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https://git.do.srb2.org/STJr/SRB2.git
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Fix #1177
This commit is contained in:
parent
3176abe2e4
commit
1d2ea9b046
8 changed files with 63 additions and 114 deletions
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@ -612,9 +612,7 @@ typedef struct player_s
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tic_t jointime; // Timer when player joins game to change skin/color
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tic_t quittime; // Time elapsed since user disconnected, zero if connected
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tic_t lastinputtime; // the last tic the player has made any input
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#ifdef HWRENDER
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fixed_t fovadd; // adjust FOV for hw rendering
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#endif
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} player_t;
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// Values for dashmode
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@ -5866,7 +5866,7 @@ static void HWR_DrawSkyBackground(player_t *player)
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if (cv_glskydome.value)
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{
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FTransform dometransform;
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const float fpov = FIXED_TO_FLOAT(cv_fov.value+player->fovadd);
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const float fpov = FixedToFloat(R_GetPlayerFov(player));
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postimg_t *type;
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if (splitscreen && player == &players[secondarydisplayplayer])
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@ -6100,7 +6100,7 @@ static void HWR_SetShaderState(void)
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// ==========================================================================
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void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player)
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{
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const float fpov = FIXED_TO_FLOAT(cv_fov.value+player->fovadd);
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const float fpov = FixedToFloat(R_GetPlayerFov(player));
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postimg_t *type;
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if (splitscreen && player == &players[secondarydisplayplayer])
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@ -6227,35 +6227,6 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player)
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HWR_RenderBSPNode((INT32)numnodes-1);
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#ifndef NEWCLIP
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// Make a viewangle int so we can render things based on mouselook
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if (player == &players[consoleplayer])
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viewangle = localaiming;
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else if (splitscreen && player == &players[secondarydisplayplayer])
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viewangle = localaiming2;
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// Handle stuff when you are looking farther up or down.
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if ((gl_aimingangle || cv_fov.value+player->fovadd > 90*FRACUNIT))
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{
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dup_viewangle += ANGLE_90;
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HWR_ClearClipSegs();
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HWR_RenderBSPNode((INT32)numnodes-1); //left
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dup_viewangle += ANGLE_90;
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if (((INT32)gl_aimingangle > ANGLE_45 || (INT32)gl_aimingangle<-ANGLE_45))
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{
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HWR_ClearClipSegs();
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HWR_RenderBSPNode((INT32)numnodes-1); //back
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}
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dup_viewangle += ANGLE_90;
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HWR_ClearClipSegs();
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HWR_RenderBSPNode((INT32)numnodes-1); //right
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dup_viewangle += ANGLE_90;
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}
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#endif
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if (cv_glbatching.value)
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HWR_RenderBatches();
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@ -6301,7 +6272,7 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player)
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// ==========================================================================
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void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
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{
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const float fpov = FIXED_TO_FLOAT(cv_fov.value+player->fovadd);
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const float fpov = FixedToFloat(R_GetPlayerFov(player));
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postimg_t *type;
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const boolean skybox = (skyboxmo[0] && cv_skybox.value); // True if there's a skybox object and skyboxes are on
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@ -6453,35 +6424,6 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
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HWR_RenderBSPNode((INT32)numnodes-1);
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#ifndef NEWCLIP
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// Make a viewangle int so we can render things based on mouselook
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if (player == &players[consoleplayer])
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viewangle = localaiming;
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else if (splitscreen && player == &players[secondarydisplayplayer])
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viewangle = localaiming2;
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// Handle stuff when you are looking farther up or down.
