Start debug draw

This commit is contained in:
Miloslav Ciz 2024-09-04 23:26:05 +02:00
parent 56904cabab
commit 1c6666b377
3 changed files with 119 additions and 22 deletions

View file

@ -36,6 +36,8 @@ struct
S3L_Scene scene;
S3L_Model3D mapModel; ///< whole map model
S3L_Model3D *carModel;
// TODO: ghostModel
/**
The scene model array.
@ -67,7 +69,7 @@ struct
uint8_t gridOfLODs[LCR_RENDERER_LOD_BLOCKS];
// pixel function precomputed values:
int previousTriID;
uint32_t previousTriID;
int triUVs[6];
uint8_t texSubsampleCount;
@ -793,8 +795,29 @@ LCR_renderer.carModel->transform.scale.z =
return 1;
}
void LCR_rendererMoveCamera(LCR_SpaceUnit forwRightUpOffset[3],
LCR_SpaceUnit yawPitchOffset[2])
void LCR_rendererGetCameraTransform(LCR_GameUnit position[3],
LCR_GameUnit rotation[3], LCR_GameUnit *fov)
{
position[0] = (LCR_renderer.scene.camera.transform.translation.x *
LCR_GAME_UNIT) / LCR_RENDERER_UNIT;
position[1] = (LCR_renderer.scene.camera.transform.translation.y *
LCR_GAME_UNIT) / LCR_RENDERER_UNIT;
position[2] = (LCR_renderer.scene.camera.transform.translation.z *
LCR_GAME_UNIT) / LCR_RENDERER_UNIT;
rotation[0] = (LCR_renderer.scene.camera.transform.rotation.x *
LCR_GAME_UNIT) / S3L_FRACTIONS_PER_UNIT;
rotation[1] = (LCR_renderer.scene.camera.transform.rotation.y *
LCR_GAME_UNIT) / S3L_FRACTIONS_PER_UNIT;
rotation[2] = (LCR_renderer.scene.camera.transform.rotation.z *
LCR_GAME_UNIT) / S3L_FRACTIONS_PER_UNIT;
*fov = (LCR_renderer.scene.camera.focalLength * LCR_GAME_UNIT)
/ S3L_FRACTIONS_PER_UNIT;
}
void LCR_rendererMoveCamera(LCR_GameUnit forwRightUpOffset[3],
LCR_GameUnit yawPitchOffset[2])
{
S3L_Vec4 f, r, u;
@ -803,27 +826,25 @@ void LCR_rendererMoveCamera(LCR_SpaceUnit forwRightUpOffset[3],
LCR_renderer.scene.camera.transform.translation.x +=
((f.x * forwRightUpOffset[0] + r.x * forwRightUpOffset[1] +
u.x * forwRightUpOffset[2]) * S3L_FRACTIONS_PER_UNIT) / LCR_SQUARE_SIDE_LEN;
u.x * forwRightUpOffset[2]) * S3L_FRACTIONS_PER_UNIT) / LCR_GAME_UNIT;
LCR_renderer.scene.camera.transform.translation.y +=
((f.y * forwRightUpOffset[0] + r.y * forwRightUpOffset[1] +
u.y * forwRightUpOffset[2]) * S3L_FRACTIONS_PER_UNIT) / LCR_SQUARE_SIDE_LEN;
u.y * forwRightUpOffset[2]) * S3L_FRACTIONS_PER_UNIT) / LCR_GAME_UNIT;
LCR_renderer.scene.camera.transform.translation.z +=
((f.z * forwRightUpOffset[0] + r.z * forwRightUpOffset[1] +
u.z * forwRightUpOffset[2]) * S3L_FRACTIONS_PER_UNIT) / LCR_SQUARE_SIDE_LEN;
u.z * forwRightUpOffset[2]) * S3L_FRACTIONS_PER_UNIT) / LCR_GAME_UNIT;
LCR_renderer.scene.camera.transform.rotation.y +=
(yawPitchOffset[0] * S3L_FRACTIONS_PER_UNIT) / LCR_SQUARE_SIDE_LEN;
LCR_renderer.scene.camera.transform.rotation.x +=
(yawPitchOffset[1] * S3L_FRACTIONS_PER_UNIT) / LCR_SQUARE_SIDE_LEN;
LCR_renderer.scene.camera.transform.rotation.y = S3L_wrap(
LCR_renderer.scene.camera.transform.rotation.y +
(yawPitchOffset[0] * S3L_FRACTIONS_PER_UNIT) / LCR_GAME_UNIT,
S3L_FRACTIONS_PER_UNIT);
if (LCR_renderer.scene.camera.transform.rotation.x > S3L_FRACTIONS_PER_UNIT / 4)
LCR_renderer.scene.camera.transform.rotation.x = S3L_FRACTIONS_PER_UNIT / 4;
if (LCR_renderer.scene.camera.transform.rotation.x < -1 * S3L_FRACTIONS_PER_UNIT / 4)
LCR_renderer.scene.camera.transform.rotation.x = -1 * S3L_FRACTIONS_PER_UNIT / 4;
LCR_renderer.scene.camera.transform.rotation.x = S3L_clamp(
LCR_renderer.scene.camera.transform.rotation.x +
(yawPitchOffset[1] * S3L_FRACTIONS_PER_UNIT) / LCR_GAME_UNIT,
-1 * S3L_FRACTIONS_PER_UNIT / 4,S3L_FRACTIONS_PER_UNIT / 4);
#define chk(o,c,l) \
if (LCR_renderer.scene.camera.transform.translation.c o l) \