mirror of
https://github.com/aap/librw.git
synced 2024-11-25 05:05:42 +00:00
worked on camera
This commit is contained in:
parent
dcbbdfe6b2
commit
bd06c54c57
27
src/base.cpp
27
src/base.cpp
@ -153,6 +153,33 @@ Matrix::invert(Matrix *m1, Matrix *m2)
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return matrixInvert((float32*)m1, (float32*)m2);
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}
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void
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Matrix::invertOrthonormal(Matrix *m1, Matrix *m2)
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{
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m1->right.x = m2->right.x;
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m1->right.y = m2->up.x;
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m1->right.z = m2->at.x;
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m1->up.x = m2->right.y;
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m1->up.y = m2->up.y;
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m1->up.z = m2->at.y;
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m1->at.x = m2->right.z;
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m1->at.y = m2->up.z;
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m1->at.z = m2->at.z;
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m1->pos.x = -(m2->pos.x*m2->right.x +
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m2->pos.y*m2->right.y +
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m2->pos.z*m2->right.z);
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m1->pos.y = -(m2->pos.x*m2->up.x +
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m2->pos.y*m2->up.y +
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m2->pos.z*m2->up.z);
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m1->pos.z = -(m2->pos.x*m2->at.x +
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m2->pos.y*m2->at.y +
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m2->pos.z*m2->at.z);
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m1->rightw = 0.0f;
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m1->upw = 0.0f;
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m1->atw = 0.0f;
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m1->posw = 1.0f;
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}
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void
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Matrix::transpose(Matrix *m1, Matrix *m2)
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{
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116
src/camera.cpp
116
src/camera.cpp
@ -17,28 +17,86 @@ defaultBeginUpdateCB(Camera *cam)
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{
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engine->currentCamera = cam;
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Frame::syncDirty();
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DRIVER->beginUpdate(cam);
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engine->beginUpdate(cam);
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}
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void
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defaultEndUpdateCB(Camera *cam)
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{
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DRIVER->endUpdate(cam);
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engine->endUpdate(cam);
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}
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static void
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cameraSync(ObjectWithFrame*)
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cameraSync(ObjectWithFrame *obj)
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{
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// TODO: calculate view matrix here (i.e. projection * inverseLTM)
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// RW projection matrix looks like this:
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// (cf. Camera View Matrix white paper)
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// w = viewWindow width
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// h = viewWindow height
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// o = view offset
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//
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// 1/2w 0 ox/2w + 1/2 -ox/2w
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// 0 -1/2h -oy/2h + 1/2 oy/2h
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// 0 0 1 0
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/*
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* RW projection matrix looks like this:
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* (cf. Camera View Matrix white paper)
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* w = viewWindow width
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* h = viewWindow height
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* o = view offset
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*
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* perspective:
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* 1/2w 0 ox/2w + 1/2 -ox/2w
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* 0 -1/2h -oy/2h + 1/2 oy/2h
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* 0 0 1 0
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* 0 0 1 0
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*
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* parallel:
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* 1/2w 0 ox/2w -ox/2w + 1/2
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* 0 -1/2h -oy/2h oy/2h + 1/2
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* 0 0 1 0
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* 0 0 0 1
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*
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* The view matrix transforms from world to clip space, it is however
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* not used for OpenGL or D3D since transformation to camera space
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* and to clip space are handled by separate matrices there.
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* On these platforms the two matrices are built in the platform's
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* beginUpdate function.
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* On the PS2 the 1/2 translation/shear is removed again on the VU1.
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*
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* RW builds this matrix directly without using explicit
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* inversion and matrix multiplication.
