OpenGL Screen Flip

Screen flipping in OpenGL is no longer done by inverting the screen
polygons.
This commit is contained in:
Sryder13 2014-04-07 17:08:04 +01:00
parent 81627a847f
commit b63e99efd8
4 changed files with 55 additions and 25 deletions

View file

@ -108,6 +108,7 @@ typedef struct
FLOAT scalex,scaley,scalez; FLOAT scalex,scaley,scalez;
FLOAT fovxangle, fovyangle; FLOAT fovxangle, fovyangle;
INT32 splitscreen; INT32 splitscreen;
boolean flip; // screenflip
} FTransform; } FTransform;
// Transformed vector, as passed to HWR API // Transformed vector, as passed to HWR API

View file

@ -4475,6 +4475,12 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player)
// It should replace all other gr_viewxxx when finished // It should replace all other gr_viewxxx when finished
atransform.anglex = (float)(aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES); atransform.anglex = (float)(aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES); atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
if (postimgtype == postimg_flip)
atransform.flip = true;
else
atransform.flip = false;
atransform.x = gr_viewx; // FIXED_TO_FLOAT(viewx) atransform.x = gr_viewx; // FIXED_TO_FLOAT(viewx)
atransform.y = gr_viewy; // FIXED_TO_FLOAT(viewy) atransform.y = gr_viewy; // FIXED_TO_FLOAT(viewy)
atransform.z = gr_viewz; // FIXED_TO_FLOAT(viewz) atransform.z = gr_viewz; // FIXED_TO_FLOAT(viewz)
@ -4488,6 +4494,12 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player)
// Transform for sprites // Transform for sprites
stransform.anglex = 0.0f; stransform.anglex = 0.0f;
stransform.angley = -270.0f; stransform.angley = -270.0f;
if (postimgtype == postimg_flip)
stransform.flip = true;
else
stransform.flip = false;
stransform.x = 0.0f; stransform.x = 0.0f;
stransform.y = 0.0f; stransform.y = 0.0f;
stransform.z = 0.0f; stransform.z = 0.0f;
@ -4687,6 +4699,12 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
// It should replace all other gr_viewxxx when finished // It should replace all other gr_viewxxx when finished
atransform.anglex = (float)(aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES); atransform.anglex = (float)(aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES); atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
if (postimgtype == postimg_flip)
atransform.flip = true;
else
atransform.flip = false;
atransform.x = gr_viewx; // FIXED_TO_FLOAT(viewx) atransform.x = gr_viewx; // FIXED_TO_FLOAT(viewx)
atransform.y = gr_viewy; // FIXED_TO_FLOAT(viewy) atransform.y = gr_viewy; // FIXED_TO_FLOAT(viewy)
atransform.z = gr_viewz; // FIXED_TO_FLOAT(viewz) atransform.z = gr_viewz; // FIXED_TO_FLOAT(viewz)
@ -4700,6 +4718,12 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
// Transform for sprites // Transform for sprites
stransform.anglex = 0.0f; stransform.anglex = 0.0f;
stransform.angley = -270.0f; stransform.angley = -270.0f;
if (postimgtype == postimg_flip)
stransform.flip = true;
else
stransform.flip = false;
stransform.x = 0.0f; stransform.x = 0.0f;
stransform.y = 0.0f; stransform.y = 0.0f;
stransform.z = 0.0f; stransform.z = 0.0f;
@ -5312,25 +5336,12 @@ void HWR_DoPostProcessor(player_t *player)
} }
HWD.pfnPostImgRedraw(v); HWD.pfnPostImgRedraw(v);
disStart += 1; disStart += 1;
}
else if (postimgtype == postimg_flip) //We like our screens inverted.
{
// 10 by 10 grid. 2 coordinates (xy)
float v[SCREENVERTS][SCREENVERTS][2];
UINT8 x, y;
UINT8 flipy;
for (x = 0; x < SCREENVERTS; x++) // Capture the screen again for screen waving on the intermission
{ if(gamestate != GS_INTERMISSION)
for (y = 0, flipy = SCREENVERTS; y < SCREENVERTS; y++, flipy--) HWD.pfnMakeScreenTexture();
{
// Flip the screen.
v[x][y][0] = (x/((float)(SCREENVERTS-1.0f)/9.0f))-4.5f;
v[x][y][1] = (flipy/((float)(SCREENVERTS-1.0f)/9.0f))-5.5f;
}
}
HWD.pfnPostImgRedraw(v);
} }
// Flipping of the screen isn't done here anymore
#endif // SHUFFLE #endif // SHUFFLE
} }

