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Fix rendering of ingame GUIs with r_lockSurfaces 1
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dcb933efb5
commit
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3 changed files with 16 additions and 16 deletions
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@ -209,8 +209,14 @@ EmitToCurrentView
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void idGuiModel::EmitToCurrentView( float modelMatrix[16], bool depthHack ) {
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float modelViewMatrix[16];
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myGlMultMatrix( modelMatrix, tr.viewDef->worldSpace.modelViewMatrix,
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modelViewMatrix );
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const float* worldMVM = tr.viewDef->worldSpace.modelViewMatrix;
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// DG: for r_lockSurfaces use the real world modelViewMatrix
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// so GUIs don't float around
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if(r_lockSurfaces.GetBool() && tr.viewDef == tr.primaryView) {
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worldMVM = tr.lockSurfacesRealViewDef.worldSpace.modelViewMatrix;
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}
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myGlMultMatrix( modelMatrix, worldMVM, modelViewMatrix );
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for ( int i = 0 ; i < surfaces.Num() ; i++ ) {
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EmitSurface( &surfaces[i], modelMatrix, modelViewMatrix, depthHack );
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@ -758,6 +758,8 @@ void idRenderWorldLocal::RenderScene( const renderView_t *renderView ) {
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if ( r_lockSurfaces.GetBool() ) {
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tr.lockSurfacesRealViewDef = *parms;
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// call this here already so idGuiModel::EmitToCurrentView() can use it
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R_SetViewMatrix(&tr.lockSurfacesRealViewDef);
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/*
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viewDef_t* lockedParms = &tr.lockSurfacesViewDef;
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parms->renderView = lockedParms->renderView;
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@ -861,12 +861,10 @@ void RB_DrawView( const void *data ) {
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// now it must be reverted to the real render view so the scene gets rendered
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// from the actual current players point of view
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if(r_lockSurfaces.GetBool() && tr.primaryView == cmd->viewDef) {
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//viewDef = &tr.lockSurfacesRealViewDef;
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//const viewDef_t origParms = *backEnd.viewDef;
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viewDef_t* parms = cmd->viewDef;
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const viewDef_t origParms = *parms;
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*parms = tr.lockSurfacesRealViewDef; // actual current player/camera position - XXX: really? what about projection matrix?
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*parms = tr.lockSurfacesRealViewDef; // actual current player/camera position
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parms->renderWorld = origParms.renderWorld;
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parms->floatTime = origParms.floatTime;
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parms->drawSurfs = origParms.drawSurfs;
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@ -876,22 +874,16 @@ void RB_DrawView( const void *data ) {
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parms->viewEntitys = origParms.viewEntitys;
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parms->connectedAreas = origParms.connectedAreas;
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// TODO: is this really the proper one? maybe should've been set before when origParms.projectionMatrix was set?
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//memcpy(parms->projectionMatrix, origParms.projectionMatrix, sizeof(origParms.projectionMatrix));
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//memcpy(parms->worldSpace.modelViewMatrix, origParms.worldSpace.modelViewMatrix, sizeof(origParms.worldSpace.modelViewMatrix));
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// projection etc are usually set in R_RenderView(), hasn't happened for the "real" viewdef yet
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// R_SetViewMatrix(parms); - already done in idRenderWorldLocal::RenderScene() so idGuiModel::EmitToCurrentView() can use it
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// R_SetupViewFrustum( parms ); TODO unsure if necessary
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R_SetupProjection( parms );
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// TODO: R_SetupViewFrustum() ?
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R_SetViewMatrix(parms);
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// implicit parms->worldSpace = origParms.worldSpace;
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// update the view origin and axis, and all the entity matricies
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for( viewEntity_t* vModel = tr.lockSurfacesCmd.viewDef->viewEntitys ; vModel ; vModel = vModel->next ) {
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for( viewEntity_t* vModel = parms->viewEntitys ; vModel ; vModel = vModel->next ) {
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myGlMultMatrix( vModel->modelMatrix,
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parms->worldSpace.modelViewMatrix,
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vModel->modelViewMatrix );
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}
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}
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backEnd.viewDef = cmd->viewDef;
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