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Initial commit
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524
vendor/librw/src/camera.cpp
vendored
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524
vendor/librw/src/camera.cpp
vendored
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#include <stdio.h>
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#include <stdlib.h>
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#include <assert.h>
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#include "rwbase.h"
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#include "rwerror.h"
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#include "rwplg.h"
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#include "rwpipeline.h"
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#include "rwobjects.h"
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#include "rwengine.h"
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#define PLUGIN_ID ID_CAMERA
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namespace rw {
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int32 Camera::numAllocated;
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PluginList Camera::s_plglist(sizeof(Camera));
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void
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defaultBeginUpdateCB(Camera *cam)
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{
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engine->currentCamera = cam;
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Frame::syncDirty();
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engine->device.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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engine->device.endUpdate(cam);
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}
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static void
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buildPlanes(Camera *cam)
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{
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V3d *c = cam->frustumCorners;
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FrustumPlane *p = cam->frustumPlanes;
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V3d v51 = sub(c[1], c[5]);
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V3d v73 = sub(c[3], c[7]);
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/* Far plane */
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p[0].plane.normal = cam->getFrame()->getLTM()->at;
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p[0].plane.distance = dot(p[0].plane.normal, c[4]);
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p[0].closestX = p[0].plane.normal.x < 0.0f ? 0 : 1;
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p[0].closestY = p[0].plane.normal.y < 0.0f ? 0 : 1;
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p[0].closestZ = p[0].plane.normal.z < 0.0f ? 0 : 1;
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/* Near plane */
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p[1].plane.normal = neg(p[0].plane.normal);
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p[1].plane.distance = dot(p[1].plane.normal, c[0]);
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p[1].closestX = p[1].plane.normal.x < 0.0f ? 0 : 1;
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p[1].closestY = p[1].plane.normal.y < 0.0f ? 0 : 1;
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p[1].closestZ = p[1].plane.normal.z < 0.0f ? 0 : 1;
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/* Right plane */
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p[2].plane.normal = normalize(cross(v51,
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sub(c[6], c[5])));
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p[2].plane.distance = dot(p[2].plane.normal, c[1]);
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p[2].closestX = p[2].plane.normal.x < 0.0f ? 0 : 1;
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p[2].closestY = p[2].plane.normal.y < 0.0f ? 0 : 1;
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p[2].closestZ = p[2].plane.normal.z < 0.0f ? 0 : 1;
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/* Top plane */
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p[3].plane.normal = normalize(cross(sub(c[4], c[5]),
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v51));
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p[3].plane.distance = dot(p[3].plane.normal, c[1]);
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p[3].closestX = p[3].plane.normal.x < 0.0f ? 0 : 1;
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p[3].closestY = p[3].plane.normal.y < 0.0f ? 0 : 1;
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p[3].closestZ = p[3].plane.normal.z < 0.0f ? 0 : 1;
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/* Left plane */
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p[4].plane.normal = normalize(cross(v73,
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sub(c[4], c[7])));
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p[4].plane.distance = dot(p[4].plane.normal, c[3]);
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p[4].closestX = p[4].plane.normal.x < 0.0f ? 0 : 1;
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p[4].closestY = p[4].plane.normal.y < 0.0f ? 0 : 1;
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p[4].closestZ = p[4].plane.normal.z < 0.0f ? 0 : 1;
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/* Bottom plane */
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p[5].plane.normal = normalize(cross(sub(c[6], c[7]),
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v73));
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p[5].plane.distance = dot(p[5].plane.normal, c[3]);
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p[5].closestX = p[5].plane.normal.x < 0.0f ? 0 : 1;