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if ((gl_aimingangle || cv_fov.value+player->fovadd > 90*FRACUNIT))
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{
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dup_viewangle += ANGLE_90;
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HWR_ClearClipSegs();
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HWR_RenderBSPNode((INT32)numnodes-1); //left
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dup_viewangle += ANGLE_90;
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if (((INT32)gl_aimingangle > ANGLE_45 || (INT32)gl_aimingangle<-ANGLE_45))
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{
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HWR_ClearClipSegs();
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HWR_RenderBSPNode((INT32)numnodes-1); //back
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}
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dup_viewangle += ANGLE_90;
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HWR_ClearClipSegs();
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HWR_RenderBSPNode((INT32)numnodes-1); //right
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dup_viewangle += ANGLE_90;
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}
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#endif
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PS_STOP_TIMING(ps_bsptime);
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if (cv_glbatching.value)
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@ -6572,7 +6514,6 @@ CV_PossibleValue_t glanisotropicmode_cons_t[] = {{1, "MIN"}, {16, "MAX"}, {0, NU
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consvar_t cv_glshaders = CVAR_INIT ("gr_shaders", "On", CV_SAVE, glshaders_cons_t, NULL);
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consvar_t cv_glallowshaders = CVAR_INIT ("gr_allowclientshaders", "On", CV_NETVAR, CV_OnOff, NULL);
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consvar_t cv_fovchange = CVAR_INIT ("gr_fovchange", "Off", CV_SAVE, CV_OnOff, NULL);
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#ifdef ALAM_LIGHTING
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consvar_t cv_gldynamiclighting = CVAR_INIT ("gr_dynamiclighting", "On", CV_SAVE, CV_OnOff, NULL);
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@ -6615,8 +6556,6 @@ static void CV_glanisotropic_OnChange(void)
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//added by Hurdler: console varibale that are saved
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void HWR_AddCommands(void)
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{
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CV_RegisterVar(&cv_fovchange);
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#ifdef ALAM_LIGHTING
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CV_RegisterVar(&cv_glstaticlighting);
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CV_RegisterVar(&cv_gldynamiclighting);
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@ -97,7 +97,6 @@ extern consvar_t cv_glmodelinterpolation;
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extern consvar_t cv_glmodellighting;
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extern consvar_t cv_glfiltermode;
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extern consvar_t cv_glanisotropicmode;
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extern consvar_t cv_fovchange;
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extern consvar_t cv_glsolvetjoin;
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extern consvar_t cv_glshearing;
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extern consvar_t cv_glspritebillboarding;
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@ -225,9 +225,7 @@ enum player_e
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player_quittime,
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player_lastinputtime,
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player_ping,
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#ifdef HWRENDER
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player_fovadd,
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#endif
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player_fovadd
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};
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static const char *const player_opt[] = {
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@ -374,9 +372,7 @@ static const char *const player_opt[] = {
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"quittime",
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"lastinputtime",
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"ping",
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#ifdef HWRENDER
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"fovadd",
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#endif
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NULL,
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};
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@ -834,11 +830,9 @@ static int player_get(lua_State *L)
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case player_ping:
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lua_pushinteger(L, playerpingtable[plr - players]);
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break;
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#ifdef HWRENDER
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case player_fovadd:
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lua_pushfixed(L, plr->fovadd);
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break;
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#endif
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default:
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lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS);
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I_Assert(lua_istable(L, -1));
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@ -1357,11 +1351,9 @@ static int player_set(lua_State *L)
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case player_lastinputtime:
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plr->lastinputtime = (tic_t)luaL_checkinteger(L, 3);
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break;
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#ifdef HWRENDER
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case player_fovadd:
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plr->fovadd = luaL_checkfixed(L, 3);
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break;
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#endif
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default:
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lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS);
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I_Assert(lua_istable(L, -1));
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@ -8850,8 +8850,7 @@ void P_MovePlayer(player_t *player)
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}
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}
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#ifdef HWRENDER
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if (rendermode == render_opengl && cv_fovchange.value)
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if (cv_fovchange.value)
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{
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fixed_t speed;
