- slopex = 1.0 / r_view.frustum_x;
- slopey = 1.0 / r_view.frustum_y;
- VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
- VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal);
- VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
- VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
- VectorCopy(r_view.forward, r_view.frustum[4].normal);
- VectorNormalize(r_view.frustum[0].normal);
- VectorNormalize(r_view.frustum[1].normal);
- VectorNormalize(r_view.frustum[2].normal);
- VectorNormalize(r_view.frustum[3].normal);
- r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
- r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
- r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
- r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
- r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
+ if (r_view.useperspective)
+ {
+ slopex = 1.0 / r_view.frustum_x;
+ slopey = 1.0 / r_view.frustum_y;
+ VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
+ VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal);
+ VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
+ VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
+ VectorCopy(r_view.forward, r_view.frustum[4].normal);
+
+ // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
+ VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
+ VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
+ VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]);
+ VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]);
+
+ r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
+ r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
+ r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
+ r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
+ r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
+ }
+ else
+ {
+ VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
+ VectorScale(r_view.left, r_view.ortho_x, r_view.frustum[1].normal);
+ VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
+ VectorScale(r_view.up, r_view.ortho_y, r_view.frustum[3].normal);
+ VectorCopy(r_view.forward, r_view.frustum[4].normal);
+ r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
+ r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
+ r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
+ r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
+ r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
+ }
+
PlaneClassify(&r_view.frustum[0]);
PlaneClassify(&r_view.frustum[1]);
PlaneClassify(&r_view.frustum[2]);
PlaneClassify(&r_view.frustum[3]);
PlaneClassify(&r_view.frustum[4]);
- // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
- VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
- VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
- VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]);
- VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]);
-
// LordHavoc: note to all quake engine coders, Quake had a special case
// for 90 degrees which assumed a square view (wrong), so I removed it,
// Quake2 has it disabled as well.
void R_SetupView(const matrix4x4_t *matrix)
{
- if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
+ if (!r_view.useperspective)
+ GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
+ else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
else
GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);