rename mvmatrix to cammatrix

master
lsalzman 2013-02-27 15:48:12 +02:00
parent 629e84a4ee
commit 459317bbab
5 changed files with 23 additions and 23 deletions

View File

@ -123,7 +123,7 @@ extern bool hdrfloat;
extern float ldrscale, ldrscaleb;
extern int drawtex;
extern const glmatrix viewmatrix, invviewmatrix;
extern glmatrix mvmatrix, projmatrix, mvpmatrix, invmvmatrix, invmvpmatrix, invprojmatrix;
extern glmatrix cammatrix, projmatrix, mvpmatrix, invcammatrix, invmvpmatrix, invprojmatrix;
extern int fog;
extern bvec fogcolor;
extern vec curfogcolor;

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@ -1022,9 +1022,9 @@ vec worldpos, camdir, camright, camup;
void findorientation()
{
mvmatrix.transposedtransformnormal(vec(viewmatrix.b), camdir);
mvmatrix.transposedtransformnormal(vec(viewmatrix.a).neg(), camright);
mvmatrix.transposedtransformnormal(vec(viewmatrix.c), camup);
cammatrix.transposedtransformnormal(vec(viewmatrix.b), camdir);
cammatrix.transposedtransformnormal(vec(viewmatrix.a).neg(), camright);
cammatrix.transposedtransformnormal(vec(viewmatrix.c), camup);
if(raycubepos(camera1->o, camdir, worldpos, 0, RAY_CLIPMAT|RAY_SKIPFIRST) == -1)
worldpos = vec(camdir).mul(2*worldsize).add(camera1->o); //otherwise 3dgui won't work when outside of map
@ -1033,12 +1033,12 @@ void findorientation()
void transplayer()
{
// move from RH to Z-up LH quake style worldspace
mvmatrix = viewmatrix;
mvmatrix.rotate_around_y(camera1->roll*RAD);
mvmatrix.rotate_around_x(camera1->pitch*-RAD);
mvmatrix.rotate_around_z(camera1->yaw*-RAD);
mvmatrix.transformedtranslate(camera1->o, -1);
glLoadMatrixf(mvmatrix.a.v);
cammatrix = viewmatrix;
cammatrix.rotate_around_y(camera1->roll*RAD);
cammatrix.rotate_around_x(camera1->pitch*-RAD);
cammatrix.rotate_around_z(camera1->yaw*-RAD);
cammatrix.transformedtranslate(camera1->o, -1);
glLoadMatrixf(cammatrix.a.v);
}
int vieww = -1, viewh = -1;
@ -1234,12 +1234,12 @@ float calcfrustumboundsphere(float nearplane, float farplane, const vec &pos, c
extern const glmatrix viewmatrix(vec(-1, 0, 0), vec(0, 0, 1), vec(0, -1, 0));
extern const glmatrix invviewmatrix(vec(-1, 0, 0), vec(0, 0, -1), vec(0, 1, 0));
glmatrix mvmatrix, projmatrix, mvpmatrix, invmvmatrix, invmvpmatrix, invprojmatrix;
glmatrix cammatrix, projmatrix, mvpmatrix, invcammatrix, invmvpmatrix, invprojmatrix;
void readmatrices()
{
mvpmatrix.mul(projmatrix, mvmatrix);
invmvmatrix.invert(mvmatrix);
mvpmatrix.mul(projmatrix, cammatrix);
invcammatrix.invert(cammatrix);
invmvpmatrix.invert(mvpmatrix);
invprojmatrix.invert(projmatrix);
}
@ -1259,7 +1259,7 @@ void project(float fovy, float aspect, int farplane, float zscale = 1)
vec calcavatarpos(const vec &pos, float dist)
{
vec eyepos;
mvmatrix.transform(pos, eyepos);
cammatrix.transform(pos, eyepos);
GLdouble ydist = nearplane * tan(curavatarfov/2*RAD), xdist = ydist * aspect;
vec4 scrpos;
scrpos.x = eyepos.x*nearplane/xdist;
@ -1369,7 +1369,7 @@ void popscissor()
bool calcspherescissor(const vec &center, float size, float &sx1, float &sy1, float &sx2, float &sy2, float &sz1, float &sz2)
{
vec e;
mvmatrix.transform(center, e);
cammatrix.transform(center, e);
if(e.z > 2*size) { sx1 = sy1 = sz1 = 1; sx2 = sy2 = sz2 = -1; return false; }
if(drawtex == DRAWTEX_MINIMAP)
{