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*/
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Camera *cam = (Camera*)obj;
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Matrix inv, proj;
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Matrix::invertOrthonormal(&inv, cam->getFrame()->getLTM());
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float32 xscl = 2.0f/cam->viewWindow.x;
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float32 yscl = 2.0f/cam->viewWindow.y;
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proj.right.x = xscl;
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proj.right.y = 0.0f;
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proj.right.z = 0.0f;
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proj.rightw = 0.0f;
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proj.up.x = 0.0f;
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proj.up.y = -yscl;
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proj.up.z = 0.0f;
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proj.upw = 0.0f;
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if(cam->projection == Camera::PERSPECTIVE){
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proj.pos.x = -cam->viewOffset.x*xscl;
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proj.pos.y = cam->viewOffset.y*yscl;
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proj.pos.z = 0.0f;
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proj.posw = 0.0f;
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proj.at.x = -proj.pos.x + 0.5f;
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proj.at.y = -proj.pos.y + 0.5f;
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proj.at.z = 1.0f;
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proj.atw = 1.0f;
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}else{
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proj.at.x = cam->viewOffset.x*xscl;
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proj.at.y = -cam->viewOffset.y*yscl;
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proj.at.z = 1.0f;
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proj.atw = 0.0f;
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proj.pos.x = -proj.at.x + 0.5f;
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proj.pos.y = -proj.at.y + 0.5f;
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proj.pos.z = 0.0f;
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proj.posw = 1.0f;
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}
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Matrix::mult(&cam->viewMatrix, &proj, &inv);
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}
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void
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@ -127,7 +185,37 @@ Camera::destroy(void)
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void
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Camera::clear(RGBA *col, uint32 mode)
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{
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DRIVER->clearCamera(this, col, mode);
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engine->clearCamera(this, col, mode);
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}
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void
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calczShiftScale(Camera *cam)
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{
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float32 n = cam->nearPlane;
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float32 f = cam->farPlane;
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float32 N = engine->zNear;
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float32 F = engine->zFar;
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if(cam->projection == Camera::PERSPECTIVE){
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cam->zScale = (N - F)*n*f/(f - n);
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cam->zShift = (F*f - N*n)/(f - n);
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}else{
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cam->zScale = (F - N)/(f -n);
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cam->zShift = (N*f - F*n)/(f - n);
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}
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}
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void
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Camera::setNearPlane(float32 near)
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{
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this->nearPlane = near;
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calczShiftScale(this);
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}
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void
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Camera::setFarPlane(float32 far)
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{
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this->farPlane = far;
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calczShiftScale(this);
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}
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struct CameraChunkData
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@ -184,8 +184,7 @@ beginUpdate(Camera *cam)
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// View Matrix
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Matrix inv;
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// TODO: this can be simplified, or we use matrix flags....
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Matrix::invert(&inv, cam->getFrame()->getLTM());
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Matrix::invertOrthonormal(&inv, cam->getFrame()->getLTM());
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// Since we're looking into positive Z,
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// flip X to ge a left handed view space.
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view[0] = -inv.right.x;
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@ -207,11 +206,10 @@ beginUpdate(Camera *cam)
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device->SetTransform(D3DTS_VIEW, (D3DMATRIX*)view);
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// Projection Matrix
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float32 invwx = 1.0f/this->viewWindow.x;
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float32 invwy = 1.0f/this->viewWindow.y;
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float32 invz = 1.0f/(this->farPlane-this->nearPlane);
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float32 invwx = 1.0f/cam->viewWindow.x;
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float32 invwy = 1.0f/cam->viewWindow.y;
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float32 invz = 1.0f/(cam->farPlane-cam->nearPlane);
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// is this all really correct? RW code looks a bit different...
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proj[0] = invwx;
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proj[1] = 0.0f;
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proj[2] = 0.0f;
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@ -222,27 +220,22 @@ beginUpdate(Camera *cam)
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proj[6] = 0.0f;
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proj[7] = 0.0f;
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if(this->projection == PERSPECTIVE){
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proj[8] = this->viewOffset.x*invwx;
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proj[9] = this->viewOffset.y*invwy;
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proj[10] = this->farPlane*invz;
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proj[8] = cam->viewOffset.x*invwx;
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proj[9] = cam->viewOffset.y*invwy;
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proj[12] = -proj[8];
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proj[13] = -proj[9];
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if(cam->projection == PERSPECTIVE){
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proj[10] = cam->farPlane*invz;
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proj[11] = 1.0f;
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proj[12] = 0.0f;
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proj[13] = 0.0f;
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proj[14] = -this->nearPlane*proj[10];
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proj[15] = 0.0f;
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}else{
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proj[8] = 0.0f;
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proj[9] = 0.0f;
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proj[10] = invz;
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proj[11] = 0.0f;
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proj[12] = this->viewOffset.x*invwx;
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proj[13] = this->viewOffset.y*invwy;
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proj[14] = -this->nearPlane*proj[10];
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proj[15] = 1.0f;
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}
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proj[14] = -cam->nearPlane*proj[10];
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device->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)proj);
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}
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@ -30,6 +30,14 @@ Engine::init(void)
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Frame::dirtyList.init();
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engine->beginUpdate = null::beginUpdate;
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engine->endUpdate = null::endUpdate;
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engine->clearCamera = null::clearCamera;
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engine->setRenderState = null::setRenderState;
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engine->getRenderState = null::getRenderState;
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engine->zNear = 0.0f; // random values
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engine->zFar = 1.0f;
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ps2::initializePlatform();
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xbox::initializePlatform();
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d3d8::initializePlatform();
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@ -50,12 +58,6 @@ Driver::open(void)
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driver[i]->defaultPipeline = defpipe;
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driver[i]->beginUpdate = null::beginUpdate;
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driver[i]->endUpdate = null::endUpdate;
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driver[i]->setRenderState = null::setRenderState;
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driver[i]->getRenderState = null::getRenderState;
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driver[i]->rasterCreate = null::rasterCreate;
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driver[i]->rasterLock = null::rasterLock;
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driver[i]->rasterUnlock = null::rasterUnlock;
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@ -344,8 +344,8 @@ beginUpdate(Camera *cam)
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float view[16], proj[16];
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// View Matrix
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Matrix inv;
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// TODO: this can be simplified, or we use matrix flags....