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const fixed_t runnyspeed = 20*FRACUNIT;
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@ -8871,7 +8870,6 @@ void P_MovePlayer(player_t *player)
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}
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else
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player->fovadd = 0;
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#endif
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// Look for blocks to bust up
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// Because of BT_TOUCH, we should look for blocks constantly,
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83
src/r_main.c
83
src/r_main.c
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@ -126,11 +126,13 @@ static CV_PossibleValue_t drawdist_precip_cons_t[] = {
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{1024, "1024"}, {1536, "1536"}, {2048, "2048"},
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{0, "None"}, {0, NULL}};
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static CV_PossibleValue_t fov_cons_t[] = {{60*FRACUNIT, "MIN"}, {179*FRACUNIT, "MAX"}, {0, NULL}};
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static CV_PossibleValue_t fov_cons_t[] = {{MINFOV*FRACUNIT, "MIN"}, {MAXFOV*FRACUNIT, "MAX"}, {0, NULL}};
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static CV_PossibleValue_t translucenthud_cons_t[] = {{0, "MIN"}, {10, "MAX"}, {0, NULL}};
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static CV_PossibleValue_t maxportals_cons_t[] = {{0, "MIN"}, {12, "MAX"}, {0, NULL}}; // lmao rendering 32 portals, you're a card
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static CV_PossibleValue_t homremoval_cons_t[] = {{0, "No"}, {1, "Yes"}, {2, "Flash"}, {0, NULL}};
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static void R_SetFov(fixed_t playerfov);
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static void Fov_OnChange(void);
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static void ChaseCam_OnChange(void);
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static void ChaseCam2_OnChange(void);
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@ -157,8 +159,8 @@ consvar_t cv_translucency = CVAR_INIT ("translucency", "On", CV_SAVE, CV_OnOff,
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consvar_t cv_drawdist = CVAR_INIT ("drawdist", "Infinite", CV_SAVE, drawdist_cons_t, NULL);
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consvar_t cv_drawdist_nights = CVAR_INIT ("drawdist_nights", "2048", CV_SAVE, drawdist_cons_t, NULL);
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consvar_t cv_drawdist_precip = CVAR_INIT ("drawdist_precip", "1024", CV_SAVE, drawdist_precip_cons_t, NULL);
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//consvar_t cv_precipdensity = CVAR_INIT ("precipdensity", "Moderate", CV_SAVE, precipdensity_cons_t, NULL);
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consvar_t cv_fov = CVAR_INIT ("fov", "90", CV_SAVE|CV_FLOAT|CV_CALL, fov_cons_t, Fov_OnChange);
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consvar_t cv_fovchange = CVAR_INIT ("fovchange", "Off", CV_SAVE, CV_OnOff, NULL);
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// Okay, whoever said homremoval causes a performance hit should be shot.
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consvar_t cv_homremoval = CVAR_INIT ("homremoval", "No", CV_SAVE, homremoval_cons_t, NULL);
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@ -206,10 +208,6 @@ void SplitScreen_OnChange(void)
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}
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static void Fov_OnChange(void)
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{
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// Shouldn't be needed with render parity?
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//if ((netgame || multiplayer) && !cv_debug && cv_fov.value != 90*FRACUNIT)
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// CV_Set(&cv_fov, cv_fov.defaultvalue);
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R_SetViewSize();
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}
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@ -900,12 +898,10 @@ void R_SetViewSize(void)
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//
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void R_ExecuteSetViewSize(void)
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{
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fixed_t dy;
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INT32 i;
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INT32 j;
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INT32 level;
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INT32 startmapl;
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angle_t fov;
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setsizeneeded = false;
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@ -928,37 +924,14 @@ void R_ExecuteSetViewSize(void)
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centerxfrac = centerx<<FRACBITS;
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centeryfrac = centery<<FRACBITS;
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fov = FixedAngle(cv_fov.value/2) + ANGLE_90;
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fovtan = FixedMul(FINETANGENT(fov >> ANGLETOFINESHIFT), viewmorph.zoomneeded);
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if (splitscreen == 1) // Splitscreen FOV should be adjusted to maintain expected vertical view
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fovtan = 17*fovtan/10;
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projection = projectiony = FixedDiv(centerxfrac, fovtan);
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R_SetFov(cv_fov.value);
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R_InitViewBuffer(scaledviewwidth, viewheight);
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R_InitTextureMapping();
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// thing clipping
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for (i = 0; i < viewwidth; i++)
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screenheightarray[i] = (INT16)viewheight;
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// setup sky scaling
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R_SetSkyScale();
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// planes
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if (rendermode == render_soft)
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{
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// this is only used for planes rendering in software mode
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j = viewheight*16;
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for (i = 0; i < j; i++)
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{
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dy = (i - viewheight*8)<<FRACBITS;
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dy = FixedMul(abs(dy), fovtan);
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yslopetab[i] = FixedDiv(centerx*FRACUNIT, dy);
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}
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}
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memset(scalelight, 0xFF, sizeof(scalelight));
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// Calculate the light levels to use for each level/scale combination.
