rename mvmatrix to cammatrix
parent
629e84a4ee
commit
459317bbab
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@ -123,7 +123,7 @@ extern bool hdrfloat;
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extern float ldrscale, ldrscaleb;
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extern int drawtex;
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extern const glmatrix viewmatrix, invviewmatrix;
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extern glmatrix mvmatrix, projmatrix, mvpmatrix, invmvmatrix, invmvpmatrix, invprojmatrix;
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extern glmatrix cammatrix, projmatrix, mvpmatrix, invcammatrix, invmvpmatrix, invprojmatrix;
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extern int fog;
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extern bvec fogcolor;
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extern vec curfogcolor;
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@ -1022,9 +1022,9 @@ vec worldpos, camdir, camright, camup;
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void findorientation()
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{
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mvmatrix.transposedtransformnormal(vec(viewmatrix.b), camdir);
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mvmatrix.transposedtransformnormal(vec(viewmatrix.a).neg(), camright);
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mvmatrix.transposedtransformnormal(vec(viewmatrix.c), camup);
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cammatrix.transposedtransformnormal(vec(viewmatrix.b), camdir);
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cammatrix.transposedtransformnormal(vec(viewmatrix.a).neg(), camright);
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cammatrix.transposedtransformnormal(vec(viewmatrix.c), camup);
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if(raycubepos(camera1->o, camdir, worldpos, 0, RAY_CLIPMAT|RAY_SKIPFIRST) == -1)
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worldpos = vec(camdir).mul(2*worldsize).add(camera1->o); //otherwise 3dgui won't work when outside of map
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@ -1033,12 +1033,12 @@ void findorientation()
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void transplayer()
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{
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// move from RH to Z-up LH quake style worldspace
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mvmatrix = viewmatrix;
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mvmatrix.rotate_around_y(camera1->roll*RAD);
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mvmatrix.rotate_around_x(camera1->pitch*-RAD);
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mvmatrix.rotate_around_z(camera1->yaw*-RAD);
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mvmatrix.transformedtranslate(camera1->o, -1);
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glLoadMatrixf(mvmatrix.a.v);
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cammatrix = viewmatrix;
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cammatrix.rotate_around_y(camera1->roll*RAD);
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cammatrix.rotate_around_x(camera1->pitch*-RAD);
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cammatrix.rotate_around_z(camera1->yaw*-RAD);
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cammatrix.transformedtranslate(camera1->o, -1);
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glLoadMatrixf(cammatrix.a.v);
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}
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int vieww = -1, viewh = -1;
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@ -1234,12 +1234,12 @@ float calcfrustumboundsphere(float nearplane, float farplane, const vec &pos, c
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extern const glmatrix viewmatrix(vec(-1, 0, 0), vec(0, 0, 1), vec(0, -1, 0));
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extern const glmatrix invviewmatrix(vec(-1, 0, 0), vec(0, 0, -1), vec(0, 1, 0));
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glmatrix mvmatrix, projmatrix, mvpmatrix, invmvmatrix, invmvpmatrix, invprojmatrix;
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glmatrix cammatrix, projmatrix, mvpmatrix, invcammatrix, invmvpmatrix, invprojmatrix;
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void readmatrices()
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{
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mvpmatrix.mul(projmatrix, mvmatrix);
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invmvmatrix.invert(mvmatrix);
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mvpmatrix.mul(projmatrix, cammatrix);
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invcammatrix.invert(cammatrix);
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invmvpmatrix.invert(mvpmatrix);
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invprojmatrix.invert(projmatrix);
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}
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@ -1259,7 +1259,7 @@ void project(float fovy, float aspect, int farplane, float zscale = 1)
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vec calcavatarpos(const vec &pos, float dist)
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{
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vec eyepos;
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mvmatrix.transform(pos, eyepos);
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cammatrix.transform(pos, eyepos);
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GLdouble ydist = nearplane * tan(curavatarfov/2*RAD), xdist = ydist * aspect;
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vec4 scrpos;
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scrpos.x = eyepos.x*nearplane/xdist;
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@ -1369,7 +1369,7 @@ void popscissor()
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bool calcspherescissor(const vec ¢er, float size, float &sx1, float &sy1, float &sx2, float &sy2, float &sz1, float &sz2)
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{
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vec e;
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mvmatrix.transform(center, e);
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cammatrix.transform(center, e);
