Exemple #1
0
/* get_camera_matrix_f: 
 *  Floating point version of get_camera_matrix().
 */
void get_camera_matrix_f(MATRIX_f *m, float x, float y, float z, float xfront, float yfront, float zfront, float xup, float yup, float zup, float fov, float aspect)
{
   MATRIX_f camera, scale;
   float xside, yside, zside, width, d;
   ASSERT(m);

   /* make 'in-front' into a unit vector, and negate it */
   normalize_vector_f(&xfront, &yfront, &zfront);
   xfront = -xfront;
   yfront = -yfront;
   zfront = -zfront;

   /* make sure 'up' is at right angles to 'in-front', and normalize */
   d = dot_product_f(xup, yup, zup, xfront, yfront, zfront);
   xup -= d * xfront; 
   yup -= d * yfront; 
   zup -= d * zfront;
   normalize_vector_f(&xup, &yup, &zup);

   /* calculate the 'sideways' vector */
   cross_product_f(xup, yup, zup, xfront, yfront, zfront, &xside, &yside, &zside);

   /* set matrix rotation parameters */
   camera.v[0][0] = xside; 
   camera.v[0][1] = yside;
   camera.v[0][2] = zside;

   camera.v[1][0] = xup; 
   camera.v[1][1] = yup;
   camera.v[1][2] = zup;

   camera.v[2][0] = xfront; 
   camera.v[2][1] = yfront;
   camera.v[2][2] = zfront;

   /* set matrix translation parameters */
   camera.t[0] = -(x*xside  + y*yside  + z*zside);
   camera.t[1] = -(x*xup    + y*yup    + z*zup);
   camera.t[2] = -(x*xfront + y*yfront + z*zfront);

   /* construct a scaling matrix to deal with aspect ratio and FOV */
   width = floattan(64.0 - fov/2);
   get_scaling_matrix_f(&scale, width, -aspect*width, -1.0);

   /* combine the camera and scaling matrices */
   matrix_mul_f(&camera, &scale, m);
}
Exemple #2
0
/* outside of cylinder projection function */
static int project_cylinder(float *f, int *i, int c)
{
   static MATRIX_f mtx;
   static int virgin = TRUE;

   if (virgin) {
      MATRIX_f m1, m2;

      get_z_rotate_matrix_f(&m1, -64);
      qtranslate_matrix_f(&m1, 0, 1.75, 0);
      get_scaling_matrix_f(&m2, 2.0, 1.0, 1.0);
      matrix_mul_f(&m1, &m2, &mtx);

      virgin = FALSE; 
   }

   while (c > 0) {
      float ang = (f[0] - player_pos()) * M_PI * 2.0;

      float xsize = view_right - view_left;
      float ysize = view_bottom - view_top;
      float size = MIN(xsize, ysize) / 2.0;

      float x = cos(ang);
      float y = sin(ang);
      float z = 1.0 + (1.0 - f[1]) * 4.0;

      float xout, yout, zout;

      apply_matrix_f(&mtx, x, y, z, &xout, &yout, &zout);

      if (yout > 1.5)
	 return FALSE;

      i[0] = xout/zout * size + (view_left + view_right) / 2.0;
      i[1] = (yout/zout * 2 - 1) * size + (view_top + view_bottom) / 2.0;

      f += 2;
      i += 2;
      c -= 2;
   }

   return TRUE;
}