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

253 lines
5.7 KiB
C++

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