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| author | claude-bot <[email protected]> | 2026-07-13 12:40:03 +0000 |
|---|---|---|
| committer | claude-bot <[email protected]> | 2026-07-13 12:40:03 +0000 |
| commit | 847962910f0bff071f3bf07c9abb87764fb6cac3 (patch) | |
| tree | ddcd429e134c7fd5f72ddc97ced175de8d66fcd0 /src/camera.cpp | |
| download | librw-847962910f0bff071f3bf07c9abb87764fb6cac3.tar.gz librw-847962910f0bff071f3bf07c9abb87764fb6cac3.zip | |
Snapshot for re3/reVC vendoring, per @lzcnt.
Source: https://github.com/aap/librw (master).
Diffstat (limited to 'src/camera.cpp')
| -rw-r--r-- | src/camera.cpp | 524 |
1 files changed, 524 insertions, 0 deletions
diff --git a/src/camera.cpp b/src/camera.cpp new file mode 100644 index 0000000..4a87ed3 --- /dev/null +++ b/src/camera.cpp @@ -0,0 +1,524 @@ +#include <stdio.h> +#include <stdlib.h> +#include <assert.h> + +#include "rwbase.h" +#include "rwerror.h" +#include "rwplg.h" +#include "rwpipeline.h" +#include "rwobjects.h" +#include "rwengine.h" + +#define PLUGIN_ID ID_CAMERA + +namespace rw { + +int32 Camera::numAllocated; + +PluginList Camera::s_plglist(sizeof(Camera)); + +void +defaultBeginUpdateCB(Camera *cam) +{ + engine->currentCamera = cam; + Frame::syncDirty(); + engine->device.beginUpdate(cam); +} + +void +defaultEndUpdateCB(Camera *cam) +{ + engine->device.endUpdate(cam); +} + +static void +buildPlanes(Camera *cam) +{ + V3d *c = cam->frustumCorners; + FrustumPlane *p = cam->frustumPlanes; + V3d v51 = sub(c[1], c[5]); + V3d v73 = sub(c[3], c[7]); + + /* Far plane */ + p[0].plane.normal = cam->getFrame()->getLTM()->at; + p[0].plane.distance = dot(p[0].plane.normal, c[4]); + p[0].closestX = p[0].plane.normal.x < 0.0f ? 0 : 1; + p[0].closestY = p[0].plane.normal.y < 0.0f ? 0 : 1; + p[0].closestZ = p[0].plane.normal.z < 0.0f ? 0 : 1; + + /* Near plane */ + p[1].plane.normal = neg(p[0].plane.normal); + p[1].plane.distance = dot(p[1].plane.normal, c[0]); + p[1].closestX = p[1].plane.normal.x < 0.0f ? 0 : 1; + p[1].closestY = p[1].plane.normal.y < 0.0f ? 0 : 1; + p[1].closestZ = p[1].plane.normal.z < 0.0f ? 0 : 1; + + /* Right plane */ + p[2].plane.normal = normalize(cross(v51, + sub(c[6], c[5]))); + p[2].plane.distance = dot(p[2].plane.normal, c[1]); + p[2].closestX = p[2].plane.normal.x < 0.0f ? 0 : 1; + p[2].closestY = p[2].plane.normal.y < 0.0f ? 0 : 1; + p[2].closestZ = p[2].plane.normal.z < 0.0f ? 0 : 1; + + /* Top plane */ + p[3].plane.normal = normalize(cross(sub(c[4], c[5]), + v51)); + p[3].plane.distance = dot(p[3].plane.normal, c[1]); + p[3].closestX = p[3].plane.normal.x < 0.0f ? 0 : 1; + p[3].closestY = p[3].plane.normal.y < 0.0f ? 0 : 1; + p[3].closestZ = p[3].plane.normal.z < 0.0f ? 0 : 1; + + /* Left plane */ + p[4].plane.normal = normalize(cross(v73, + sub(c[4], c[7]))); + p[4].plane.distance = dot(p[4].plane.normal, c[3]); + p[4].closestX = p[4].plane.normal.x < 0.0f ? 0 : 1; + p[4].closestY = p[4].plane.normal.y < 0.0f ? 0 : 1; + p[4].closestZ = p[4].plane.normal.z < 0.0f ? 