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99 lines
3.3 KiB
99 lines
3.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//============================================================================= |
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#include "tier2/camerautils.h" |
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#include "tier0/dbg.h" |
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#include "mathlib/vector.h" |
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#include "mathlib/vmatrix.h" |
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#include "tier2/tier2.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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//----------------------------------------------------------------------------- |
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// accessors for generated matrices |
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//----------------------------------------------------------------------------- |
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void ComputeViewMatrix( matrix3x4_t *pWorldToCamera, const Camera_t &camera ) |
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{ |
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matrix3x4_t transform; |
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AngleMatrix( camera.m_angles, camera.m_origin, transform ); |
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VMatrix matRotate( transform ); |
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VMatrix matRotateZ; |
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MatrixBuildRotationAboutAxis( matRotateZ, Vector(0,0,1), -90 ); |
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MatrixMultiply( matRotate, matRotateZ, matRotate ); |
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VMatrix matRotateX; |
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MatrixBuildRotationAboutAxis( matRotateX, Vector(1,0,0), 90 ); |
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MatrixMultiply( matRotate, matRotateX, matRotate ); |
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transform = matRotate.As3x4(); |
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MatrixInvert( transform, *pWorldToCamera ); |
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} |
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void ComputeViewMatrix( VMatrix *pWorldToCamera, const Camera_t &camera ) |
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{ |
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matrix3x4_t transform, invTransform; |
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AngleMatrix( camera.m_angles, camera.m_origin, transform ); |
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VMatrix matRotate( transform ); |
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VMatrix matRotateZ; |
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MatrixBuildRotationAboutAxis( matRotateZ, Vector(0,0,1), -90 ); |
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MatrixMultiply( matRotate, matRotateZ, matRotate ); |
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VMatrix matRotateX; |
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MatrixBuildRotationAboutAxis( matRotateX, Vector(1,0,0), 90 ); |
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MatrixMultiply( matRotate, matRotateX, matRotate ); |
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transform = matRotate.As3x4(); |
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MatrixInvert( transform, invTransform ); |
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*pWorldToCamera = invTransform; |
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} |
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void ComputeProjectionMatrix( VMatrix *pCameraToProjection, const Camera_t &camera, int width, int height ) |
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{ |
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float flFOV = camera.m_flFOV; |
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float flZNear = camera.m_flZNear; |
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float flZFar = camera.m_flZFar; |
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float flApsectRatio = (float)width / (float)height; |
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// MatrixBuildPerspective( proj, flFOV, flFOV * flApsectRatio, flZNear, flZFar ); |
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#if 1 |
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float halfWidth = tan( flFOV * M_PI / 360.0 ); |
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float halfHeight = halfWidth / flApsectRatio; |
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#else |
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float halfHeight = tan( flFOV * M_PI / 360.0 ); |
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float halfWidth = flApsectRatio * halfHeight; |
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#endif |
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memset( pCameraToProjection, 0, sizeof( VMatrix ) ); |
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pCameraToProjection->m[0][0] = 1.0f / halfWidth; |
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pCameraToProjection->m[1][1] = 1.0f / halfHeight; |
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pCameraToProjection->m[2][2] = flZFar / ( flZNear - flZFar ); |
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pCameraToProjection->m[3][2] = -1.0f; |
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pCameraToProjection->m[2][3] = flZNear * flZFar / ( flZNear - flZFar ); |
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} |
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//----------------------------------------------------------------------------- |
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// Computes the screen space position given a screen size |
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//----------------------------------------------------------------------------- |
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void ComputeScreenSpacePosition( Vector2D *pScreenPosition, const Vector &vecWorldPosition, |
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const Camera_t &camera, int width, int height ) |
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{ |
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VMatrix view, proj, viewproj; |
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ComputeViewMatrix( &view, camera ); |
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ComputeProjectionMatrix( &proj, camera, width, height ); |
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MatrixMultiply( proj, view, viewproj ); |
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Vector vecScreenPos; |
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Vector3DMultiplyPositionProjective( viewproj, vecWorldPosition, vecScreenPos ); |
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pScreenPosition->x = ( vecScreenPos.x + 1.0f ) * width / 2.0f; |
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pScreenPosition->y = ( -vecScreenPos.y + 1.0f ) * height / 2.0f; |
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} |
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