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Descent3/renderer/HardwareTransforms.cpp
Kevin Bentley df209742fc Initial import
2024-04-15 21:43:29 -06:00

122 lines
2.9 KiB
C++

#include "RendererConfig.h"
#ifndef USE_SOFTWARE_TNL
#include "3d.h"
#include "pserror.h"
#include "HardwareInternal.h"
#include "renderer.h"
#include <string.h>
// Whether or not to use T&L transforms or the pass-thru ones
static int sUseTransformPassthru = -1;
extern float Z_bias;
void g3_GetModelViewMatrix( const vector *viewPos, const matrix *viewMatrix, float *mvMat )
{
matrix localOrient = (*viewMatrix);
vector localPos = -(*viewPos);
mvMat[0] = localOrient.rvec.x;
mvMat[1] = localOrient.uvec.x;
mvMat[2] = localOrient.fvec.x;
mvMat[3] = 0.0f;
mvMat[4] = localOrient.rvec.y;
mvMat[5] = localOrient.uvec.y;
mvMat[6] = localOrient.fvec.y;
mvMat[7] = 0.0f;
mvMat[8] = localOrient.rvec.z;
mvMat[9] = localOrient.uvec.z;
mvMat[10] = localOrient.fvec.z;
mvMat[11] = 0.0f;
mvMat[12] = localPos * localOrient.rvec;
mvMat[13] = localPos * localOrient.uvec;
mvMat[14] = localPos * localOrient.fvec + Z_bias;
mvMat[15] = 1.0f;
}
void g3_TransformVert( float res[4], float pt[4], float a[4][4] )
{
int y;
for( y = 0; y < 4; ++y )
{
res[y] = (pt[0] * a[0][y]) + (pt[1] * a[1][y]) + (pt[2] * a[2][y]) + (pt[3] * a[3][y]);
}
}
void g3_TransformMult( float res[4][4], float a[4][4], float b[4][4] )
{
float temp[4][4];
int x, y;
for( y = 0; y < 4; ++y )
{
for( x = 0; x < 4; ++x )
{
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]);
}
}
memcpy( res, temp, 16 * sizeof(float) );
}
void g3_TransformTrans( float res[4][4], float t[4][4] )
{
float temp[4][4];
int y;
for( y = 0; y < 4; ++y )
{
int x;
for( x = 0; x < 4; ++x )
{
temp[x][y] = t[y][x];
}
}
memcpy( res, temp, 16 * sizeof(float) );
}
void g3_UpdateFullTransform()
{
// ModelView -> projection
g3_TransformMult( gTransformFull, gTransformModelView, gTransformProjection );
// projection -> ViewPort
g3_TransformMult( gTransformFull, gTransformFull, gTransformViewPort );
}
void g3_ForceTransformRefresh(void)
{
sUseTransformPassthru = -1;
}
void g3_RefreshTransforms(bool usePassthru)
{
if( sUseTransformPassthru == 1 && usePassthru )
{
// we don't have to do anything because we are already setup for pass-thru
return;
}
if( usePassthru )
{
// setup OpenGL to use pass-thru
rend_TransformSetToPassthru();
}
else
{
// extract the viewport data from the renderer
int viewportWidth, viewportHeight, viewportX, viewportY;
rend_GetProjectionScreenParameters( viewportX, viewportY, viewportWidth, viewportHeight );
// setup OpenGL to use full transform stack
// TODO: in the future we only need to set those that have changed
rend_TransformSetViewport( viewportX, viewportY, viewportWidth, viewportHeight );
rend_TransformSetProjection( gTransformProjection );
rend_TransformSetModelView( gTransformModelView );
}
// store the pass-thru
sUseTransformPassthru = (usePassthru) ? 1 : 0;
}
#endif