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p[5].closestY = p[5].plane.normal.y < 0.0f ? 0 : 1;
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p[5].closestZ = p[5].plane.normal.z < 0.0f ? 0 : 1;
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}
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static void
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buildClipPersp(Camera *cam)
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{
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Matrix *ltm = cam->getFrame()->getLTM();
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/* First we calculate the 4 points on the view window. */
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V3d up = scale(ltm->up, cam->viewWindow.y);
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V3d left = scale(ltm->right, cam->viewWindow.x);
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V3d *c = cam->frustumCorners;
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c[0] = add(add(ltm->at, up), left); // top left
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c[1] = sub(add(ltm->at, up), left); // top right
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c[2] = sub(sub(ltm->at, up), left); // bottom right
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c[3] = add(sub(ltm->at, up), left); // bottom left
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/* Now Calculate near and far corners. */
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V3d off = sub(scale(ltm->up, cam->viewOffset.y),
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scale(ltm->right, cam->viewOffset.x));
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for(int32 i = 0; i < 4; i++){
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V3d corner = sub(cam->frustumCorners[i], off);
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V3d pos = add(ltm->pos, off);
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c[i] = add(scale(corner, cam->nearPlane), pos);
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c[i+4] = add(scale(corner, cam->farPlane), pos);
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}
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buildPlanes(cam);
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}
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static void
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buildClipParallel(Camera *cam)
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{
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Matrix *ltm = cam->getFrame()->getLTM();
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float32 nearoffx = -(1.0f - cam->nearPlane)*cam->viewOffset.x;
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float32 nearoffy = (1.0f - cam->nearPlane)*cam->viewOffset.y;
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float32 faroffx = -(1.0f - cam->farPlane)*cam->viewOffset.x;
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float32 faroffy = (1.0f - cam->farPlane)*cam->viewOffset.y;
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V3d *c = cam->frustumCorners;
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c[0].x = nearoffx + cam->viewWindow.x;
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c[0].y = nearoffy + cam->viewWindow.y;
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c[0].z = cam->nearPlane;
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c[1].x = nearoffx - cam->viewWindow.x;
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c[1].y = nearoffy + cam->viewWindow.y;
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c[1].z = cam->nearPlane;
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c[2].x = nearoffx - cam->viewWindow.x;
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c[2].y = nearoffy - cam->viewWindow.y;
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c[2].z = cam->nearPlane;
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c[3].x = nearoffx + cam->viewWindow.x;
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c[3].y = nearoffy - cam->viewWindow.y;
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c[3].z = cam->nearPlane;
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c[4].x = faroffx + cam->viewWindow.x;
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c[4].y = faroffy + cam->viewWindow.y;
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c[4].z = cam->farPlane;
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c[5].x = faroffx - cam->viewWindow.x;
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c[5].y = faroffy + cam->viewWindow.y;
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c[5].z = cam->farPlane;
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c[6].x = faroffx - cam->viewWindow.x;
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c[6].y = faroffy - cam->viewWindow.y;
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c[6].z = cam->farPlane;
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c[7].x = faroffx + cam->viewWindow.x;
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c[7].y = faroffy - cam->viewWindow.y;
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c[7].z = cam->farPlane;
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V3d::transformPoints(c, c, 8, ltm);
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buildPlanes(cam);
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}
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static void
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cameraSync(ObjectWithFrame *obj)
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{
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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 z- and w-rows are the same and the
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* 1/2 translation/shear is removed again on the VU1 by
