commits
tags
#pragma once
#include <stddef.h>
#include <memory>
#include "v_video.h"
#include "r_defs.h"
#include "r_utility.h"
#include "actorinlines.h"
#include "matrix.h"
#define MINZ double((2048*4) / double(1 << 20))
class PolyDepthStencil;
namespace swrenderer
{
class RenderThread;
class RenderViewport
{
public:
RenderViewport();
~RenderViewport();
void SetViewport(FLevelLocals *Level, RenderThread *thread, int width, int height, float trueratio);
void SetupFreelook();
void SetupPolyViewport(RenderThread *thread);
VSMatrix WorldToView;
VSMatrix ViewToClip;
VSMatrix WorldToClip;
DCanvas *RenderTarget = nullptr;
bool RenderingToCanvas = false;
FViewWindow viewwindow;
FRenderViewpoint viewpoint;
double FocalLengthX = 0.0;
double FocalLengthY = 0.0;
double InvZtoScale = 0.0;
double WallTMapScale2 = 0.0;
double CenterX = 0.0;
double CenterY = 0.0;
double YaspectMul = 0.0;
double IYaspectMul = 0.0;
double globaluclip = 0.0;
double globaldclip = 0.0;
fixed_t viewingrangerecip = 0;
double BaseYaspectMul = 0.0; // yaspectmul without a forced aspect ratio
// The xtoviewangleangle[] table maps a screen pixel
// to the lowest viewangle that maps back to x ranges
// from clipangle to -clipangle.
angle_t xtoviewangle[MAXWIDTH + 1];
uint8_t *GetDest(int x, int y);
DVector3 PointWorldToView(const DVector3 &worldPos) const;
DVector3 PointWorldToScreen(const DVector3 &worldPos) const;
DVector3 PointViewToScreen(const DVector3 &viewPos) const;
DVector2 PointWorldToView(const DVector2 &worldPos) const;
DVector2 ScaleViewToScreen(const DVector2 &scale, double viewZ, bool pixelstretch = true) const;
double PlaneDepth(int screenY, double planeHeight) const
{
if (screenY + 0.5 < CenterY)
return FocalLengthY / (CenterY - screenY - 0.5) * planeHeight;
else
return FocalLengthY / (screenY + 0.5 - CenterY) * planeHeight;
}
double ScreenToViewX(int screenX, double viewZ) const
{
return (screenX + 0.5 - CenterX) / FocalLengthX * viewZ;
}
double ScreenToViewY(int screenY, double viewZ) const
{
return (CenterY - screenY - 0.5) / FocalLengthY * viewZ;
}
DVector3 ScreenToViewPos(int screenX, int screenY, const DVector3& plane, double planeD)
{
double viewZ = -planeD / ((screenX + 0.5 - CenterX) / FocalLengthX * plane.X + (CenterY - screenY - 0.5) / FocalLengthY * plane.Y + plane.Z);
return DVector3(ScreenToViewX(screenX, viewZ), ScreenToViewY(screenY, viewZ), viewZ);
}
FLevelLocals *Level()
{
return viewpoint.ViewLevel;
}
private:
void InitTextureMapping();
void SetupBuffer();
static VSMatrix SoftwareWorldToView(const FRenderViewpoint &viewpoint);
VSMatrix SoftwareViewToClip();
};
}