0 : 1; + + /* Bottom plane */ + p[5].plane.normal = normalize(cross(sub(c[6], c[7]), + v73)); + p[5].plane.distance = dot(p[5].plane.normal, c[3]); + p[5].closestX = p[5].plane.normal.x < 0.0f ? 0 : 1; + p[5].closestY = p[5].plane.normal.y < 0.0f ? 0 : 1; + p[5].closestZ = p[5].plane.normal.z < 0.0f ? 0 : 1; +} + +static void +buildClipPersp(Camera *cam) +{ + Matrix *ltm = cam->getFrame()->getLTM(); + + /* First we calculate the 4 points on the view window. */ + V3d up = scale(ltm->up, cam->viewWindow.y); + V3d left = scale(ltm->right, cam->viewWindow.x); + V3d *c = cam->frustumCorners; + c[0] = add(add(ltm->at, up), left); // top left + c[1] = sub(add(ltm->at, up), left); // top right + c[2] = sub(sub(ltm->at, up), left); // bottom right + c[3] = add(sub(ltm->at, up), left); // bottom left + + /* Now Calculate near and far corners. */ + V3d off = sub(scale(ltm->up, cam->viewOffset.y), + scale(ltm->right, cam->viewOffset.x)); + for(int32 i = 0; i < 4; i++){ + V3d corner = sub(cam->frustumCorners[i], off); + V3d pos = add(ltm->pos, off); + c[i] = add(scale(corner, cam->nearPlane), pos); + c[i+4] = add(scale(corner, cam->farPlane), pos); + } + + buildPlanes(cam); +} + +static void +buildClipParallel(Camera *cam) +{ + Matrix *ltm = cam->getFrame()->getLTM(); + float32 nearoffx = -(1.0f - cam->nearPlane)*cam->viewOffset.x; + float32 nearoffy = (1.0f - cam->nearPlane)*cam->viewOffset.y; + float32 faroffx = -(1.0f - cam->farPlane)*cam->viewOffset.x; + float32 faroffy = (1.0f - cam->farPlane)*cam->viewOffset.y; + + V3d *c = cam->frustumCorners; + c[0].x = nearoffx + cam->viewWindow.x; + c[0].y = nearoffy + cam->viewWindow.y; + c[0].z = cam->nearPlane; + + c[1].x = nearoffx - cam->viewWindow.x; + c[1].y = nearoffy + cam->viewWindow.y; + c[1].z = cam->nearPlane; + + c[2].x = nearoffx - cam->viewWindow.x; + c[2].y = nearoffy - cam->viewWindow.y; + c[2].z = cam->nearPlane; + + c[3].x = nearoffx + cam->viewWindow.x; + c[3].y = nearoffy - cam->viewWindow.y; + c[3].z = cam->nearPlane; + + c[4].x = faroffx + cam->viewWindow.x; + c[4].y = faroffy + cam->viewWindow.y; + c[4].z = cam->farPlane; + + c[5].x = faroffx - cam->viewWindow.x; + c[5].y = faroffy + cam->viewWindow.y; + c[5].z = cam->farPlane; + + c[6].x = faroffx - cam->viewWindow.x; + c[6].y = faroffy - cam->viewWindow.y; + c[6].z = cam->farPlane; + + c[7].x = faroffx + cam->viewWindow.x; + c[7].y = faroffy - cam->viewWindow.y; + c[7].z = cam->farPlane; + + V3d::transformPoints(c, c, 8, ltm); + + buildPlanes(cam); +} + +static void +cameraSync(ObjectWithFrame *obj) +{ + /* + * RW projection matrix looks like this: + * (cf. Camera View Matrix white paper) + * w = viewWindow width + * h = viewWindow height + * o = view offset + * + * perspective: + * 1/2w 0 ox/2w + 1/2 -ox/2w + * 0 -1/2h -oy/2h + 1/2 oy/2h + * 0 0 1 0 + * 0 0 1 0 + * + * parallel: + * 1/2w 0 ox/2w -ox/2w + 1/2 + * 0 -1/2h -oy/2h oy/2h + 1/2 + * 0 0 1 0 + * 0 0 0 1 + * + * The view matrix transforms from world to clip space, it is however + * not used for OpenGL or D3D since transformation to camera space + * and to clip space are handled by separate matrices there. + * On these platforms the two matrices are built in the platform's + * beginUpdate function. + * On the PS2 the z- and w-rows are the same and the + * 1/2 translation/shear is removed again on the VU1 by + * subtracting the w-row/2 from the x- and y-rows. + * + * perspective: + * 1/2w 0 ox/2w -ox/2w + * 0 -1/2h -oy/2h oy/2h + * 0 0 1 0 + * 0 0 1 0 + * + * parallel: + * 1/2w 0 ox/2w -ox/2w + * 0 -1/2h -oy/2h oy/2h + * 0 0 1 0 + * 0 0 0 1 + * + * RW builds this matrix directly without using explicit + * inversion and matrix multiplication. + */ + + Camera *cam = (Camera*)obj; + Matrix inv, proj; + Matrix::invertOrthonormal(&inv, cam->getFrame()->getLTM()); + + inv.right.x = -inv.right.x; + inv.up.x = -inv.up.x; + inv.at.x = -inv.at.x; + inv.pos.x = -inv.pos.x; + + float32 xscl = 1.0f/(2.0f*cam->viewWindow.x); + float32 yscl = 1.0f/(2.0f*cam->viewWindow.y); + + proj.flags = 0; + proj.right.x = xscl; + proj.right.y = 0.0f; + proj.right.z = 0.0f; + + proj.up.x = 0.0f; + proj.up.y = -yscl; + proj.up.z = 0.0f; + + if(cam->projection == Camera::PERSPECTIVE){ + proj.pos.x = -cam->viewOffset.x*xscl; + proj.pos.y = cam->viewOffset.y*yscl; + proj.pos.z = 0.0f; + + proj.at.x = -proj.pos.x + 0.5f; + proj.at.y = -proj.pos.y + 0.5f; + proj.at.z = 1.0f; + proj.optimize(); + Matrix::mult(&cam->viewMatrix, &inv, &proj); + buildClipPersp(cam); + }else{ + proj.at.x = cam->viewOffset.x*xscl; + proj.at.y = -cam->viewOffset.y*yscl; + proj.at.z = 1.0f; + + proj.pos.x = -proj.at.x + 0.5f; + proj.pos.y = -proj.at.y + 0.5f; + proj.pos.z = 0.0f; + proj.optimize(); + Matrix::mult(&cam->viewMatrix, &inv, &proj); + buildClipParallel(cam); + } + cam->frustumBoundBox.calculate(cam->frustumCorners, 8); +} + +void +worldBeginUpdateCB(Camera *cam) +{ + engine->currentWorld = cam->world; + cam->originalBeginUpdate(cam); +} + +void +worldEndUpdateCB(Camera *cam) +{ + cam->originalEndUpdate(cam); +} + +static void +worldCameraSync(ObjectWithFrame *obj) +{ + Camera *camera = (Camera*)obj; + camera->originalSync(obj); +} + +Camera* +Camera::create(void) +{ + Camera *cam = (Camera*)rwMalloc(s_plglist.size, MEMDUR_EVENT | ID_CAMERA); + if(cam == nil){ + RWERROR((ERR_ALLOC, s_plglist.size)); + return nil; + } + numAllocated++; + cam->object.object.init(Camera::ID, 0); + cam->object.syncCB = cameraSync; + cam->beginUpdateCB = defaultBeginUpdateCB; + cam->endUpdateCB = defaultEndUpdateCB; + cam->viewWindow.set(1.0f, 1.0f); + cam->viewOffset.set(0.0f, 0.0f); + cam->nearPlane = 0.05f; + cam->farPlane = 10.0f; + cam->fogPlane = 5.0f; + cam->projection = Camera::PERSPECTIVE; + + cam->frameBuffer = nil; + cam->zBuffer = nil; + + // clump extension + cam->clump = nil; + cam->inClump.init(); + + // world extension + cam->world = nil; + cam->originalSync = cam->object.syncCB; + cam->originalBeginUpdate = cam->beginUpdateCB; + cam->originalEndUpdate = cam->endUpdateCB; + cam->object.syncCB = worldCameraSync; + 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); +} + +} |
