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authorrodri <rgl@antares-labs.eu>2024-07-13 10:23:52 +0000
committerrodri <rgl@antares-labs.eu>2024-07-13 10:23:52 +0000
commit04d50b8bbe324fdb7a8a1e724fbc59c4050862f0 (patch)
tree285be4b648747346d96e5e0c87d0abec9f80d6a5 /camera.c
parent45c21bb2483adf0ad1dd2f9950681f6a07a14b24 (diff)
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fix the geometry glitches when moving things around.
it's possible for interactive programs to keep updating the geometry of the scene during rendering, which caused primitives to look deformed or shattered in the final image. to avoid this we take a snapshot of the current state of things (scene and camera), and render based on that copy.
Diffstat (limited to 'camera.c')
-rw-r--r--camera.c67
1 files changed, 39 insertions, 28 deletions
diff --git a/camera.c b/camera.c
index 60f3c4a..ed220a3 100644
--- a/camera.c
+++ b/camera.c
@@ -106,6 +106,36 @@ verifycfg(Camera *c)
assert(c->clip.n > 0 && c->clip.n < c->clip.f);
}
+/* TODO the current camera abstraction is quite dirty, not pleasant to work with. make it better. */
+//Camera *
+//Cam(Camcfg cfg)
+//{
+//
+//}
+
+void
+reloadcamera(Camera *c)
+{
+ double a;
+ double l, r, b, t;
+
+ verifycfg(c);
+ switch(c->projtype){
+ case ORTHOGRAPHIC:
+ r = Dx(c->vp->fbctl->fb[0]->r)/2;
+ t = Dy(c->vp->fbctl->fb[0]->r)/2;
+ l = -r;
+ b = -t;
+ orthographic(c->proj, l, r, b, t, c->clip.n, c->clip.f);
+ break;
+ case PERSPECTIVE:
+ a = (double)Dx(c->vp->fbctl->fb[0]->r)/Dy(c->vp->fbctl->fb[0]->r);
+ perspective(c->proj, c->fov, a, c->clip.n, c->clip.f);
+ break;
+ default: sysfatal("unknown projection type");
+ }
+}
+
void
configcamera(Camera *c, Viewport *v, double fov, double n, double f, Projection p)
{
@@ -133,29 +163,6 @@ aimcamera(Camera *c, Point3 focus)
}
void
-reloadcamera(Camera *c)
-{
- double a;
- double l, r, b, t;
-
- verifycfg(c);
- switch(c->projtype){
- case ORTHOGRAPHIC:
- r = Dx(c->vp->fbctl->fb[0]->r)/2;
- t = Dy(c->vp->fbctl->fb[0]->r)/2;
- l = -r;
- b = -t;
- orthographic(c->proj, l, r, b, t, c->clip.n, c->clip.f);
- break;
- case PERSPECTIVE:
- a = (double)Dx(c->vp->fbctl->fb[0]->r)/Dy(c->vp->fbctl->fb[0]->r);
- perspective(c->proj, c->fov, a, c->clip.n, c->clip.f);
- break;
- default: sysfatal("unknown projection type");
- }
-}
-
-void
shootcamera(Camera *c, Shadertab *s)
{
static Scene *skyboxscene;
@@ -167,8 +174,9 @@ shootcamera(Camera *c, Shadertab *s)
job = emalloc(sizeof *job);
memset(job, 0, sizeof *job);
job->fb = c->vp->fbctl->getbb(c->vp->fbctl);
- job->camera = c;
- job->scene = c->scene;
+ job->camera = emalloc(sizeof *c);
+ *job->camera = *c;
+ job->scene = dupscene(c->scene); /* take a snapshot */
job->shaders = s;
job->donec = chancreate(sizeof(void*), 0);
@@ -176,21 +184,23 @@ shootcamera(Camera *c, Shadertab *s)
t0 = nanosec();
sendp(c->rctl->c, job);
recvp(job->donec);
+ delscene(job->scene); /* destroy the snapshot */
/*
* if the scene has a skybox, do another render pass,
- * filling in the fragments left untouched by the z-buffer.
+ * filling in the pixels left untouched.
*/
if(c->scene->skybox != nil){
if(skyboxscene == nil){
skyboxscene = newscene("skybox");
mdl = mkskyboxmodel();
- skyboxscene->addent(skyboxscene, newentity(mdl));
+ skyboxscene->addent(skyboxscene, newentity("skybox", mdl));
}
skyboxscene->skybox = c->scene->skybox;
- job->scene = skyboxscene;
+ job->scene = dupscene(skyboxscene);
job->shaders = &skyboxshader;
sendp(c->rctl->c, job);
recvp(job->donec);
+ delscene(job->scene);
}
t1 = nanosec();
c->vp->fbctl->swap(c->vp->fbctl);
@@ -199,5 +209,6 @@ shootcamera(Camera *c, Shadertab *s)
updatetimes(c, job);
chanfree(job->donec);
+ free(job->camera);
free(job);
}