GetProjectionParameters(&Window_width, &Window_height);
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// Set vars for projection
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Window_w2 = ((float)Window_width) * 0.5f;
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Window_h2 = ((float)Window_height) * 0.5f;
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// Compute aspect ratio for this window
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float screen_aspect = rend_GetAspectRatio();
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if (Aspect != 0.0f) {
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// check for user override
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screen_aspect = screen_aspect * 4.0 / 3.0 / Aspect;
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}
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float s = screen_aspect * (float)Window_height / (float)Window_width;
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if (s <= 0.0f) // JEFF: Should this have been 1.0f?
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{
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// scale x
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Matrix_scale.x = s;
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Matrix_scale.y = 1.0;
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} else {
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Matrix_scale.y = 1.0 / s;
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Matrix_scale.x = 1.0;
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}
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Matrix_scale.z = 1.0;
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// Set the view variables
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View_position = *view_pos;
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View_zoom = zoom;
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Unscaled_matrix = *view_matrix;
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// Compute matrix scale for zoom and aspect ratio
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if (View_zoom <= 1.0) {
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// zoom in by scaling z
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Matrix_scale.z = Matrix_scale.z * View_zoom;
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} else {
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// zoom out by scaling x and y
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float oOZ = 1.0 / View_zoom;
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Matrix_scale.x = Matrix_scale.x * oOZ;
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Matrix_scale.y = Matrix_scale.y * oOZ;
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}
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// Scale the matrix elements
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View_matrix.rvec = Unscaled_matrix.rvec * Matrix_scale.x;
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View_matrix.uvec = Unscaled_matrix.uvec * Matrix_scale.y;
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View_matrix.fvec = Unscaled_matrix.fvec * Matrix_scale.z;
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// Reset the list of free points
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InitFreePoints();
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// Reset the far clip plane
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g3_ResetFarClipZ();
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}
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// this doesn't do anything, but is here for completeness
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void g3_EndFrame(void) {
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// make sure temp points are free
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CheckTempPoints();
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}
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// get the current view position
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void g3_GetViewPosition(vector *vp) { *vp = View_position; }
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void g3_GetViewMatrix(matrix *mat) { *mat = View_matrix; }
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void g3_GetUnscaledMatrix(matrix *mat) { *mat = Unscaled_matrix; }
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// Gets the matrix scale vector
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void g3_GetMatrixScale(vector *matrix_scale) { *matrix_scale = Matrix_scale; }
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#endif
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