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* subtracting the w-row/2 from the x- and y-rows.
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*
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* perspective:
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* 1/2w 0 ox/2w -ox/2w
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* 0 -1/2h -oy/2h 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
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* 0 -1/2h -oy/2h oy/2h
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* 0 0 1 0
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* 0 0 0 1
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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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inv.right.x = -inv.right.x;
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inv.up.x = -inv.up.x;
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inv.at.x = -inv.at.x;
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inv.pos.x = -inv.pos.x;
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float32 xscl = 1.0f/(2.0f*cam->viewWindow.x);
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float32 yscl = 1.0f/(2.0f*cam->viewWindow.y);
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proj.flags = 0;
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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.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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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.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.optimize();
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Matrix::mult(&cam->viewMatrix, &inv, &proj);
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buildClipPersp(cam);
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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.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.optimize();
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Matrix::mult(&cam->viewMatrix, &inv, &proj);
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buildClipParallel(cam);
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}
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cam->frustumBoundBox.calculate(cam->frustumCorners, 8);
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}
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void
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worldBeginUpdateCB(Camera *cam)
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{
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engine->currentWorld = cam->world;
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cam->originalBeginUpdate(cam);
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}
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void
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worldEndUpdateCB(Camera *cam)
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{
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cam->originalEndUpdate(cam);
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}
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static void
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worldCameraSync(ObjectWithFrame *obj)
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{
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Camera *camera = (Camera*)obj;
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camera->originalSync(obj);
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}
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|
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Camera*
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Camera::create(void)
|
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{
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Camera *cam = (Camera*)rwMalloc(s_plglist.size, MEMDUR_EVENT | ID_CAMERA);
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if(cam == nil){
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RWERROR((ERR_ALLOC, s_plglist.size));
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return nil;
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}
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numAllocated++;
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cam->object.object.init(Camera::ID, 0);
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cam->object.syncCB = cameraSync;
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cam->beginUpdateCB = defaultBeginUpdateCB;
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cam->endUpdateCB = defaultEndUpdateCB;
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cam->viewWindow.set(1.0f, 1.0f);
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cam->viewOffset.set(0.0f, 0.0f);
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cam->nearPlane = 0.05f;
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cam->farPlane = 10.0f;
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cam->fogPlane = 5.0f;
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cam->projection = Camera::PERSPECTIVE;
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|
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cam->frameBuffer = nil;
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cam->zBuffer = nil;
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// clump extension
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cam->clump = nil;
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cam->inClump.init();
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// world extension
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cam->world = nil;
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cam->originalSync = cam->object.syncCB;
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cam->originalBeginUpdate = cam->beginUpdateCB;
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||||
