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https://github.com/kevinbentley/Descent3.git
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101 lines
2.9 KiB
C++
101 lines
2.9 KiB
C++
#include "RendererConfig.h"
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#ifndef USE_SOFTWARE_TNL
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#include "3d.h"
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#include "pserror.h"
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#include "HardwareInternal.h"
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#include "renderer.h"
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#include <string.h>
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// Whether or not to use T&L transforms or the pass-thru ones
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static int sUseTransformPassthru = -1;
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extern float Z_bias;
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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 + Z_bias;
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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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void g3_ForceTransformRefresh(void) { sUseTransformPassthru = -1; }
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void g3_RefreshTransforms(bool usePassthru) {
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if (sUseTransformPassthru == 1 && usePassthru) {
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// we don't have to do anything because we are already setup for pass-thru
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return;
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}
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if (usePassthru) {
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// setup OpenGL to use pass-thru
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rend_TransformSetToPassthru();
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} else {
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// extract the viewport data from the renderer
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int viewportWidth, viewportHeight, viewportX, viewportY;
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rend_GetProjectionScreenParameters(viewportX, viewportY, viewportWidth, viewportHeight);
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// setup OpenGL to use full transform stack
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// TODO: in the future we only need to set those that have changed
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rend_TransformSetViewport(viewportX, viewportY, viewportWidth, viewportHeight);
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rend_TransformSetProjection(gTransformProjection);
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rend_TransformSetModelView(gTransformModelView);
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}
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// store the pass-thru
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sUseTransformPassthru = (usePassthru) ? 1 : 0;
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}
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#endif |