cs_*project: as both 2D and 3D rendering are confined to the viewport, it SHOULD...
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 19 Aug 2010 07:31:49 +0000 (07:31 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 19 Aug 2010 07:31:49 +0000 (07:31 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10398 d7cf8633-e32d-0410-b094-e92efae38249

clvm_cmds.c

index eea4980..3e2e325 100644 (file)
@@ -1058,12 +1058,12 @@ static void VM_CL_unproject (void)
 
        VM_SAFEPARMCOUNT(1, VM_CL_unproject);
        f = PRVM_G_VECTOR(OFS_PARM0);
-       if(v_flipped.integer)
-               f[0] = (2 * r_refdef.view.x + r_refdef.view.width) * (vid_conwidth.integer / (float) vid.width) - f[0];
        VectorSet(temp,
                f[2],
-               (-1.0 + 2.0 * (f[0] / (vid_conwidth.integer / (float) vid.width) - r_refdef.view.x) / r_refdef.view.width) * f[2] * -r_refdef.view.frustum_x,
-               (-1.0 + 2.0 * (f[1] / (vid_conheight.integer / (float) vid.height) - r_refdef.view.y) / r_refdef.view.height) * f[2] * -r_refdef.view.frustum_y);
+               (-1.0 + 2.0 * (f[0] / vid_conwidth.integer)) * f[2] * -r_refdef.view.frustum_x,
+               (-1.0 + 2.0 * (f[1] / vid_conheight.integer)) * f[2] * -r_refdef.view.frustum_y);
+       if(v_flipped.integer)
+               temp[1] = -temp[1];
        Matrix4x4_Transform(&r_refdef.view.matrix, temp, PRVM_G_VECTOR(OFS_RETURN));
 }
 
@@ -1081,9 +1081,12 @@ static void VM_CL_project (void)
        if(v_flipped.integer)
                v[1] = -v[1];
        VectorSet(PRVM_G_VECTOR(OFS_RETURN),
-               (vid_conwidth.integer / (float) vid.width) * (r_refdef.view.x + r_refdef.view.width*0.5*(1.0+v[1]/v[0]/-r_refdef.view.frustum_x)),
-               (vid_conheight.integer / (float) vid.height) * (r_refdef.view.y + r_refdef.view.height*0.5*(1.0+v[2]/v[0]/-r_refdef.view.frustum_y)),
+               vid_conwidth.integer * (0.5*(1.0+v[1]/v[0]/-r_refdef.view.frustum_x)),
+               vid_conheight.integer * (0.5*(1.0+v[2]/v[0]/-r_refdef.view.frustum_y)),
                v[0]);
+       // explanation:
+       // after transforming, relative position to viewport (0..1) = 0.5 * (1 + v[2]/v[0]/-frustum_{x \or y})
+       // as 2D drawing honors the viewport too, to get the same pixel, we simply multiply this by conwidth/height
 }
 
 //#330 float(float stnum) getstatf (EXT_CSQC)