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@ -2345,7 +2345,7 @@ void renderlights(float bsx1 = -1, float bsy1 = -1, float bsx2 = 1, float bsy2 =
glActiveTexture_(GL_TEXTURE0_ARB);
GLOBALPARAM(worldmatrix, worldmatrix);
GLOBALPARAM(fogdir, mvmatrix.getrow(2));
GLOBALPARAM(fogdir, cammatrix.getrow(2));
GLOBALPARAMF(shadowatlasscale, (1.0f/shadowatlaspacker.w, 1.0f/shadowatlaspacker.h));
if(ao)
{
@ -3611,7 +3611,7 @@ void rendertransparent()
glmatrix raymatrix(vec(-0.5f*vieww*projmatrix.a.x, 0, 0.5f*vieww),
vec(0, -0.5f*viewh*projmatrix.b.y, 0.5f*viewh));
raymatrix.mul(mvmatrix);
raymatrix.mul(cammatrix);
GLOBALPARAM(raymatrix, raymatrix);
GLOBALPARAM(linearworldmatrix, linearworldmatrix);
@ -3763,7 +3763,7 @@ void preparegbuffer(bool depthclear)
linearworldmatrix.mul(invprojmatrix, invscreenmatrix);
float xscale = linearworldmatrix.a.x, yscale = linearworldmatrix.b.y, xoffset = linearworldmatrix.d.x, yoffset = linearworldmatrix.d.y, zscale = linearworldmatrix.d.z;
glmatrix depthmatrix(vec(xscale/zscale, 0, xoffset/zscale), vec(0, yscale/zscale, yoffset/zscale));
linearworldmatrix.mul(invmvmatrix, depthmatrix);
linearworldmatrix.mul(invcammatrix, depthmatrix);
if(gdepthformat) worldmatrix = linearworldmatrix;
else worldmatrix.mul(invmvpmatrix, invscreenmatrix);
}

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@ -355,7 +355,7 @@ static void drawfogdome(int farplane)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPushMatrix();
glmatrix fogdomematrix = mvmatrix;
glmatrix fogdomematrix = cammatrix;
fogdomematrix.d = vec4(0, 0, 0, 1);
fogdomematrix.transformedtranslate(0, 0, farplane*fogdomeheight*0.5f);
fogdomematrix.scale(farplane/2, farplane/2, farplane*(0.5f - fogdomeheight*0.5f));
@ -403,7 +403,7 @@ void drawskybox(int farplane)
glColor3f((skyboxcolour>>16)*ldrscaleb, ((skyboxcolour>>8)&255)*ldrscaleb, (skyboxcolour&255)*ldrscaleb);
glPushMatrix();
glmatrix skymatrix = mvmatrix;
glmatrix skymatrix = cammatrix;
skymatrix.d = vec4(0, 0, 0, 1);
skymatrix.rotate_around_z((spinsky*lastmillis/1000.0f+yawsky)*-RAD);
glLoadMatrixf(skymatrix.a.v);
@ -425,7 +425,7 @@ void drawskybox(int farplane)
glColor4f((cloudboxcolour>>16)*ldrscaleb, ((cloudboxcolour>>8)&255)*ldrscaleb, (cloudboxcolour&255)*ldrscaleb, cloudboxalpha);
glPushMatrix();
glmatrix cloudsmatrix = mvmatrix;
glmatrix cloudsmatrix = cammatrix;
cloudsmatrix.d = vec4(0, 0, 0, 1);
cloudsmatrix.rotate_around_z((spinclouds*lastmillis/1000.0f+yawclouds)*-RAD);
glLoadMatrixf(cloudsmatrix.a.v);
@ -443,7 +443,7 @@ void drawskybox(int farplane)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPushMatrix();
glmatrix cloudlayermatrix = mvmatrix;
glmatrix cloudlayermatrix = cammatrix;
cloudlayermatrix.d = vec4(0, 0, 0, 1);
cloudlayermatrix.rotate_around_z((spincloudlayer*lastmillis/1000.0f+yawcloudlayer)*-RAD);
glLoadMatrixf(cloudlayermatrix.a.v);

View File

@ -113,7 +113,7 @@ void renderwaterfog(int mat, float surface)
}
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
vec4 d = mvmatrix.getrow(2);
vec4 d = cammatrix.getrow(2);
glmatrix m(d, vec4(0, 1, 0, 0), vec4(0, 0, -1, bz));
m.mul(worldmatrix);
GLOBALPARAM(waterfogmatrix, m);