View file

@ -1244,6 +1244,11 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
// SRB2CBTODO: MD2 scaling support // SRB2CBTODO: MD2 scaling support
finalscale *= FIXED_TO_FLOAT(spr->mobj->scale); finalscale *= FIXED_TO_FLOAT(spr->mobj->scale);
if (postimgtype == postimg_flip)
p.flip = true;
else
p.flip = false;
HWD.pfnDrawMD2i(buff, curr, durs, tics, next, &p, finalscale, flip, color); HWD.pfnDrawMD2i(buff, curr, durs, tics, next, &p, finalscale, flip, color);

View file

@ -628,9 +628,6 @@ void SetStates(void)
#ifdef GL_LIGHT_MODEL_AMBIENT #ifdef GL_LIGHT_MODEL_AMBIENT
GLfloat LightDiffuse[] = {1.0f, 1.0f, 1.0f, 1.0f}; GLfloat LightDiffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};
#endif #endif
#ifndef KOS_GL_COMPATIBILITY
GLfloat LightPos[] = {0.0f, 1.0f, 0.0f, 0.0f};
#endif
DBG_Printf("SetStates()\n"); DBG_Printf("SetStates()\n");
@ -693,9 +690,6 @@ void SetStates(void)
pglLightModelfv(GL_LIGHT_MODEL_AMBIENT, LightDiffuse); pglLightModelfv(GL_LIGHT_MODEL_AMBIENT, LightDiffuse);
pglEnable(GL_LIGHT0); pglEnable(GL_LIGHT0);
#endif #endif
#ifndef KOS_GL_COMPATIBILITY
pglLightfv(GL_LIGHT0, GL_POSITION, LightPos);
#endif
// bp : when no t&l :) // bp : when no t&l :)
pglLoadIdentity(); pglLoadIdentity();
@ -1720,6 +1714,11 @@ EXPORT void HWRAPI(DrawMD2i) (INT32 *gl_cmd_buffer, md2_frame_t *frame, UINT32 d
float scalex, scaley, scalez; float scalex, scaley, scalez;
scalex = scaley = scalez = scale; scalex = scaley = scalez = scale;
// Because Otherwise, scaling the screen negatively vertically breaks the lighting
#ifndef KOS_GL_COMPATIBILITY
GLfloat LightPos[] = {0.0f, 1.0f, 0.0f, 0.0f};
#endif
if (duration == 0) if (duration == 0)
duration = 1; duration = 1;
@ -1760,10 +1759,19 @@ EXPORT void HWRAPI(DrawMD2i) (INT32 *gl_cmd_buffer, md2_frame_t *frame, UINT32 d
pglEnable(GL_CULL_FACE); pglEnable(GL_CULL_FACE);
if (flipped) // pos->flip is if the screen is flipped too
if (flipped != pos->flip) // If either are active, but not both, invert the model's culling
{
pglCullFace(GL_FRONT); pglCullFace(GL_FRONT);
}
else else
{
pglCullFace(GL_BACK); pglCullFace(GL_BACK);
}
#ifndef KOS_GL_COMPATIBILITY
pglLightfv(GL_LIGHT0, GL_POSITION, LightPos);
#endif
pglShadeModel(GL_SMOOTH); pglShadeModel(GL_SMOOTH);
if (color) if (color)
@ -1872,7 +1880,12 @@ EXPORT void HWRAPI(SetTransform) (FTransform *stransform)
{ {
// keep a trace of the transformation for md2 // keep a trace of the transformation for md2
memcpy(&md2_transform, stransform, sizeof (md2_transform)); memcpy(&md2_transform, stransform, sizeof (md2_transform));
if (stransform->flip)
pglScalef(stransform->scalex, -stransform->scaley, -stransform->scalez);
else
pglScalef(stransform->scalex, stransform->scaley, -stransform->scalez); pglScalef(stransform->scalex, stransform->scaley, -stransform->scalez);
pglRotatef(stransform->anglex , 1.0f, 0.0f, 0.0f); pglRotatef(stransform->anglex , 1.0f, 0.0f, 0.0f);
pglRotatef(stransform->angley+270.0f, 0.0f, 1.0f, 0.0f); pglRotatef(stransform->angley+270.0f, 0.0f, 1.0f, 0.0f);
pglTranslatef(-stransform->x, -stransform->z, -stransform->y); pglTranslatef(-stransform->x, -stransform->z, -stransform->y);