- detached the poly renderer from the software renderer

This commit is contained in:
Magnus Norddahl 2017-03-20 08:28:16 +01:00
commit 11e5759913
33 changed files with 327 additions and 315 deletions

View file

@ -132,6 +132,7 @@ TriMatrix TriMatrix::frustum(float left, float right, float bottom, float top, f
return m;
}
#if 0
TriMatrix TriMatrix::worldToView(const FRenderViewpoint &viewpoint)
{
TriMatrix m = null();
@ -144,15 +145,16 @@ TriMatrix TriMatrix::worldToView(const FRenderViewpoint &viewpoint)
return m * translate((float)-viewpoint.Pos.X, (float)-viewpoint.Pos.Y, (float)-viewpoint.Pos.Z);
}
TriMatrix TriMatrix::viewToClip(swrenderer::RenderViewport *viewport)
TriMatrix TriMatrix::viewToClip(double focalTangent, double centerY, double invZtoScale)
{
float near = 5.0f;
float far = 65536.0f;
float width = (float)(viewport->viewwindow.FocalTangent * near);
float top = (float)(viewport->CenterY / viewport->InvZtoScale * near);
float bottom = (float)(top - viewheight / viewport->InvZtoScale * near);
float width = (float)(focalTangent * near);
float top = (float)(centerY / invZtoScale * near);
float bottom = (float)(top - viewheight / invZtoScale * near);
return frustum(-width, width, bottom, top, near, far);
}
#endif
TriMatrix TriMatrix::operator*(const TriMatrix &mult) const
{

View file

@ -24,7 +24,7 @@
struct TriVertex;
struct ShadedTriVertex;
namespace swrenderer { class RenderViewport; }
struct FRenderViewpoint;
struct TriMatrix
{
@ -37,8 +37,8 @@ struct TriMatrix
static TriMatrix perspective(float fovy, float aspect, float near, float far);
static TriMatrix frustum(float left, float right, float bottom, float top, float near, float far);
static TriMatrix worldToView(const FRenderViewpoint &viewpoint); // Software renderer world to view space transform
static TriMatrix viewToClip(swrenderer::RenderViewport *viewport); // Software renderer shearing projection
//static TriMatrix worldToView(const FRenderViewpoint &viewpoint); // Software renderer world to view space transform
//static TriMatrix viewToClip(double focalTangent, double centerY, double invZtoScale); // Software renderer shearing projection
ShadedTriVertex operator*(TriVertex v) const;
TriMatrix operator*(const TriMatrix &m) const;