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@ -988,6 +961,36 @@ void R_ExecuteSetViewSize(void)
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am_recalc = true;
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}
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fixed_t R_GetPlayerFov(player_t *player)
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{
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fixed_t fov = cv_fov.value + player->fovadd;
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return max(MINFOV*FRACUNIT, min(fov, MAXFOV*FRACUNIT));
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}
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static void R_SetFov(fixed_t playerfov)
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{
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angle_t fov = FixedAngle(playerfov/2) + ANGLE_90;
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fovtan = FixedMul(FINETANGENT(fov >> ANGLETOFINESHIFT), viewmorph.zoomneeded);
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if (splitscreen == 1) // Splitscreen FOV should be adjusted to maintain expected vertical view
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fovtan = 17*fovtan/10;
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// this is only used for planes rendering in software mode
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INT32 j = viewheight*16;
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for (INT32 i = 0; i < j; i++)
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{
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fixed_t dy = (i - viewheight*8)<<FRACBITS;
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dy = FixedMul(abs(dy), fovtan);
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yslopetab[i] = FixedDiv(centerx*FRACUNIT, dy);
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}
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projection = projectiony = FixedDiv(centerxfrac, fovtan);
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R_InitTextureMapping();
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// setup sky scaling
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R_SetSkyScale();
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}
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//
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// R_Init
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//
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@ -1477,6 +1480,8 @@ static void Mask_Post (maskcount_t* m)
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// I mean, there is a win16lock() or something that lasts all the rendering,
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// so maybe we should release screen lock before each netupdate below..?
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static fixed_t viewfov[2];
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void R_RenderPlayerView(player_t *player)
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{
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INT32 nummasks = 1;
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@ -1490,6 +1495,19 @@ void R_RenderPlayerView(player_t *player)
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 32+(timeinmap&15));
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}
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fixed_t fov = R_GetPlayerFov(player);
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if (player == &players[displayplayer] && viewfov[0] != fov)
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{
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viewfov[0] = fov;
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R_SetFov(fov);
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}
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else if (player == &players[secondarydisplayplayer] && viewfov[1] != fov)
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{
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viewfov[1] = fov;
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R_SetFov(fov);
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}
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R_SetupFrame(player);
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framecount++;
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validcount++;
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@ -1626,6 +1644,7 @@ void R_RegisterEngineStuff(void)
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CV_RegisterVar(&cv_drawdist);
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CV_RegisterVar(&cv_drawdist_nights);
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CV_RegisterVar(&cv_drawdist_precip);
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CV_RegisterVar(&cv_fovchange);
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CV_RegisterVar(&cv_fov);
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CV_RegisterVar(&cv_chasecam);
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@ -33,6 +33,9 @@ extern fixed_t fovtan;
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// WARNING: a should be unsigned but to add with 2048, it isn't!
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#define AIMINGTODY(a) FixedDiv((FINETANGENT((2048+(((INT32)a)>>ANGLETOFINESHIFT)) & FINEMASK)*160), fovtan)
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#define MINFOV 60
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#define MAXFOV 179
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extern size_t validcount, linecount, loopcount, framecount;
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// The fraction of a tic being drawn (for interpolation between two tics)
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@ -118,7 +121,7 @@ extern consvar_t cv_shadow;
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extern consvar_t cv_ffloorclip, cv_spriteclip;
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extern consvar_t cv_translucency;
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extern consvar_t cv_drawdist, cv_drawdist_nights, cv_drawdist_precip;
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extern consvar_t cv_fov;
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extern consvar_t cv_fov, cv_fovchange;
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extern consvar_t cv_skybox;
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extern consvar_t cv_tailspickup;
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@ -135,6 +138,8 @@ void R_SetViewSize(void);
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// do it (sometimes explicitly called)
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void R_ExecuteSetViewSize(void);
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fixed_t R_GetPlayerFov(player_t *player);
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void R_SetupFrame(player_t *player);
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void R_SkyboxFrame(player_t *player);
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@ -75,6 +75,5 @@ void R_SetupSkyDraw(void)
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*/
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void R_SetSkyScale(void)
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{
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fixed_t difference = vid.fdup-(vid.dup<<FRACBITS);
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skyscale = FixedDiv(fovtan, vid.fdup+difference);
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skyscale = FixedDiv(fovtan, FixedDiv(vid.width*FRACUNIT, BASEVIDWIDTH*FRACUNIT));
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}
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