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if(e.z > 2*size) { sx1 = sy1 = sz1 = 1; sx2 = sy2 = sz2 = -1; return false; }
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if(drawtex == DRAWTEX_MINIMAP)
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{
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@ -2345,7 +2345,7 @@ void renderlights(float bsx1 = -1, float bsy1 = -1, float bsx2 = 1, float bsy2 =
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glActiveTexture_(GL_TEXTURE0_ARB);
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GLOBALPARAM(worldmatrix, worldmatrix);
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GLOBALPARAM(fogdir, mvmatrix.getrow(2));
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GLOBALPARAM(fogdir, cammatrix.getrow(2));
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GLOBALPARAMF(shadowatlasscale, (1.0f/shadowatlaspacker.w, 1.0f/shadowatlaspacker.h));
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if(ao)
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{
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@ -3611,7 +3611,7 @@ void rendertransparent()
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glmatrix raymatrix(vec(-0.5f*vieww*projmatrix.a.x, 0, 0.5f*vieww),
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vec(0, -0.5f*viewh*projmatrix.b.y, 0.5f*viewh));
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raymatrix.mul(mvmatrix);
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raymatrix.mul(cammatrix);
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GLOBALPARAM(raymatrix, raymatrix);
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GLOBALPARAM(linearworldmatrix, linearworldmatrix);
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@ -3763,7 +3763,7 @@ void preparegbuffer(bool depthclear)
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linearworldmatrix.mul(invprojmatrix, invscreenmatrix);
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float xscale = linearworldmatrix.a.x, yscale = linearworldmatrix.b.y, xoffset = linearworldmatrix.d.x, yoffset = linearworldmatrix.d.y, zscale = linearworldmatrix.d.z;
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glmatrix depthmatrix(vec(xscale/zscale, 0, xoffset/zscale), vec(0, yscale/zscale, yoffset/zscale));
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linearworldmatrix.mul(invmvmatrix, depthmatrix);
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linearworldmatrix.mul(invcammatrix, depthmatrix);
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if(gdepthformat) worldmatrix = linearworldmatrix;
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else worldmatrix.mul(invmvpmatrix, invscreenmatrix);
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}
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@ -355,7 +355,7 @@ static void drawfogdome(int farplane)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glPushMatrix();
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glmatrix fogdomematrix = mvmatrix;
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glmatrix fogdomematrix = cammatrix;
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fogdomematrix.d = vec4(0, 0, 0, 1);
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fogdomematrix.transformedtranslate(0, 0, farplane*fogdomeheight*0.5f);
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fogdomematrix.scale(farplane/2, farplane/2, farplane*(0.5f - fogdomeheight*0.5f));
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@ -403,7 +403,7 @@ void drawskybox(int farplane)
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glColor3f((skyboxcolour>>16)*ldrscaleb, ((skyboxcolour>>8)&255)*ldrscaleb, (skyboxcolour&255)*ldrscaleb);
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glPushMatrix();
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glmatrix skymatrix = mvmatrix;
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glmatrix skymatrix = cammatrix;
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skymatrix.d = vec4(0, 0, 0, 1);
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skymatrix.rotate_around_z((spinsky*lastmillis/1000.0f+yawsky)*-RAD);
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glLoadMatrixf(skymatrix.a.v);
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@ -425,7 +425,7 @@ void drawskybox(int farplane)
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glColor4f((cloudboxcolour>>16)*ldrscaleb, ((cloudboxcolour>>8)&255)*ldrscaleb, (cloudboxcolour&255)*ldrscaleb, cloudboxalpha);
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glPushMatrix();
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glmatrix cloudsmatrix = mvmatrix;
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glmatrix cloudsmatrix = cammatrix;
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cloudsmatrix.d = vec4(0, 0, 0, 1);
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cloudsmatrix.rotate_around_z((spinclouds*lastmillis/1000.0f+yawclouds)*-RAD);
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glLoadMatrixf(cloudsmatrix.a.v);
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@ -443,7 +443,7 @@ void drawskybox(int farplane)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glPushMatrix();
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glmatrix cloudlayermatrix = mvmatrix;
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glmatrix cloudlayermatrix = cammatrix;
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cloudlayermatrix.d = vec4(0, 0, 0, 1);
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cloudlayermatrix.rotate_around_z((spincloudlayer*lastmillis/1000.0f+yawcloudlayer)*-RAD);
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glLoadMatrixf(cloudlayermatrix.a.v);
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@ -113,7 +113,7 @@ void renderwaterfog(int mat, float surface)
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}
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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vec4 d = mvmatrix.getrow(2);
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vec4 d = cammatrix.getrow(2);
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glmatrix m(d, vec4(0, 1, 0, 0), vec4(0, 0, -1, bz));
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m.mul(worldmatrix);
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GLOBALPARAM(waterfogmatrix, m);
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