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https://github.com/panda3d/panda3d.git
synced 2025-10-03 10:22:45 -04:00
remove charles' projection matrix adjustments, they arent correct
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49d65e117b
commit
9847efb688
@ -925,6 +925,7 @@ draw_sprite(const GeomSprite *geom) {
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// get the array traversal set up.
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// get the array traversal set up.
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int nprims = geom->get_num_prims();
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int nprims = geom->get_num_prims();
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Geom::VertexIterator vi = geom->make_vertex_iterator();
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Geom::VertexIterator vi = geom->make_vertex_iterator();
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Geom::ColorIterator ci = geom->make_color_iterator();
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Geom::ColorIterator ci = geom->make_color_iterator();
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@ -944,27 +945,35 @@ draw_sprite(const GeomSprite *geom) {
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hfov = _actual_display_region->get_camera()->get_hfov();
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hfov = _actual_display_region->get_camera()->get_hfov();
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aspect_ratio = _actual_display_region->get_camera()->get_aspect();
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aspect_ratio = _actual_display_region->get_camera()->get_aspect();
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// to assure that the scale between the two frustra stays the same
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// (if they are different, sprites move at different speeds than the world),
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// we have to apply the frustum inverse to the point, then render it in our
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// own frustum. Since the z values are identical and 1:1, we only need
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// concern ourselves with the x and y mappings, which are conveniently linear.
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float x_frustum_scale, y_frustum_scale;
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float recip_x_frustum_scale, recip_y_frustum_scale;
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// extract the left and top bounds of the current camera
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x_frustum_scale = tanf(hfov * 0.5f * (3.1415926f / 180.0f)) * tnear;
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recip_x_frustum_scale = 1.0f / x_frustum_scale;
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y_frustum_scale = x_frustum_scale / aspect_ratio;
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recip_y_frustum_scale = 1.0f / y_frustum_scale;
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// load up our own matrices
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// load up our own matrices
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// Note on DO_CHARLES_PROJECTION_MAT
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// apparently adjusting the projection as done below is incorrect
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// as long as the camera points forward at the view plane, no distortion/warping
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// will be apparent, which is what this special projection was supposed to correct
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#ifdef DO_CHARLES_PROJECTION_MAT
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// to assure that the scale between the two frustra stays the same
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// (if they are different, sprites move at different speeds than the world),
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// we have to apply the frustum inverse to the point, then render it in our
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// own frustum. Since the z values are identical and 1:1, we only need
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// concern ourselves with the x and y mappings, which are conveniently linear.
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float x_frustum_scale, y_frustum_scale;
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float recip_x_frustum_scale, recip_y_frustum_scale;
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// extract the left and top bounds of the current camera
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x_frustum_scale = tanf(hfov * 0.5f * (3.1415926f / 180.0f)) * tnear;
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recip_x_frustum_scale = 1.0f / x_frustum_scale;
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y_frustum_scale = x_frustum_scale / aspect_ratio;
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recip_y_frustum_scale = 1.0f / y_frustum_scale;
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-1.0f, 1.0f, -1.0f, 1.0f, tnear, tfar);
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#endif
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(LMatrix4f::ident_mat().get_data());
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glLoadIdentity();
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glFrustum(-1.0f, 1.0f, -1.0f, 1.0f, tnear, tfar);
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// precomputation stuff
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// precomputation stuff
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float half_width = 0.5f * (float) tex->_pbuffer->get_xsize();
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float half_width = 0.5f * (float) tex->_pbuffer->get_xsize();
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@ -1001,7 +1010,7 @@ draw_sprite(const GeomSprite *geom) {
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// inner loop vars
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// inner loop vars
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int i;
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int i;
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Vertexf source_vert, cameraspace_vert;
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Vertexf source_vert, cameraspace_vert;
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float x, y, z, *x_walk, *y_walk, *theta_walk;
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float *x_walk, *y_walk, *theta_walk;
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float theta;
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float theta;
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nassertv(geom->get_x_bind_type() != G_PER_VERTEX);
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nassertv(geom->get_x_bind_type() != G_PER_VERTEX);
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@ -1049,19 +1058,27 @@ draw_sprite(const GeomSprite *geom) {
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// the state is set, start running the prims
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// the state is set, start running the prims
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for (i = 0; i < nprims; i++) {
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for (i = 0; i < nprims; i++) {
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WrappedSprite ws;
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source_vert = geom->get_next_vertex(vi);
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source_vert = geom->get_next_vertex(vi);
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// this mult converts to y-up cameraspace.
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// this mult converts to y-up cameraspace.
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cameraspace_vert = modelview_mat * source_vert;
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cameraspace_vert = modelview_mat * source_vert;
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z = cameraspace_vert[2];
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#ifdef DO_CHARLES_PROJECTION_MAT
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float x,y,z;
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// do the inverse transform on the cameraspace point.
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// do the inverse transform on the cameraspace point.
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x = cameraspace_vert[0] * recip_x_frustum_scale;
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x = cameraspace_vert[0] ;//* recip_x_frustum_scale;
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y = cameraspace_vert[1] * recip_y_frustum_scale;
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y = cameraspace_vert[1] ;//* recip_y_frustum_scale;
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z = cameraspace_vert[2];
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// build the final object that will go into the vector.
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// build the final object that will go into the vector.
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WrappedSprite ws;
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ws._v.set(x, y, z);
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ws._v.set(x, y, z);
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#else
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// build the final object that will go into the vector.
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ws._v.set(cameraspace_vert[0],cameraspace_vert[1],cameraspace_vert[2]);
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#endif
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if (color_overall == false)
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if (color_overall == false)
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ws._c = geom->get_next_color(ci);
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ws._c = geom->get_next_color(ci);
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@ -1088,9 +1105,6 @@ draw_sprite(const GeomSprite *geom) {
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int tex_bottom = 0, tex_top = 1, tex_right = 1, tex_left = 0;
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int tex_bottom = 0, tex_top = 1, tex_right = 1, tex_left = 0;
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Vertexf ul, ur, ll, lr;
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Vertexf ul, ur, ll, lr;
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// float top, bottom, left, right;
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// float sin_theta, cos_theta, radians;
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// float final_left, final_right, final_top, final_bottom;
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if (color_overall == true)
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if (color_overall == true)
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glColor4fv(geom->get_next_color(ci).get_data());
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glColor4fv(geom->get_next_color(ci).get_data());
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@ -1155,11 +1169,12 @@ draw_sprite(const GeomSprite *geom) {
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}
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}
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// restore the matrices
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// restore the matrices
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(modelview_mat.get_data());
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glLoadMatrixf(modelview_mat.get_data());
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glMatrixMode(GL_PROJECTION);
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#ifdef DO_CHARLES_PROJECTION_MAT
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glLoadMatrixf(_current_projection_mat.get_data());
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(_current_projection_mat.get_data());
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#endif
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}
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}
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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