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	worked on camera
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										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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 | 
			
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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){
 | 
			
		||||
		proj[10] = (cam->farPlane+cam->nearPlane)*invz;
 | 
			
		||||
		proj[11] = 1.0f;
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		||||
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		||||
		proj[12] = 0.0f;
 | 
			
		||||
		proj[13] = 0.0f;
 | 
			
		||||
		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
 | 
			
		||||
		proj[10] = -(cam->farPlane+cam->nearPlane)*invz;
 | 
			
		||||
		proj[11] = 0.0f;
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		||||
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		||||
		proj[14] = -2.0f*invz;
 | 
			
		||||
		proj[15] = 1.0f;
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		||||
	}
 | 
			
		||||
	setProjectionMatrix(proj);
 | 
			
		||||
 | 
			
		||||
@ -409,10 +413,12 @@ beginUpdate(Camera *cam)
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		||||
void
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		||||
initializeRender(void)
 | 
			
		||||
{
 | 
			
		||||
	driver[PLATFORM_GL3]->beginUpdate = beginUpdate;
 | 
			
		||||
	driver[PLATFORM_GL3]->clearCamera = clearCamera;
 | 
			
		||||
	driver[PLATFORM_GL3]->setRenderState = setRenderState;
 | 
			
		||||
	driver[PLATFORM_GL3]->getRenderState = getRenderState;
 | 
			
		||||
	engine->beginUpdate = beginUpdate;
 | 
			
		||||
	engine->clearCamera = clearCamera;
 | 
			
		||||
	engine->setRenderState = setRenderState;
 | 
			
		||||
	engine->getRenderState = getRenderState;
 | 
			
		||||
	engine->zNear = -1.0f;
 | 
			
		||||
	engine->zFar  = 1.0f;
 | 
			
		||||
 | 
			
		||||
	simpleShader = Shader::fromFiles("simple.vert", "simple.frag");
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		||||
 | 
			
		||||
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		||||
@ -156,6 +156,7 @@ struct Matrix
 | 
			
		||||
	// not very pretty :/
 | 
			
		||||
	static void mult(Matrix *m1, Matrix *m2, Matrix *m3);
 | 
			
		||||
	static bool32 invert(Matrix *m1, Matrix *m2);
 | 
			
		||||
	static void invertOrthonormal(Matrix *m1, Matrix *m2);
 | 
			
		||||
	static void transpose(Matrix *m1, Matrix *m2);
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@ -43,31 +43,34 @@ enum BlendFunction
 | 
			
		||||
	// TODO: add more perhaps
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
// This is for platform independent things
 | 
			
		||||
// This is for platform independent things and the render device (of which
 | 
			
		||||
// there can only ever be one).
 | 
			
		||||
// TODO: move more stuff into this
 | 
			
		||||
struct Engine
 | 
			
		||||
{
 | 
			
		||||
	void *currentCamera;
 | 
			
		||||
	void *currentWorld;
 | 
			
		||||
 | 
			
		||||
	// Device
 | 
			
		||||
	float32 zNear, zFar;
 | 
			
		||||
	void (*beginUpdate)(Camera*);
 | 
			
		||||
	void (*endUpdate)(Camera*);
 | 
			
		||||
	void (*clearCamera)(Camera*, RGBA *col, uint32 mode);
 | 
			
		||||
	void   (*setRenderState)(int32 state, uint32 value);
 | 
			
		||||
	uint32 (*getRenderState)(int32 state);
 | 
			
		||||
 | 
			
		||||
	static void init(void);
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
extern Engine *engine;
 | 
			
		||||
 | 
			
		||||
// This is for platform driver implementations
 | 
			
		||||
// This is for platform driver implementations which have to be available
 | 
			
		||||
// regardless of the render device.
 | 
			
		||||
struct Driver
 | 
			
		||||
{
 | 
			
		||||
	ObjPipeline *defaultPipeline;
 | 
			
		||||
	int32 rasterNativeOffset;
 | 
			
		||||
 | 
			
		||||
	void (*beginUpdate)(Camera*);
 | 
			
		||||
	void (*endUpdate)(Camera*);
 | 
			
		||||
	void (*clearCamera)(Camera*, RGBA *col, uint32 mode);
 | 
			
		||||
 | 
			
		||||
	void   (*setRenderState)(int32 state, uint32 value);
 | 
			
		||||
	uint32 (*getRenderState)(int32 state);
 | 
			
		||||
 | 
			
		||||
	void   (*rasterCreate)(Raster*);
 | 
			
		||||
	uint8 *(*rasterLock)(Raster*, int32 level);
 | 
			
		||||
	void   (*rasterUnlock)(Raster*, int32 level);
 | 
			
		||||
@ -87,10 +90,10 @@ extern Driver *driver[NUM_PLATFORMS];
 | 
			
		||||
#define DRIVER driver[rw::platform]
 | 
			
		||||
 | 
			
		||||
inline void setRenderState(int32 state, uint32 value){
 | 
			
		||||
	DRIVER->setRenderState(state, value); }
 | 
			
		||||
	engine->setRenderState(state, value); }
 | 
			
		||||
 | 
			
		||||
inline uint32 getRenderState(int32 state){
 | 
			
		||||
	return DRIVER->getRenderState(state); }
 | 
			
		||||
	return engine->getRenderState(state); }
 | 
			
		||||
 | 
			
		||||
namespace null {
 | 
			
		||||
	void beginUpdate(Camera*);
 | 
			
		||||
 | 
			
		||||
@ -535,6 +535,9 @@ struct Camera : PluginBase<Camera>
 | 
			
		||||
	float32 fogPlane;
 | 
			
		||||
	int32 projection;
 | 
			
		||||
 | 
			
		||||
	Matrix viewMatrix;
 | 
			
		||||
	float32 zScale, zShift;
 | 
			
		||||
 | 
			
		||||
	// clump link handled by plugin in RW
 | 
			
		||||
	Clump *clump;
 | 
			
		||||
	LLLink inClump;
 | 
			
		||||
@ -556,6 +559,8 @@ struct Camera : PluginBase<Camera>
 | 
			
		||||
	void beginUpdate(void) { this->beginUpdateCB(this); }
 | 
			
		||||
	void endUpdate(void) { this->endUpdateCB(this); }
 | 
			
		||||
	void clear(RGBA *col, uint32 mode);
 | 
			
		||||
	void setNearPlane(float32);
 | 
			
		||||
	void setFarPlane(float32);
 | 
			
		||||
	static Camera *streamRead(Stream *stream);
 | 
			
		||||
	bool streamWrite(Stream *stream);
 | 
			
		||||
	uint32 streamGetSize(void);
 | 
			
		||||
 | 
			
		||||
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		Reference in New Issue
	
	Block a user