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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /tier2/camerautils.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'tier2/camerautils.cpp')
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diff --git a/tier2/camerautils.cpp b/tier2/camerautils.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================
+#include "tier2/camerautils.h"
+#include "tier0/dbg.h"
+#include "mathlib/vector.h"
+#include "mathlib/vmatrix.h"
+#include "tier2/tier2.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+
+//-----------------------------------------------------------------------------
+// accessors for generated matrices
+//-----------------------------------------------------------------------------
+void ComputeViewMatrix( matrix3x4_t *pWorldToCamera, const Camera_t &camera )
+{
+ matrix3x4_t transform;
+ AngleMatrix( camera.m_angles, camera.m_origin, transform );
+
+ VMatrix matRotate( transform );
+ VMatrix matRotateZ;
+ MatrixBuildRotationAboutAxis( matRotateZ, Vector(0,0,1), -90 );
+ MatrixMultiply( matRotate, matRotateZ, matRotate );
+
+ VMatrix matRotateX;
+ MatrixBuildRotationAboutAxis( matRotateX, Vector(1,0,0), 90 );
+ MatrixMultiply( matRotate, matRotateX, matRotate );
+ transform = matRotate.As3x4();
+
+ MatrixInvert( transform, *pWorldToCamera );
+}
+
+void ComputeViewMatrix( VMatrix *pWorldToCamera, const Camera_t &camera )
+{
+ matrix3x4_t transform, invTransform;
+ AngleMatrix( camera.m_angles, camera.m_origin, transform );
+
+ VMatrix matRotate( transform );
+ VMatrix matRotateZ;
+ MatrixBuildRotationAboutAxis( matRotateZ, Vector(0,0,1), -90 );
+ MatrixMultiply( matRotate, matRotateZ, matRotate );
+
+ VMatrix matRotateX;
+ MatrixBuildRotationAboutAxis( matRotateX, Vector(1,0,0), 90 );
+ MatrixMultiply( matRotate, matRotateX, matRotate );
+ transform = matRotate.As3x4();
+
+ MatrixInvert( transform, invTransform );
+ *pWorldToCamera = invTransform;
+}
+
+void ComputeProjectionMatrix( VMatrix *pCameraToProjection, const Camera_t &camera, int width, int height )
+{
+ float flFOV = camera.m_flFOV;
+ float flZNear = camera.m_flZNear;
+ float flZFar = camera.m_flZFar;
+ float flApsectRatio = (float)width / (float)height;
+
+// MatrixBuildPerspective( proj, flFOV, flFOV * flApsectRatio, flZNear, flZFar );
+
+#if 1
+ float halfWidth = tan( flFOV * M_PI / 360.0 );
+ float halfHeight = halfWidth / flApsectRatio;
+#else
+ float halfHeight = tan( flFOV * M_PI / 360.0 );
+ float halfWidth = flApsectRatio * halfHeight;
+#endif
+ memset( pCameraToProjection, 0, sizeof( VMatrix ) );
+ pCameraToProjection->m[0][0] = 1.0f / halfWidth;
+ pCameraToProjection->m[1][1] = 1.0f / halfHeight;
+ pCameraToProjection->m[2][2] = flZFar / ( flZNear - flZFar );
+ pCameraToProjection->m[3][2] = -1.0f;
+ pCameraToProjection->m[2][3] = flZNear * flZFar / ( flZNear - flZFar );
+}
+
+
+//-----------------------------------------------------------------------------
+// Computes the screen space position given a screen size
+//-----------------------------------------------------------------------------
+void ComputeScreenSpacePosition( Vector2D *pScreenPosition, const Vector &vecWorldPosition,
+ const Camera_t &camera, int width, int height )
+{
+ VMatrix view, proj, viewproj;
+ ComputeViewMatrix( &view, camera );
+ ComputeProjectionMatrix( &proj, camera, width, height );
+ MatrixMultiply( proj, view, viewproj );
+
+ Vector vecScreenPos;
+ Vector3DMultiplyPositionProjective( viewproj, vecWorldPosition, vecScreenPos );
+
+ pScreenPosition->x = ( vecScreenPos.x + 1.0f ) * width / 2.0f;
+ pScreenPosition->y = ( -vecScreenPos.y + 1.0f ) * height / 2.0f;
+}
+
+