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Matrix::invert(&inv, cam->getFrame()->getLTM());
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// TODO: maybe use matrix flags....
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Matrix::invertOrthonormal(&inv, cam->getFrame()->getLTM());
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// Since we're looking into positive Z,
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// flip X to ge a left handed view space.
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view[0] = -inv.right.x;
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@ -381,18 +381,22 @@ beginUpdate(Camera *cam)
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proj[6] = 0.0f;
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proj[7] = 0.0f;
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if(cam->projection == Camera::PERSPECTIVE){
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proj[8] = cam->viewOffset.x*invwx;
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proj[9] = cam->viewOffset.y*invwy;
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proj[12] = -proj[8];
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proj[13] = -proj[9];
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if(cam->projection == Camera::PERSPECTIVE){
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proj[10] = (cam->farPlane+cam->nearPlane)*invz;
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proj[11] = 1.0f;
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proj[12] = 0.0f;
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proj[13] = 0.0f;
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proj[14] = -2.0f*cam->nearPlane*cam->farPlane*invz;
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proj[15] = 0.0f;
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}else{
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// TODO
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proj[10] = -(cam->farPlane+cam->nearPlane)*invz;
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proj[11] = 0.0f;
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proj[14] = -2.0f*invz;
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proj[15] = 1.0f;
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}
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setProjectionMatrix(proj);
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@ -409,10 +413,12 @@ beginUpdate(Camera *cam)
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void
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initializeRender(void)
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{
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driver[PLATFORM_GL3]->beginUpdate = beginUpdate;
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driver[PLATFORM_GL3]->clearCamera = clearCamera;
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driver[PLATFORM_GL3]->setRenderState = setRenderState;
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driver[PLATFORM_GL3]->getRenderState = getRenderState;
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engine->beginUpdate = beginUpdate;
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engine->clearCamera = clearCamera;
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engine->setRenderState = setRenderState;
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engine->getRenderState = getRenderState;
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engine->zNear = -1.0f;
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engine->zFar = 1.0f;
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simpleShader = Shader::fromFiles("simple.vert", "simple.frag");
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@ -156,6 +156,7 @@ struct Matrix
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// not very pretty :/
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static void mult(Matrix *m1, Matrix *m2, Matrix *m3);
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static bool32 invert(Matrix *m1, Matrix *m2);
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static void invertOrthonormal(Matrix *m1, Matrix *m2);
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static void transpose(Matrix *m1, Matrix *m2);
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};
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@ -43,31 +43,34 @@ enum BlendFunction
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// TODO: add more perhaps
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};
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// This is for platform independent things
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// This is for platform independent things and the render device (of which
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// there can only ever be one).
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// TODO: move more stuff into this
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struct Engine
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{
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void *currentCamera;
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void *currentWorld;
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// Device
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float32 zNear, zFar;
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void (*beginUpdate)(Camera*);
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void (*endUpdate)(Camera*);
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void (*clearCamera)(Camera*, RGBA *col, uint32 mode);
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void (*setRenderState)(int32 state, uint32 value);
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uint32 (*getRenderState)(int32 state);
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static void init(void);
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};
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extern Engine *engine;
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// This is for platform driver implementations
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// This is for platform driver implementations which have to be available
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// regardless of the render device.
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struct Driver
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{
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ObjPipeline *defaultPipeline;
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int32 rasterNativeOffset;
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void (*beginUpdate)(Camera*);
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void (*endUpdate)(Camera*);
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void (*clearCamera)(Camera*, RGBA *col, uint32 mode);
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void (*setRenderState)(int32 state, uint32 value);
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uint32 (*getRenderState)(int32 state);
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void (*rasterCreate)(Raster*);
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uint8 *(*rasterLock)(Raster*, int32 level);
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void (*rasterUnlock)(Raster*, int32 level);
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@ -87,10 +90,10 @@ extern Driver *driver[NUM_PLATFORMS];
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#define DRIVER driver[rw::platform]
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inline void setRenderState(int32 state, uint32 value){
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DRIVER->setRenderState(state, value); }
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engine->setRenderState(state, value); }
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inline uint32 getRenderState(int32 state){
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return DRIVER->getRenderState(state); }
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return engine->getRenderState(state); }
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namespace null {
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void beginUpdate(Camera*);
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@ -535,6 +535,9 @@ struct Camera : PluginBase<Camera>
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float32 fogPlane;
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int32 projection;
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Matrix viewMatrix;
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float32 zScale, zShift;
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// clump link handled by plugin in RW
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Clump *clump;
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LLLink inClump;
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@ -556,6 +559,8 @@ struct Camera : PluginBase<Camera>
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void beginUpdate(void) { this->beginUpdateCB(this); }
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void endUpdate(void) { this->endUpdateCB(this); }
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void clear(RGBA *col, uint32 mode);
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void setNearPlane(float32);
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void setFarPlane(float32);
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static Camera *streamRead(Stream *stream);
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bool streamWrite(Stream *stream);
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uint32 streamGetSize(void);
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