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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 21:30:19 -06:00
Created a free look utility which only works on win32 right now. It lets the user fly around with the mouse and keyboard. Had to add some ugly matrix functions to the math utilities.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3005 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -16,6 +16,7 @@
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// http://code.google.com/p/dolphin-emu/
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#include "Common.h"
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#include "MathUtil.h"
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#include "Profiler.h"
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#include <cmath>
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@ -45,6 +46,11 @@ static int nNormalMatricesChanged[2]; // min,max
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static int nPostTransformMatricesChanged[2]; // min,max
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static int nLightsChanged[2]; // min,max
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static Matrix33 s_viewRotationMatrix;
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static Matrix33 s_viewInvRotationMatrix;
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static float s_fViewTranslationVector[3];
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static float s_fViewRotation[2];
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void UpdateViewport();
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void VertexShaderManager::Init()
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@ -59,6 +65,8 @@ void VertexShaderManager::Init()
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memset(&xfregs, 0, sizeof(xfregs));
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memset(xfmem, 0, sizeof(xfmem));
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ResetView();
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}
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void VertexShaderManager::Shutdown()
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@ -69,7 +77,7 @@ void VertexShaderManager::Shutdown()
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// =======================================================================================
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// Syncs the shader constant buffers with xfmem
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// ----------------
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void VertexShaderManager::SetConstants(bool proj_hax_1,bool SMG_hack)
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void VertexShaderManager::SetConstants(bool proj_hax_1,bool SMG_hack, bool freeLook)
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{
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//nTransformMatricesChanged[0] = 0; nTransformMatricesChanged[1] = 256;
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//nNormalMatricesChanged[0] = 0; nNormalMatricesChanged[1] = 96;
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@ -293,10 +301,29 @@ void VertexShaderManager::SetConstants(bool proj_hax_1,bool SMG_hack)
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}
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PRIM_LOG("Projection: %f %f %f %f %f %f\n", xfregs.rawProjection[0], xfregs.rawProjection[1], xfregs.rawProjection[2], xfregs.rawProjection[3], xfregs.rawProjection[4], xfregs.rawProjection[5]);
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SetVSConstant4fv(C_PROJECTION, &g_fProjectionMatrix[0]);
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SetVSConstant4fv(C_PROJECTION+1, &g_fProjectionMatrix[4]);
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SetVSConstant4fv(C_PROJECTION+2, &g_fProjectionMatrix[8]);
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SetVSConstant4fv(C_PROJECTION+3, &g_fProjectionMatrix[12]);
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if (freeLook) {
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Matrix44 mtxA;
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Matrix44 mtxB;
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Matrix44 viewMtx;
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Matrix44::Translate(mtxA, s_fViewTranslationVector);
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Matrix44::LoadMatrix33(mtxB, s_viewRotationMatrix);
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Matrix44::Multiply(mtxB, mtxA, viewMtx); // view = rotation x translation
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Matrix44::Set(mtxB, g_fProjectionMatrix);
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Matrix44::Multiply(mtxB, viewMtx, mtxA); // mtxA = projection x view
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SetVSConstant4fv(C_PROJECTION, &mtxA.data[0]);
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SetVSConstant4fv(C_PROJECTION+1, &mtxA.data[4]);
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SetVSConstant4fv(C_PROJECTION+2, &mtxA.data[8]);
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SetVSConstant4fv(C_PROJECTION+3, &mtxA.data[12]);
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}
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else {
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SetVSConstant4fv(C_PROJECTION, &g_fProjectionMatrix[0]);
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SetVSConstant4fv(C_PROJECTION+1, &g_fProjectionMatrix[4]);
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SetVSConstant4fv(C_PROJECTION+2, &g_fProjectionMatrix[8]);
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SetVSConstant4fv(C_PROJECTION+3, &g_fProjectionMatrix[12]);
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}
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}
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}
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@ -430,3 +457,46 @@ void VertexShaderManager::SetMaterialColor(int index, u32 data)
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s_fMaterials[ind++] = ((data>>8)&0xFF)/255.0f;
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s_fMaterials[ind] = ((data)&0xFF)/255.0f;
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}
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void VertexShaderManager::TranslateView(float x, float y)
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{
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float result[3];
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float vector[3] = { x,0,y };
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Matrix33::Multiply(s_viewInvRotationMatrix, vector, result);
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for(int i = 0; i < 3; i++) {
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s_fViewTranslationVector[i] += result[i];
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}
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bProjectionChanged = true;
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}
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void VertexShaderManager::RotateView(float x, float y)
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{
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s_fViewRotation[0] += x;
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s_fViewRotation[1] += y;
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Matrix33 mx;
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Matrix33 my;
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Matrix33::RotateX(mx, s_fViewRotation[1]);
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Matrix33::RotateY(my, s_fViewRotation[0]);
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Matrix33::Multiply(mx, my, s_viewRotationMatrix);
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// reverse rotation
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Matrix33::RotateX(mx, -s_fViewRotation[1]);
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Matrix33::RotateY(my, -s_fViewRotation[0]);
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Matrix33::Multiply(my, mx, s_viewInvRotationMatrix);
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bProjectionChanged = true;
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}
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void VertexShaderManager::ResetView()
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{
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memset(s_fViewTranslationVector, 0, sizeof(s_fViewTranslationVector));
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Matrix33::LoadIdentity(s_viewRotationMatrix);
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Matrix33::LoadIdentity(s_viewInvRotationMatrix);
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s_fViewRotation[0] = s_fViewRotation[1] = 0.0f;
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bProjectionChanged = true;
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}
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