cam->originalEndUpdate = cam->endUpdateCB;
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cam->object.syncCB = worldCameraSync;
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cam->beginUpdateCB = worldBeginUpdateCB;
|
||||
cam->endUpdateCB = worldEndUpdateCB;
|
||||
|
||||
s_plglist.construct(cam);
|
||||
return cam;
|
||||
}
|
||||
|
||||
Camera*
|
||||
Camera::clone(void)
|
||||
{
|
||||
Camera *cam = Camera::create();
|
||||
if(cam == nil)
|
||||
return nil;
|
||||
cam->object.object.copy(&this->object.object);
|
||||
cam->setFrame(this->getFrame());
|
||||
cam->viewWindow = this->viewWindow;
|
||||
cam->viewOffset = this->viewOffset;
|
||||
cam->nearPlane = this->nearPlane;
|
||||
cam->farPlane = this->farPlane;
|
||||
cam->fogPlane = this->fogPlane;
|
||||
cam->projection = this->projection;
|
||||
|
||||
cam->frameBuffer = this->frameBuffer;
|
||||
cam->zBuffer = this->zBuffer;
|
||||
|
||||
if(this->world)
|
||||
this->world->addCamera(cam);
|
||||
|
||||
s_plglist.copy(cam, this);
|
||||
return cam;
|
||||
}
|
||||
|
||||
void
|
||||
Camera::destroy(void)
|
||||
{
|
||||
s_plglist.destruct(this);
|
||||
assert(this->clump == nil);
|
||||
assert(this->world == nil);
|
||||
this->setFrame(nil);
|
||||
rwFree(this);
|
||||
numAllocated--;
|
||||
}
|
||||
|
||||
void
|
||||
Camera::clear(RGBA *col, uint32 mode)
|
||||
{
|
||||
engine->device.clearCamera(this, col, mode);
|
||||
}
|
||||
|
||||
void
|
||||
Camera::showRaster(uint32 flags)
|
||||
{
|
||||
this->frameBuffer->show(flags);
|
||||
}
|
||||
|
||||
void
|
||||
calczShiftScale(Camera *cam)
|
||||
{
|
||||
float32 n = cam->nearPlane;
|
||||
float32 f = cam->farPlane;
|
||||
float32 N = engine->device.zNear;
|
||||
float32 F = engine->device.zFar;
|
||||
// RW does this
|
||||
N += (F - N)/10000.0f;
|
||||
F -= (F - N)/10000.0f;
|
||||
if(cam->projection == Camera::PERSPECTIVE){
|
||||
cam->zScale = (N - F)*n*f/(f - n);
|
||||
cam->zShift = (F*f - N*n)/(f - n);
|
||||
}else{
|
||||
cam->zScale = (F - N)/(f -n);
|
||||
cam->zShift = (N*f - F*n)/(f - n);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
Camera::setNearPlane(float32 near)
|
||||
{
|
||||
this->nearPlane = near;
|
||||
calczShiftScale(this);
|
||||
if(this->getFrame())
|
||||
this->getFrame()->updateObjects();
|
||||
}
|
||||
|
||||
void
|
||||
Camera::setFarPlane(float32 far)
|
||||
{
|
||||
this->farPlane = far;
|
||||
calczShiftScale(this);
|
||||
if(this->getFrame())
|
||||
this->getFrame()->updateObjects();
|
||||
}
|
||||
|
||||
void
|
||||
Camera::setViewWindow(const V2d *window)
|
||||
{
|
||||
this->viewWindow = *window;
|
||||
if(this->getFrame())
|
||||
this->getFrame()->updateObjects();
|
||||
}
|
||||
|
||||
void
|
||||
Camera::setViewOffset(const V2d *offset)
|
||||
{
|
||||
this->viewOffset = *offset;
|
||||
if(this->getFrame())
|
||||
this->getFrame()->updateObjects();
|
||||
}
|
||||
|
||||
void
|
||||
Camera::setProjection(int32 proj)
|
||||
{
|
||||
this->projection = proj;
|
||||
if(this->getFrame())
|
||||
this->getFrame()->updateObjects();
|
||||
}
|
||||
|
||||
int32
|
||||
Camera::frustumTestSphere(const Sphere *s) const
|
||||
{
|
||||
int32 res = SPHEREINSIDE;
|
||||
const FrustumPlane *p = this->frustumPlanes;
|
||||
for(int32 i = 0; i < 6; i++){
|
||||
float32 dist = dot(p->plane.normal, s->center) - p->plane.distance;
|
||||
if(s->radius < dist)
|
||||
return SPHEREOUTSIDE;
|
||||
if(s->radius > -dist)
|
||||
res = SPHEREBOUNDARY;
|
||||
p++;
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
struct CameraChunkData
|
||||
{
|
||||
V2d viewWindow;
|
||||
V2d viewOffset;
|
||||
float32 nearPlane, farPlane;
|
||||
float32 fogPlane;
|
||||
int32 projection;
|
||||
};
|
||||
|
||||
Camera*
|
||||
Camera::streamRead(Stream *stream)
|
||||
{
|
||||
CameraChunkData buf;
|
||||
if(!findChunk(stream, ID_STRUCT, nil, nil)){
|
||||
RWERROR((ERR_CHUNK, "STRUCT"));
|
||||
return nil;
|
||||
}
|
||||
stream->read32(&buf, sizeof(CameraChunkData));
|
||||
Camera *cam = Camera::create();
|
||||
cam->viewWindow = buf.viewWindow;
|
||||
cam->viewOffset = buf.viewOffset;
|
||||
cam->nearPlane = buf.nearPlane;
|
||||
cam->farPlane = buf.farPlane;
|
||||
cam->fogPlane = buf.fogPlane;
|
||||
cam->projection = buf.projection;
|
||||
if(s_plglist.streamRead(stream, cam))
|
||||
return cam;
|
||||
cam->destroy();
|
||||
return nil;
|
||||
}
|
||||
|
||||
bool
|
||||
Camera::streamWrite(Stream *stream)
|
||||
{
|
||||
CameraChunkData buf;
|
||||
writeChunkHeader(stream, ID_CAMERA, this->streamGetSize());
|
||||
writeChunkHeader(stream, ID_STRUCT, sizeof(CameraChunkData));
|
||||
buf.viewWindow = this->viewWindow;
|
||||
buf.viewOffset = this->viewOffset;
|
||||
buf.nearPlane = this->nearPlane;
|
||||
buf.farPlane = this->farPlane;
|
||||
buf.fogPlane = this->fogPlane;
|
||||
buf.projection = this->projection;
|
||||
stream->write32(&buf, sizeof(CameraChunkData));
|
||||
s_plglist.streamWrite(stream, this);
|
||||
return true;
|
||||
}
|
||||
|
||||
uint32
|
||||
Camera::streamGetSize(void)
|
||||
{
|
||||
return 12 + sizeof(CameraChunkData) + 12 +
|
||||
s_plglist.streamGetSize(this);
|
||||
}
|
||||
|
||||
// Assumes horizontal FOV for 4:3, but we convert to vertical FOV
|
||||
void
|
||||
Camera::setFOV(float32 hfov, float32 ratio)
|
||||
{
|
||||
V2d v;
|
||||
float w, h;
|
||||
|
||||
w = (float)this->frameBuffer->width;
|
||||
h = (float)this->frameBuffer->height;
|
||||
if(w < 1 || h < 1){
|
||||
w = 1;
|
||||
h = 1;
|
||||
}
|
||||
hfov = hfov*3.14159f/360.0f; // deg to rad and halved
|
||||
|
||||
float ar1 = 4.0f/3.0f;
|
||||
float ar2 = w/h;
|
||||
float vfov = atanf(tanf(hfov/2) / ar1) *2;
|
||||
hfov = atanf(tanf(vfov/2) * ar2) *2;
|
||||
|
||||
float32 a = tanf(hfov);
|
||||
v.set(a, a/ratio);
|
||||
this->setViewWindow(&v);
|
||||
v.set(0.0f, 0.0f);
|
||||
this->setViewOffset(&v);
|
||||
}
|
||||
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue