- move r_utility globals into r_viewpoint and r_viewwindow

- change r_utility functions to only work on FRenderViewpoint and FViewWindow
This commit is contained in:
Magnus Norddahl 2017-03-11 23:28:07 +01:00
parent 28aba3469d
commit 0c9014b984
75 changed files with 817 additions and 839 deletions

View file

@ -1959,13 +1959,13 @@ void AM_drawSubsectors()
double secx;
double secy;
double seczb, seczt;
double cmpz = ViewPos.Z;
double cmpz = r_viewpoint.Pos.Z;
if (players[consoleplayer].camera && sec == players[consoleplayer].camera->Sector)
{
// For the actual camera sector use the current viewpoint as reference.
secx = ViewPos.X;
secy = ViewPos.Y;
secx = r_viewpoint.Pos.X;
secy = r_viewpoint.Pos.Y;
}
else
{

View file

@ -111,6 +111,7 @@
#include "fragglescript/t_fs.h"
#include "g_levellocals.h"
#include "events.h"
#include "r_utility.h"
EXTERN_CVAR(Bool, hud_althud)
void DrawHUD();
@ -124,7 +125,6 @@ void DrawHUD();
extern void ReadStatistics();
extern void M_RestoreMode ();
extern void M_SetDefaultMode ();
extern void R_ExecuteSetViewSize ();
extern void G_NewInit ();
extern void SetupPlayerClasses ();
extern void HUD_InitHud();
@ -670,7 +670,7 @@ void D_Display ()
if (viewactive)
{
R_SetFOV (players[consoleplayer].camera && players[consoleplayer].camera->player ?
R_SetFOV (r_viewpoint, players[consoleplayer].camera && players[consoleplayer].camera->player ?
players[consoleplayer].camera->player->FOV : 90.f);
}
@ -700,7 +700,7 @@ void D_Display ()
// change the view size if needed
if (setsizeneeded && StatusBar != NULL)
{
R_ExecuteSetViewSize ();
R_ExecuteSetViewSize (r_viewpoint, r_viewwindow);
}
setmodeneeded = false;

View file

@ -776,12 +776,12 @@ void DStaticEventHandler::WorldTick()
static FRenderEvent E_SetupRenderEvent()
{
FRenderEvent e;
e.ViewPos = ::ViewPos;
e.ViewAngle = ::ViewAngle;
e.ViewPitch = ::ViewPitch;
e.ViewRoll = ::ViewRoll;
e.FracTic = ::r_TicFracF;
e.Camera = ::camera;
e.ViewPos = r_viewpoint.Pos;
e.ViewAngle = r_viewpoint.Angles.Yaw;
e.ViewPitch = r_viewpoint.Angles.Pitch;
e.ViewRoll = r_viewpoint.Angles.Roll;
e.FracTic = r_viewpoint.TicFrac;
e.Camera = r_viewpoint.camera;
return e;
}

View file

@ -233,7 +233,7 @@ FString shotfile;
AActor* bodyque[BODYQUESIZE];
int bodyqueslot;
void R_ExecuteSetViewSize (void);
void R_ExecuteSetViewSize (FViewWindow &viewwindow);
FString savename;
FString BackupSaveName;

View file

@ -159,7 +159,7 @@ void DEarthquake::Tick ()
double DEarthquake::GetModWave(double waveMultiplier) const
{
double time = m_Countdown - r_TicFracF;
double time = m_Countdown - r_viewpoint.TicFrac;
return g_sin(waveMultiplier * time * (M_PI * 2 / TICRATE));
}

View file

@ -1101,13 +1101,13 @@ void DrawHUD()
}
else
{
if (AspectTallerThanWide(WidescreenRatio))
if (AspectTallerThanWide(r_viewwindow.WidescreenRatio))
{
hudheight = hudwidth * 30 / AspectMultiplier(WidescreenRatio); // BaseRatioSizes is inverted for this mode
hudheight = hudwidth * 30 / AspectMultiplier(r_viewwindow.WidescreenRatio); // BaseRatioSizes is inverted for this mode
}
else
{
hudheight = hudwidth * 30 / (48*48/AspectMultiplier(WidescreenRatio));
hudheight = hudwidth * 30 / (48*48/AspectMultiplier(r_viewwindow.WidescreenRatio));
}
}
}

View file

@ -611,7 +611,7 @@ void DBaseStatusBar::DrawCrosshair ()
ST_LoadCrosshair();
// Don't draw the crosshair if there is none
if (CrosshairImage == NULL || gamestate == GS_TITLELEVEL || camera->health <= 0)
if (CrosshairImage == NULL || gamestate == GS_TITLELEVEL || r_viewpoint.camera->health <= 0)
{
return;
}

View file

@ -557,7 +557,7 @@ private:
int bars = (CurrentPop == POP_Status) ? imgINVPOP : imgINVPOP2;
int back = (CurrentPop == POP_Status) ? imgINVPBAK : imgINVPBAK2;
// Extrapolate the height of the popscreen for smoother movement
int height = clamp<int> (PopHeight + int(r_TicFracF * PopHeightChange), -POP_HEIGHT, 0);
int height = clamp<int> (PopHeight + int(r_viewpoint.TicFrac * PopHeightChange), -POP_HEIGHT, 0);
xscale = CleanXfac;
yscale = CleanYfac;
@ -608,7 +608,7 @@ private:
if (KeyPopScroll > 0)
{
// Extrapolate the scroll position for smoother scrolling
int scroll = MAX<int> (0,KeyPopScroll - int(r_TicFracF * (280./KEY_TIME)));
int scroll = MAX<int> (0,KeyPopScroll - int(r_viewpoint.TicFrac * (280./KEY_TIME)));
pos -= 10;
leftcol = leftcol - 280 + scroll;
}

View file

@ -518,8 +518,8 @@ void GLWall::RenderFogBoundaryCompat()
// as the shader version but it's an acceptable compromise.
float fogdensity = gl_GetFogDensity(lightlevel, Colormap.FadeColor, Colormap.fogdensity);
float dist1 = Dist2(ViewPos.X, ViewPos.Y, glseg.x1, glseg.y1);
float dist2 = Dist2(ViewPos.X, ViewPos.Y, glseg.x2, glseg.y2);
float dist1 = Dist2(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, glseg.x1, glseg.y1);
float dist2 = Dist2(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, glseg.x2, glseg.y2);
// these values were determined by trial and error and are scale dependent!
float fogd1 = (0.95f - exp(-fogdensity*dist1 / 62500.f)) * 1.05f;

View file

@ -4,6 +4,7 @@
#include "doomtype.h"
#include "vectors.h"
#include "r_utility.h"
struct GLRenderSettings
{
@ -36,12 +37,11 @@ extern GLRenderSettings glset;
#include "a_sharedglobal.h"
#include "c_cvars.h"
extern int extralight;
EXTERN_CVAR(Int, gl_weaponlight);
inline int getExtraLight()
{
return extralight * gl_weaponlight;
return r_viewpoint.extralight * gl_weaponlight;
}
void gl_RecalcVertexHeights(vertex_t * v);

View file

@ -1023,7 +1023,7 @@ void gl_RenderModel(GLSprite * spr)
if (spr->actor->renderflags & RF_INTERPOLATEANGLES)
{
// [Nash] use interpolated angles
DRotator Angles = spr->actor->InterpolatedAngles(r_TicFracF);
DRotator Angles = spr->actor->InterpolatedAngles(r_viewpoint.TicFrac);
angle = Angles.Yaw.Degrees;
}

View file

@ -374,7 +374,7 @@ static inline void RenderThings(subsector_t * sub, sector_t * sector)
FIntCVar *cvar = thing->GetClass()->distancecheck;
if (cvar != NULL && *cvar >= 0)
{
double dist = (thing->Pos() - ViewPos).LengthSquared();
double dist = (thing->Pos() - r_viewpoint.Pos).LengthSquared();
double check = (double)**cvar;
if (dist >= check * check)
{
@ -391,7 +391,7 @@ static inline void RenderThings(subsector_t * sub, sector_t * sector)
FIntCVar *cvar = thing->GetClass()->distancecheck;
if (cvar != NULL && *cvar >= 0)
{
double dist = (thing->Pos() - ViewPos).LengthSquared();
double dist = (thing->Pos() - r_viewpoint.Pos).LengthSquared();
double check = (double)**cvar;
if (dist >= check * check)
{

View file

@ -393,14 +393,14 @@ fixed_t viewx, viewy;
void R_SetView()
{
viewx = FLOAT2FIXED(ViewPos.X);
viewy = FLOAT2FIXED(ViewPos.Y);
viewx = FLOAT2FIXED(r_viewpoint.Pos.X);
viewy = FLOAT2FIXED(r_viewpoint.Pos.Y);
}
angle_t R_PointToPseudoAngle(double x, double y)
{
double vecx = x - ViewPos.X;
double vecy = y - ViewPos.Y;
double vecx = x - r_viewpoint.Pos.X;
double vecy = y - r_viewpoint.Pos.Y;
if (vecx == 0 && vecy == 0)
{
@ -451,8 +451,8 @@ bool Clipper::CheckBox(const float *bspcoord)
// Find the corners of the box
// that define the edges from current viewpoint.
boxpos = (ViewPos.X <= bspcoord[BOXLEFT] ? 0 : ViewPos.X < bspcoord[BOXRIGHT ] ? 1 : 2) +
(ViewPos.Y >= bspcoord[BOXTOP ] ? 0 : ViewPos.Y > bspcoord[BOXBOTTOM] ? 4 : 8);
boxpos = (r_viewpoint.Pos.X <= bspcoord[BOXLEFT] ? 0 : r_viewpoint.Pos.X < bspcoord[BOXRIGHT ] ? 1 : 2) +
(r_viewpoint.Pos.Y >= bspcoord[BOXTOP ] ? 0 : r_viewpoint.Pos.Y > bspcoord[BOXBOTTOM] ? 4 : 8);
if (boxpos == 5) return true;

View file

@ -299,7 +299,7 @@ void GLDrawList::SortWallIntoPlane(SortNode * head,SortNode * sort)
GLFlat * fh=&flats[drawitems[head->itemindex].index];
GLWall * ws=&walls[drawitems[sort->itemindex].index];
bool ceiling = fh->z > ViewPos.Z;
bool ceiling = fh->z > r_viewpoint.Pos.Z;
if ((ws->ztop[0] > fh->z || ws->ztop[1] > fh->z) && (ws->zbottom[0] < fh->z || ws->zbottom[1] < fh->z))
{
@ -362,7 +362,7 @@ void GLDrawList::SortSpriteIntoPlane(SortNode * head,SortNode * sort)
GLFlat * fh=&flats[drawitems[head->itemindex].index];
GLSprite * ss=&sprites[drawitems[sort->itemindex].index];
bool ceiling = fh->z > ViewPos.Z;
bool ceiling = fh->z > r_viewpoint.Pos.Z;
if ((ss->z1>fh->z && ss->z2<fh->z) || ss->modelframe)
{
@ -770,7 +770,7 @@ void GLDrawList::DoDrawSorted(SortNode * head)
if (drawitems[head->itemindex].rendertype == GLDIT_FLAT)
{
z = flats[drawitems[head->itemindex].index].z;
relation = z > ViewPos.Z ? 1 : -1;
relation = z > r_viewpoint.Pos.Z ? 1 : -1;
}
@ -1186,9 +1186,9 @@ void FDrawInfo::DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, boo
gl_SetFog(lightlevel, rel, &Colormap, false);
gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
float fviewx = ViewPos.X;
float fviewy = ViewPos.Y;
float fviewz = ViewPos.Z;
float fviewx = r_viewpoint.Pos.X;
float fviewy = r_viewpoint.Pos.Y;
float fviewz = r_viewpoint.Pos.Z;
gl_SetPlaneTextureRotation(&plane, gltexture);
gl_RenderState.Apply();
@ -1239,7 +1239,7 @@ void FDrawInfo::FloodUpperGap(seg_t * seg)
double frontz = fakefsector->ceilingplane.ZatPoint(seg->v1);
if (fakebsector->GetTexture(sector_t::ceiling)==skyflatnum) return;
if (backz < ViewPos.Z) return;
if (backz < r_viewpoint.Pos.Z) return;
if (seg->sidedef == seg->linedef->sidedef[0])
{
@ -1292,7 +1292,7 @@ void FDrawInfo::FloodLowerGap(seg_t * seg)
if (fakebsector->GetTexture(sector_t::floor) == skyflatnum) return;
if (fakebsector->GetPlaneTexZ(sector_t::floor) > ViewPos.Z) return;
if (fakebsector->GetPlaneTexZ(sector_t::floor) > r_viewpoint.Pos.Z) return;
if (seg->sidedef == seg->linedef->sidedef[0])
{

View file

@ -611,7 +611,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
//
//
//
if (frontsector->floorplane.ZatPoint(ViewPos) <= ViewPos.Z)
if (frontsector->floorplane.ZatPoint(r_viewpoint.Pos) <= r_viewpoint.Pos.Z)
{
// process the original floor first.
@ -671,7 +671,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
//
//
//
if (frontsector->ceilingplane.ZatPoint(ViewPos) >= ViewPos.Z)
if (frontsector->ceilingplane.ZatPoint(r_viewpoint.Pos) >= r_viewpoint.Pos.Z)
{
// process the original ceiling first.
@ -761,7 +761,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
double ff_top = rover->top.plane->ZatPoint(sector->centerspot);
if (ff_top < lastceilingheight)
{
if (ViewPos.Z <= rover->top.plane->ZatPoint(ViewPos))
if (r_viewpoint.Pos.Z <= rover->top.plane->ZatPoint(r_viewpoint.Pos))
{
SetFrom3DFloor(rover, true, !!(rover->flags&FF_FOG));
Colormap.FadeColor = frontsector->ColorMap->Fade;
@ -775,7 +775,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
double ff_bottom = rover->bottom.plane->ZatPoint(sector->centerspot);
if (ff_bottom < lastceilingheight)
{
if (ViewPos.Z <= rover->bottom.plane->ZatPoint(ViewPos))
if (r_viewpoint.Pos.Z <= rover->bottom.plane->ZatPoint(r_viewpoint.Pos))
{
SetFrom3DFloor(rover, false, !(rover->flags&FF_FOG));
Colormap.FadeColor = frontsector->ColorMap->Fade;
@ -801,7 +801,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
double ff_bottom = rover->bottom.plane->ZatPoint(sector->centerspot);
if (ff_bottom > lastfloorheight || (rover->flags&FF_FIX))
{
if (ViewPos.Z >= rover->bottom.plane->ZatPoint(ViewPos))
if (r_viewpoint.Pos.Z >= rover->bottom.plane->ZatPoint(r_viewpoint.Pos))
{
SetFrom3DFloor(rover, false, !(rover->flags&FF_FOG));
Colormap.FadeColor = frontsector->ColorMap->Fade;
@ -822,7 +822,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
double ff_top = rover->top.plane->ZatPoint(sector->centerspot);
if (ff_top > lastfloorheight)
{
if (ViewPos.Z >= rover->top.plane->ZatPoint(ViewPos))
if (r_viewpoint.Pos.Z >= rover->top.plane->ZatPoint(r_viewpoint.Pos))
{
SetFrom3DFloor(rover, true, !!(rover->flags&FF_FOG));
Colormap.FadeColor = frontsector->ColorMap->Fade;

View file

@ -72,8 +72,6 @@ EXTERN_CVAR(Bool, gl_portals)
EXTERN_CVAR(Bool, gl_noquery)
EXTERN_CVAR(Int, r_mirror_recursions)
extern bool r_showviewer;
TArray<GLPortal *> GLPortal::portals;
TArray<float> GLPortal::planestack;
int GLPortal::recursion;
@ -284,15 +282,15 @@ bool GLPortal::Start(bool usestencil, bool doquery)
}
// save viewpoint
savedViewPos = ViewPos;
savedViewActorPos = ViewActorPos;
savedshowviewer = r_showviewer;
savedAngle = ViewAngle;
savedViewPos = r_viewpoint.Pos;
savedViewActorPos = r_viewpoint.ActorPos;
savedshowviewer = r_viewpoint.showviewer;
savedAngles = r_viewpoint.Angles;
savedviewactor=GLRenderer->mViewActor;
savedviewarea=in_area;
savedviewpath[0] = ViewPath[0];
savedviewpath[1] = ViewPath[1];
savedvisibility = camera ? camera->renderflags & RF_MAYBEINVISIBLE : ActorRenderFlags::FromInt(0);
savedviewpath[0] = r_viewpoint.Path[0];
savedviewpath[1] = r_viewpoint.Path[1];
savedvisibility = r_viewpoint.camera ? r_viewpoint.camera->renderflags & RF_MAYBEINVISIBLE : ActorRenderFlags::FromInt(0);
PrevPortal = GLRenderer->mCurrentPortal;
@ -308,7 +306,7 @@ bool GLPortal::Start(bool usestencil, bool doquery)
inline void GLPortal::ClearClipper()
{
DAngle angleOffset = deltaangle(savedAngle, ViewAngle);
DAngle angleOffset = deltaangle(savedAngles.Yaw, r_viewpoint.Angles.Yaw);
clipper.Clear();
@ -329,7 +327,7 @@ inline void GLPortal::ClearClipper()
// and finally clip it to the visible area
angle_t a1 = GLRenderer->FrustumAngle();
if (a1 < ANGLE_180) clipper.SafeAddClipRangeRealAngles(ViewAngle.BAMs() + a1, ViewAngle.BAMs() - a1);
if (a1 < ANGLE_180) clipper.SafeAddClipRangeRealAngles(r_viewpoint.Angles.Yaw.BAMs() + a1, r_viewpoint.Angles.Yaw.BAMs() - a1);
// lock the parts that have just been clipped out.
clipper.SetSilhouette();
@ -354,16 +352,16 @@ void GLPortal::End(bool usestencil)
if (needdepth) FDrawInfo::EndDrawInfo();
// Restore the old view
ViewPath[0] = savedviewpath[0];
ViewPath[1] = savedviewpath[1];
ViewPos = savedViewPos;
r_showviewer = savedshowviewer;
ViewActorPos = savedViewActorPos;
ViewAngle = savedAngle;
r_viewpoint.Path[0] = savedviewpath[0];
r_viewpoint.Path[1] = savedviewpath[1];
r_viewpoint.Pos = savedViewPos;
r_viewpoint.showviewer = savedshowviewer;
r_viewpoint.ActorPos = savedViewActorPos;
r_viewpoint.Angles = savedAngles;
GLRenderer->mViewActor=savedviewactor;
in_area=savedviewarea;
if (camera != nullptr) camera->renderflags = (camera->renderflags & ~RF_MAYBEINVISIBLE) | savedvisibility;
GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
if (r_viewpoint.camera != nullptr) r_viewpoint.camera->renderflags = (r_viewpoint.camera->renderflags & ~RF_MAYBEINVISIBLE) | savedvisibility;
GLRenderer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
{
ScopedColorMask colorMask(0, 0, 0, 0); // glColorMask(0, 0, 0, 0); // no graphics
@ -415,14 +413,14 @@ void GLPortal::End(bool usestencil)
glDepthMask(true);
}
// Restore the old view
r_showviewer = savedshowviewer;
ViewActorPos = savedViewActorPos;
ViewPos = savedViewPos;
ViewAngle = savedAngle;
r_viewpoint.showviewer = savedshowviewer;
r_viewpoint.ActorPos = savedViewActorPos;
r_viewpoint.Pos = savedViewPos;
r_viewpoint.Angles = savedAngles;
GLRenderer->mViewActor=savedviewactor;
in_area=savedviewarea;
if (camera != nullptr) camera->renderflags |= savedvisibility;
GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
if (r_viewpoint.camera != nullptr) r_viewpoint.camera->renderflags |= savedvisibility;
GLRenderer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
// This draws a valid z-buffer into the stencil's contents to ensure it
// doesn't get overwritten by the level's geometry.
@ -619,7 +617,7 @@ static int skyboxrecursion=0;
void GLSkyboxPortal::DrawContents()
{
int old_pm = PlaneMirrorMode;
int saved_extralight = extralight;
int saved_extralight = r_viewpoint.extralight;
if (skyboxrecursion >= 3)
{
@ -630,29 +628,29 @@ void GLSkyboxPortal::DrawContents()
skyboxrecursion++;
AActor *origin = portal->mSkybox;
portal->mFlags |= PORTSF_INSKYBOX;
extralight = 0;
r_viewpoint.extralight = 0;
PlaneMirrorMode = 0;
bool oldclamp = gl_RenderState.SetDepthClamp(false);
ViewPos = origin->InterpolatedPosition(r_TicFracF);
ViewActorPos = origin->Pos();
ViewAngle += (origin->PrevAngles.Yaw + deltaangle(origin->PrevAngles.Yaw, origin->Angles.Yaw) * r_TicFracF);
r_viewpoint.Pos = origin->InterpolatedPosition(r_viewpoint.TicFrac);
r_viewpoint.ActorPos = origin->Pos();
r_viewpoint.Angles.Yaw += (origin->PrevAngles.Yaw + deltaangle(origin->PrevAngles.Yaw, origin->Angles.Yaw) * r_viewpoint.TicFrac);
// Don't let the viewpoint be too close to a floor or ceiling
double floorh = origin->Sector->floorplane.ZatPoint(origin->Pos());
double ceilh = origin->Sector->ceilingplane.ZatPoint(origin->Pos());
if (ViewPos.Z < floorh + 4) ViewPos.Z = floorh + 4;
if (ViewPos.Z > ceilh - 4) ViewPos.Z = ceilh - 4;
if (r_viewpoint.Pos.Z < floorh + 4) r_viewpoint.Pos.Z = floorh + 4;
if (r_viewpoint.Pos.Z > ceilh - 4) r_viewpoint.Pos.Z = ceilh - 4;
GLRenderer->mViewActor = origin;
inskybox = true;
GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
GLRenderer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
GLRenderer->SetViewArea();
ClearClipper();
int mapsection = R_PointInSubsector(ViewPos)->mapsection;
int mapsection = R_PointInSubsector(r_viewpoint.Pos)->mapsection;
SaveMapSection();
currentmapsection[mapsection >> 3] |= 1 << (mapsection & 7);
@ -664,7 +662,7 @@ void GLSkyboxPortal::DrawContents()
skyboxrecursion--;
PlaneMirrorMode = old_pm;
extralight = saved_extralight;
r_viewpoint.extralight = saved_extralight;
RestoreMapSection();
}
@ -737,21 +735,21 @@ void GLSectorStackPortal::DrawContents()
{
FPortal *portal = origin;
ViewPos += origin->mDisplacement;
ViewActorPos += origin->mDisplacement;
r_viewpoint.Pos += origin->mDisplacement;
r_viewpoint.ActorPos += origin->mDisplacement;
GLRenderer->mViewActor = NULL;
// avoid recursions!
if (origin->plane != -1) instack[origin->plane]++;
GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
GLRenderer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
SaveMapSection();
SetupCoverage();
ClearClipper();
// If the viewpoint is not within the portal, we need to invalidate the entire clip area.
// The portal will re-validate the necessary parts when its subsectors get traversed.
subsector_t *sub = R_PointInSubsector(ViewPos);
subsector_t *sub = R_PointInSubsector(r_viewpoint.Pos);
if (!(gl_drawinfo->ss_renderflags[sub - ::subsectors] & SSRF_SEEN))
{
clipper.SafeAddClipRange(0, ANGLE_MAX);
@ -793,15 +791,15 @@ void GLPlaneMirrorPortal::DrawContents()
int old_pm = PlaneMirrorMode;
// the player is always visible in a mirror.
r_showviewer = true;
r_viewpoint.showviewer = true;
double planez = origin->ZatPoint(ViewPos);
ViewPos.Z = 2 * planez - ViewPos.Z;
double planez = origin->ZatPoint(r_viewpoint.Pos);
r_viewpoint.Pos.Z = 2 * planez - r_viewpoint.Pos.Z;
GLRenderer->mViewActor = NULL;
PlaneMirrorMode = origin->fC() < 0 ? -1 : 1;
PlaneMirrorFlag++;
GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
GLRenderer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
ClearClipper();
gl_RenderState.SetClipHeight(planez, PlaneMirrorMode < 0 ? -1.f : 1.f);
@ -863,7 +861,7 @@ int GLLinePortal::ClipSeg(seg_t *seg)
{
return PClip_Inside; // should be handled properly.
}
return P_ClipLineToPortal(linedef, line(), ViewPos) ? PClip_InFront : PClip_Inside;
return P_ClipLineToPortal(linedef, line(), r_viewpoint.Pos) ? PClip_InFront : PClip_Inside;
}
int GLLinePortal::ClipSubsector(subsector_t *sub)
@ -910,32 +908,32 @@ void GLMirrorPortal::DrawContents()
}
GLRenderer->mClipPortal = this;
DAngle StartAngle = ViewAngle;
DVector3 StartPos = ViewPos;
DAngle StartAngle = r_viewpoint.Angles.Yaw;
DVector3 StartPos = r_viewpoint.Pos;
vertex_t *v1 = linedef->v1;
vertex_t *v2 = linedef->v2;
// the player is always visible in a mirror.
r_showviewer = true;
r_viewpoint.showviewer = true;
// Reflect the current view behind the mirror.
if (linedef->Delta().X == 0)
{
// vertical mirror
ViewPos.X = 2 * v1->fX() - StartPos.X;
r_viewpoint.Pos.X = 2 * v1->fX() - StartPos.X;
// Compensation for reendering inaccuracies
if (StartPos.X < v1->fX()) ViewPos.X -= 0.1;
else ViewPos.X += 0.1;
if (StartPos.X < v1->fX()) r_viewpoint.Pos.X -= 0.1;
else r_viewpoint.Pos.X += 0.1;
}
else if (linedef->Delta().Y == 0)
{
// horizontal mirror
ViewPos.Y = 2*v1->fY() - StartPos.Y;
r_viewpoint.Pos.Y = 2*v1->fY() - StartPos.Y;
// Compensation for reendering inaccuracies
if (StartPos.Y<v1->fY()) ViewPos.Y -= 0.1;
else ViewPos.Y += 0.1;
if (StartPos.Y<v1->fY()) r_viewpoint.Pos.Y -= 0.1;
else r_viewpoint.Pos.Y += 0.1;
}
else
{
@ -952,27 +950,27 @@ void GLMirrorPortal::DrawContents()
// the above two cases catch len == 0
double r = ((x - x1)*dx + (y - y1)*dy) / (dx*dx + dy*dy);
ViewPos.X = (x1 + r * dx)*2 - x;
ViewPos.Y = (y1 + r * dy)*2 - y;
r_viewpoint.Pos.X = (x1 + r * dx)*2 - x;
r_viewpoint.Pos.Y = (y1 + r * dy)*2 - y;
// Compensation for reendering inaccuracies
FVector2 v(-dx, dy);
v.MakeUnit();
ViewPos.X+= v[1] * renderdepth / 2;
ViewPos.Y+= v[0] * renderdepth / 2;
r_viewpoint.Pos.X+= v[1] * renderdepth / 2;
r_viewpoint.Pos.Y+= v[0] * renderdepth / 2;
}
ViewAngle = linedef->Delta().Angle() * 2. - StartAngle;
r_viewpoint.Angles.Yaw = linedef->Delta().Angle() * 2. - StartAngle;
GLRenderer->mViewActor = NULL;
MirrorFlag++;
GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
GLRenderer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
clipper.Clear();
angle_t af = GLRenderer->FrustumAngle();
if (af<ANGLE_180) clipper.SafeAddClipRangeRealAngles(ViewAngle.BAMs()+af, ViewAngle.BAMs()-af);
if (af<ANGLE_180) clipper.SafeAddClipRangeRealAngles(r_viewpoint.Angles.Yaw.BAMs()+af, r_viewpoint.Angles.Yaw.BAMs()-af);
angle_t a2 = linedef->v1->GetClipAngle();
angle_t a1 = linedef->v2->GetClipAngle();
@ -1013,23 +1011,23 @@ void GLLineToLinePortal::DrawContents()
GLRenderer->mClipPortal = this;
line_t *origin = glport->lines[0]->mOrigin;
P_TranslatePortalXY(origin, ViewPos.X, ViewPos.Y);
P_TranslatePortalXY(origin, ViewActorPos.X, ViewActorPos.Y);
P_TranslatePortalAngle(origin, ViewAngle);
P_TranslatePortalZ(origin, ViewPos.Z);
P_TranslatePortalXY(origin, ViewPath[0].X, ViewPath[0].Y);
P_TranslatePortalXY(origin, ViewPath[1].X, ViewPath[1].Y);
if (!r_showviewer && camera != nullptr && P_PointOnLineSidePrecise(ViewPath[0], glport->lines[0]->mDestination) != P_PointOnLineSidePrecise(ViewPath[1], glport->lines[0]->mDestination))
P_TranslatePortalXY(origin, r_viewpoint.Pos.X, r_viewpoint.Pos.Y);
P_TranslatePortalXY(origin, r_viewpoint.ActorPos.X, r_viewpoint.ActorPos.Y);
P_TranslatePortalAngle(origin, r_viewpoint.Angles.Yaw);
P_TranslatePortalZ(origin, r_viewpoint.Pos.Z);
P_TranslatePortalXY(origin, r_viewpoint.Path[0].X, r_viewpoint.Path[0].Y);
P_TranslatePortalXY(origin, r_viewpoint.Path[1].X, r_viewpoint.Path[1].Y);
if (!r_viewpoint.showviewer && r_viewpoint.camera != nullptr && P_PointOnLineSidePrecise(r_viewpoint.Path[0], glport->lines[0]->mDestination) != P_PointOnLineSidePrecise(r_viewpoint.Path[1], glport->lines[0]->mDestination))
{
double distp = (ViewPath[0] - ViewPath[1]).Length();
double distp = (r_viewpoint.Path[0] - r_viewpoint.Path[1]).Length();
if (distp > EQUAL_EPSILON)
{
double dist1 = (ViewPos - ViewPath[0]).Length();
double dist2 = (ViewPos - ViewPath[1]).Length();
double dist1 = (r_viewpoint.Pos - r_viewpoint.Path[0]).Length();
double dist2 = (r_viewpoint.Pos - r_viewpoint.Path[1]).Length();
if (dist1 + dist2 < distp + 1)
{
camera->renderflags |= RF_MAYBEINVISIBLE;
r_viewpoint.camera->renderflags |= RF_MAYBEINVISIBLE;
}
}
}
@ -1049,7 +1047,7 @@ void GLLineToLinePortal::DrawContents()
}
GLRenderer->mViewActor = nullptr;
GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
GLRenderer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
ClearClipper();
gl_RenderState.SetClipLine(glport->lines[0]->mDestination);
@ -1093,9 +1091,9 @@ GLHorizonPortal::GLHorizonPortal(GLHorizonInfo * pt, bool local)
// create the vertex data for this horizon portal.
GLSectorPlane * sp = &origin->plane;
const float vx = ViewPos.X;
const float vy = ViewPos.Y;
const float vz = ViewPos.Z;
const float vx = r_viewpoint.Pos.X;
const float vy = r_viewpoint.Pos.Y;
const float vz = r_viewpoint.Pos.Z;
const float z = sp->Texheight;
const float tz = (z - vz);
@ -1166,7 +1164,7 @@ void GLHorizonPortal::DrawContents()
PortalAll.Unclock();
return;
}
gl_RenderState.SetCameraPos(ViewPos.X, ViewPos.Y, ViewPos.Z);
gl_RenderState.SetCameraPos(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z);
if (gltexture && gltexture->tex->isFullbright())
@ -1243,7 +1241,7 @@ void GLEEHorizonPortal::DrawContents()
horz.colormap = sector->ColorMap;
if (portal->mType == PORTS_PLANE)
{
horz.plane.Texheight = ViewPos.Z + fabs(horz.plane.Texheight);
horz.plane.Texheight = r_viewpoint.Pos.Z + fabs(horz.plane.Texheight);
}
GLHorizonPortal ceil(&horz, true);
ceil.DrawContents();
@ -1256,7 +1254,7 @@ void GLEEHorizonPortal::DrawContents()
horz.colormap = sector->ColorMap;
if (portal->mType == PORTS_PLANE)
{
horz.plane.Texheight = ViewPos.Z - fabs(horz.plane.Texheight);
horz.plane.Texheight = r_viewpoint.Pos.Z - fabs(horz.plane.Texheight);
}
GLHorizonPortal floor(&horz, true);
floor.DrawContents();

View file

@ -101,7 +101,7 @@ private:
DVector3 savedviewpath[2];
DVector3 savedViewPos;
DVector3 savedViewActorPos;
DAngle savedAngle;
DRotator savedAngles;
bool savedshowviewer;
AActor * savedviewactor;
area_t savedviewarea;

View file

@ -493,7 +493,7 @@ void FDrawInfo::HandleMissingTextures()
HandledSubsectors.Clear();
validcount++;
if (MissingUpperTextures[i].Planez > ViewPos.Z)
if (MissingUpperTextures[i].Planez > r_viewpoint.Pos.Z)
{
// close the hole only if all neighboring sectors are an exact height match
// Otherwise just fill in the missing textures.
@ -565,7 +565,7 @@ void FDrawInfo::HandleMissingTextures()
HandledSubsectors.Clear();
validcount++;
if (MissingLowerTextures[i].Planez < ViewPos.Z)
if (MissingLowerTextures[i].Planez < r_viewpoint.Pos.Z)
{
// close the hole only if all neighboring sectors are an exact height match
// Otherwise just fill in the missing textures.
@ -655,7 +655,7 @@ void FDrawInfo::DrawUnhandledMissingTextures()
// already done!
if (seg->linedef->validcount == validcount) continue; // already done
seg->linedef->validcount = validcount;
if (seg->frontsector->GetPlaneTexZ(sector_t::ceiling) < ViewPos.Z) continue; // out of sight
if (seg->frontsector->GetPlaneTexZ(sector_t::ceiling) < r_viewpoint.Pos.Z) continue; // out of sight
// FIXME: The check for degenerate subsectors should be more precise
if (seg->PartnerSeg && (seg->PartnerSeg->Subsector->flags & SSECF_DEGENERATE)) continue;
@ -677,7 +677,7 @@ void FDrawInfo::DrawUnhandledMissingTextures()
if (seg->linedef->validcount == validcount) continue; // already done
seg->linedef->validcount = validcount;
if (!(sectorrenderflags[seg->backsector->sectornum] & SSRF_RENDERFLOOR)) continue;
if (seg->frontsector->GetPlaneTexZ(sector_t::floor) > ViewPos.Z) continue; // out of sight
if (seg->frontsector->GetPlaneTexZ(sector_t::floor) > r_viewpoint.Pos.Z) continue; // out of sight
if (seg->backsector->transdoor) continue;
if (seg->backsector->GetTexture(sector_t::floor) == skyflatnum) continue;
if (seg->backsector->ValidatePortal(sector_t::floor) != NULL) continue;
@ -787,7 +787,7 @@ bool FDrawInfo::CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor)
sub->render_sector->GetPlaneTexZ(sector_t::floor) != anchor->GetPlaneTexZ(sector_t::floor) ||
sub->render_sector->GetFloorLight() != anchor->GetFloorLight())
{
if (sub == viewsubsector && ViewPos.Z < anchor->GetPlaneTexZ(sector_t::floor)) inview = true;
if (sub == viewsubsector && r_viewpoint.Pos.Z < anchor->GetPlaneTexZ(sector_t::floor)) inview = true;
HandledSubsectors.Push(sub);
}
}
@ -937,7 +937,7 @@ void FDrawInfo::HandleHackedSubsectors()
totalssms.Reset();
totalssms.Clock();
viewsubsector = R_PointInSubsector(ViewPos);
viewsubsector = R_PointInSubsector(r_viewpoint.Pos);
// Each subsector may only be processed once in this loop!
validcount++;

View file

@ -88,7 +88,6 @@ EXTERN_CVAR (Float, underwater_fade_scalar)
extern int viewpitch;
extern bool NoInterpolateView;
extern bool r_showviewer;
int gl_fixedcolormap;
area_t in_area;
@ -111,7 +110,7 @@ angle_t FGLRenderer::FrustumAngle()
// ok, this is a gross hack that barely works...
// but at least it doesn't overestimate too much...
double floatangle=2.0+(45.0+((tilt/1.9)))*mCurrentFoV*48.0/AspectMultiplier(WidescreenRatio)/90.0;
double floatangle=2.0+(45.0+((tilt/1.9)))*mCurrentFoV*48.0/AspectMultiplier(r_viewwindow.WidescreenRatio)/90.0;
angle_t a1 = DAngle(floatangle).BAMs();
if (a1>=ANGLE_180) return 0xffffffff;
return a1;
@ -125,14 +124,14 @@ angle_t FGLRenderer::FrustumAngle()
void FGLRenderer::SetViewArea()
{
// The render_sector is better suited to represent the current position in GL
viewsector = R_PointInSubsector(ViewPos)->render_sector;
r_viewpoint.sector = R_PointInSubsector(r_viewpoint.Pos)->render_sector;
// Get the heightsec state from the render sector, not the current one!
if (viewsector->heightsec && !(viewsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
if (r_viewpoint.sector->heightsec && !(r_viewpoint.sector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
{
in_area = ViewPos.Z <= viewsector->heightsec->floorplane.ZatPoint(ViewPos) ? area_below :
(ViewPos.Z > viewsector->heightsec->ceilingplane.ZatPoint(ViewPos) &&
!(viewsector->heightsec->MoreFlags&SECF_FAKEFLOORONLY)) ? area_above : area_normal;
in_area = r_viewpoint.Pos.Z <= r_viewpoint.sector->heightsec->floorplane.ZatPoint(r_viewpoint.Pos) ? area_below :
(r_viewpoint.Pos.Z > r_viewpoint.sector->heightsec->ceilingplane.ZatPoint(r_viewpoint.Pos) &&
!(r_viewpoint.sector->heightsec->MoreFlags&SECF_FAKEFLOORONLY)) ? area_above : area_normal;
}
else
{
@ -197,11 +196,11 @@ void FGLRenderer::Set3DViewport(bool mainview)
void FGLRenderer::SetViewAngle(DAngle viewangle)
{
mAngles.Yaw = float(270.0-viewangle.Degrees);
DVector2 v = ViewAngle.ToVector();
DVector2 v = r_viewpoint.Angles.Yaw.ToVector();
mViewVector.X = v.X;
mViewVector.Y = v.Y;
R_SetViewAngle();
R_SetViewAngle(r_viewpoint, r_viewwindow);
}
@ -312,7 +311,7 @@ void FGLRenderer::RenderScene(int recursion)
glDepthMask(true);
if (!gl_no_skyclear) GLPortal::RenderFirstSkyPortal(recursion);
gl_RenderState.SetCameraPos(ViewPos.X, ViewPos.Y, ViewPos.Z);
gl_RenderState.SetCameraPos(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z);
gl_RenderState.EnableFog(true);
gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
@ -449,7 +448,7 @@ void FGLRenderer::RenderTranslucent()
RenderAll.Clock();
glDepthMask(false);
gl_RenderState.SetCameraPos(ViewPos.X, ViewPos.Y, ViewPos.Z);
gl_RenderState.SetCameraPos(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z);
// final pass: translucent stuff
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
@ -497,11 +496,11 @@ void FGLRenderer::DrawScene(int drawmode)
ssao_portals_available--;
}
if (camera != nullptr)
if (r_viewpoint.camera != nullptr)
{
ActorRenderFlags savedflags = camera->renderflags;
ActorRenderFlags savedflags = r_viewpoint.camera->renderflags;
CreateScene();
camera->renderflags = savedflags;
r_viewpoint.camera->renderflags = savedflags;
}
else
{
@ -582,11 +581,11 @@ void FGLRenderer::DrawBlend(sector_t * viewsector)
{
double lightbottom;
if (i < lightlist.Size() - 1)
lightbottom = lightlist[i + 1].plane.ZatPoint(ViewPos);
lightbottom = lightlist[i + 1].plane.ZatPoint(r_viewpoint.Pos);
else
lightbottom = viewsector->floorplane.ZatPoint(ViewPos);
lightbottom = viewsector->floorplane.ZatPoint(r_viewpoint.Pos);
if (lightbottom < ViewPos.Z && (!lightlist[i].caster || !(lightlist[i].caster->flags&FF_FADEWALLS)))
if (lightbottom < r_viewpoint.Pos.Z && (!lightlist[i].caster || !(lightlist[i].caster->flags&FF_FADEWALLS)))
{
// 3d floor 'fog' is rendered as a blending value
blendv = lightlist[i].blend;
@ -735,7 +734,7 @@ void FGLRenderer::ProcessScene(bool toscreen)
iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
GLPortal::BeginScene();
int mapsection = R_PointInSubsector(ViewPos)->mapsection;
int mapsection = R_PointInSubsector(r_viewpoint.Pos)->mapsection;
memset(&currentmapsection[0], 0, currentmapsection.Size());
currentmapsection[mapsection>>3] |= 1 << (mapsection & 7);
DrawScene(toscreen ? DM_MAINVIEW : DM_OFFSCREEN);
@ -760,7 +759,7 @@ void FGLRenderer::SetFixedColormap (player_t *player)
if (cplayer->extralight == INT_MIN)
{
gl_fixedcolormap=CM_FIRSTSPECIALCOLORMAP + INVERSECOLORMAP;
extralight=0;
r_viewpoint.extralight=0;
}
else if (cplayer->fixedcolormap != NOFIXEDCOLORMAP)
{
@ -801,17 +800,17 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
mSceneClearColor[0] = 0.0f;
mSceneClearColor[1] = 0.0f;
mSceneClearColor[2] = 0.0f;
R_SetupFrame (camera);
R_SetupFrame (r_viewpoint, r_viewwindow, camera);
SetViewArea();
// We have to scale the pitch to account for the pixel stretching, because the playsim doesn't know about this and treats it as 1:1.
double radPitch = ViewPitch.Normalized180().Radians();
double radPitch = r_viewpoint.Angles.Pitch.Normalized180().Radians();
double angx = cos(radPitch);
double angy = sin(radPitch) * glset.pixelstretch;
double alen = sqrt(angx*angx + angy*angy);
mAngles.Pitch = (float)RAD2DEG(asin(angy / alen));
mAngles.Roll.Degrees = ViewRoll.Degrees;
mAngles.Roll.Degrees = r_viewpoint.Angles.Roll.Degrees;
// Scroll the sky
mSky1Pos = (float)fmod(gl_frameMS * level.skyspeed1, 1024.f) * 90.f/256.f;
@ -830,7 +829,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
}
// 'viewsector' will not survive the rendering so it cannot be used anymore below.
lviewsector = viewsector;
lviewsector = r_viewpoint.sector;
// Render (potentially) multiple views for stereo 3d
float viewShift[3];
@ -847,16 +846,16 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
// Stereo mode specific perspective projection
SetProjection( eye->GetProjection(fov, ratio, fovratio) );
// SetProjection(fov, ratio, fovratio); // switch to perspective mode and set up clipper
SetViewAngle(ViewAngle);
SetViewAngle(r_viewpoint.Angles.Yaw);
// Stereo mode specific viewpoint adjustment - temporarily shifts global ViewPos
eye->GetViewShift(GLRenderer->mAngles.Yaw.Degrees, viewShift);
s3d::ScopedViewShifter viewShifter(viewShift);
SetViewMatrix(ViewPos.X, ViewPos.Y, ViewPos.Z, false, false);
SetViewMatrix(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, false, false);
gl_RenderState.ApplyMatrices();
clipper.Clear();
angle_t a1 = FrustumAngle();
clipper.SafeAddClipRangeRealAngles(ViewAngle.BAMs() + a1, ViewAngle.BAMs() - a1);
clipper.SafeAddClipRangeRealAngles(r_viewpoint.Angles.Yaw.BAMs() + a1, r_viewpoint.Angles.Yaw.BAMs() - a1);
ProcessScene(toscreen);
if (mainview && toscreen) EndDrawScene(lviewsector); // do not call this for camera textures.
@ -916,8 +915,8 @@ void FGLRenderer::RenderView (player_t* player)
ResetProfilingData();
// Get this before everything else
if (cl_capfps || r_NoInterpolate) r_TicFracF = 1.;
else r_TicFracF = I_GetTimeFrac (&r_FrameTime);
if (cl_capfps || r_NoInterpolate) r_viewpoint.TicFrac = 1.;
else r_viewpoint.TicFrac = I_GetTimeFrac (&r_viewpoint.FrameTime);
gl_frameMS = I_MSTime();
P_FindParticleSubsectors ();
@ -934,8 +933,8 @@ void FGLRenderer::RenderView (player_t* player)
// now render the main view
float fovratio;
float ratio = WidescreenRatio;
if (WidescreenRatio >= 1.3f)
float ratio = r_viewwindow.WidescreenRatio;
if (r_viewwindow.WidescreenRatio >= 1.3f)
{
fovratio = 1.333333f;
}
@ -950,7 +949,7 @@ void FGLRenderer::RenderView (player_t* player)
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
GLRenderer->mLightCount = ((it.Next()) != NULL);
sector_t * viewsector = RenderViewpoint(player->camera, NULL, FieldOfView.Degrees, ratio, fovratio, true, true);
sector_t * viewsector = RenderViewpoint(player->camera, NULL, r_viewpoint.FieldOfView.Degrees, ratio, fovratio, true, true);
All.Unclock();
}
@ -980,7 +979,7 @@ void FGLRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, i
GLRenderer->mLightCount = ((it.Next()) != NULL);
sector_t *viewsector = RenderViewpoint(players[consoleplayer].camera, &bounds,
FieldOfView.Degrees, 1.6f, 1.6f, true, false);
r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false);
glDisable(GL_STENCIL_TEST);
gl_RenderState.SetFixedColormap(CM_DEFAULT);
gl_RenderState.SetSoftLightLevel(-1);

View file

@ -159,8 +159,8 @@ void GLWall::SkyPlane(sector_t *sector, int plane, bool allowreflect)
}
else if (allowreflect && sector->GetReflect(plane) > 0)
{
if ((plane == sector_t::ceiling && ViewPos.Z > sector->ceilingplane.fD()) ||
(plane == sector_t::floor && ViewPos.Z < -sector->floorplane.fD())) return;
if ((plane == sector_t::ceiling && r_viewpoint.Pos.Z > sector->ceilingplane.fD()) ||
(plane == sector_t::floor && r_viewpoint.Pos.Z < -sector->floorplane.fD())) return;
ptype = PORTALTYPE_PLANEMIRROR;
planemirror = plane == sector_t::ceiling ? &sector->ceilingplane : &sector->floorplane;
}
@ -345,7 +345,7 @@ void GLWall::SkyBottom(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,ver
else
{
// Special hack for Vrack2b
if (bs->floorplane.ZatPoint(ViewPos) > ViewPos.Z) return;
if (bs->floorplane.ZatPoint(r_viewpoint.Pos) > r_viewpoint.Pos.Z) return;
}
}
zbottom[0]=zbottom[1]=-32768.0f;

View file

@ -519,7 +519,7 @@ void GLSkyPortal::DrawContents()
bool oldClamp = gl_RenderState.SetDepthClamp(true);
gl_MatrixStack.Push(gl_RenderState.mViewMatrix);
GLRenderer->SetupView(0, 0, 0, ViewAngle, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
GLRenderer->SetupView(0, 0, 0, r_viewpoint.Angles.Yaw, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
gl_RenderState.SetVertexBuffer(GLRenderer->mSkyVBO);
if (origin->texture[0] && origin->texture[0]->tex->gl_info.bSkybox)

View file

@ -78,7 +78,6 @@ EXTERN_CVAR (Float, transsouls)
extern TArray<spritedef_t> sprites;
extern TArray<spriteframe_t> SpriteFrames;
extern TArray<PalEntry> BloodTranslationColors;
extern bool r_showviewer;
enum HWRenderStyle
{
@ -189,8 +188,8 @@ void GLSprite::CalculateVertices(FVector3 *v)
{
// [CMB] Rotate relative to camera XY position, not just camera direction,
// which is nicer in VR
float xrel = xcenter - ViewPos.X;
float yrel = ycenter - ViewPos.Y;
float xrel = xcenter - r_viewpoint.Pos.X;
float yrel = ycenter - r_viewpoint.Pos.Y;
float absAngleDeg = RAD2DEG(atan2(-yrel, xrel));
float counterRotationDeg = 270. - GLRenderer->mAngles.Yaw.Degrees; // counteracts existing sprite rotation
float relAngleDeg = counterRotationDeg + absAngleDeg;
@ -298,7 +297,7 @@ void GLSprite::Draw(int pass)
// fog + fuzz don't work well without some fiddling with the alpha value!
if (!gl_isBlack(Colormap.FadeColor))
{
float dist=Dist2(ViewPos.X, ViewPos.Y, x,y);
float dist=Dist2(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, x,y);
int fogd = gl_GetFogDensity(lightlevel, Colormap.FadeColor, Colormap.fogdensity);
// this value was determined by trial and error and is scale dependent!
@ -396,7 +395,7 @@ void GLSprite::Draw(int pass)
secplane_t *lowplane = i == (*lightlist).Size() - 1 ? &bottomp : &(*lightlist)[i + 1].plane;
int thislight = (*lightlist)[i].caster != NULL ? gl_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel;
int thisll = actor == nullptr? thislight : (uint8_t)gl_CheckSpriteGlow(actor->Sector, thislight, actor->InterpolatedPosition(r_TicFracF));
int thisll = actor == nullptr? thislight : (uint8_t)gl_CheckSpriteGlow(actor->Sector, thislight, actor->InterpolatedPosition(r_viewpoint.TicFrac));
FColormap thiscm;
thiscm.FadeColor = Colormap.FadeColor;
@ -671,6 +670,8 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
return;
}
AActor *camera = r_viewpoint.camera;
if (thing->renderflags & RF_INVISIBLE || !thing->RenderStyle.IsVisible(thing->Alpha))
{
if (!(thing->flags & MF_STEALTH) || !gl_fixedcolormap || !gl_enhanced_nightvision || thing == camera)
@ -687,26 +688,26 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
if (!thruportal && !(currentmapsection[thing->subsector->mapsection >> 3] & (1 << (thing->subsector->mapsection & 7)))) return;
// [RH] Interpolate the sprite's position to make it look smooth
DVector3 thingpos = thing->InterpolatedPosition(r_TicFracF);
DVector3 thingpos = thing->InterpolatedPosition(r_viewpoint.TicFrac);
if (thruportal == 1) thingpos += Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup);
// Some added checks if the camera actor is not supposed to be seen. It can happen that some portal setup has this actor in view in which case it may not be skipped here
if (thing == camera && !r_showviewer)
if (thing == camera && !r_viewpoint.showviewer)
{
DVector3 thingorigin = thing->Pos();
if (thruportal == 1) thingorigin += Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup);
if (fabs(thingorigin.X - ViewActorPos.X) < 2 && fabs(thingorigin.Y - ViewActorPos.Y) < 2) return;
if (fabs(thingorigin.X - r_viewpoint.ActorPos.X) < 2 && fabs(thingorigin.Y - r_viewpoint.ActorPos.Y) < 2) return;
}
// Thing is invisible if close to the camera.
if (thing->renderflags & RF_MAYBEINVISIBLE)
{
if (fabs(thingpos.X - ViewPos.X) < 32 && fabs(thingpos.Y - ViewPos.Y) < 32) return;
if (fabs(thingpos.X - r_viewpoint.Pos.X) < 32 && fabs(thingpos.Y - r_viewpoint.Pos.Y) < 32) return;
}
// Too close to the camera. This doesn't look good if it is a sprite.
if (fabs(thingpos.X - ViewPos.X) < 2 && fabs(thingpos.Y - ViewPos.Y) < 2)
if (fabs(thingpos.X - r_viewpoint.Pos.X) < 2 && fabs(thingpos.Y - r_viewpoint.Pos.Y) < 2)
{
if (ViewPos.Z >= thingpos.Z - 2 && ViewPos.Z <= thingpos.Z + thing->Height + 2)
if (r_viewpoint.Pos.Z >= thingpos.Z - 2 && r_viewpoint.Pos.Z <= thingpos.Z + thing->Height + 2)
{
// exclude vertically moving objects from this check.
if (!thing->Vel.isZero())
@ -728,7 +729,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
if (speed >= thing->target->radius / 2)
{
double clipdist = clamp(thing->Speed, thing->target->radius, thing->target->radius * 2);
if ((thingpos - ViewPos).LengthSquared() < clipdist * clipdist) return;
if ((thingpos - r_viewpoint.Pos).LengthSquared() < clipdist * clipdist) return;
}
}
thing->flags7 |= MF7_FLYCHEAT; // do this only once for the very first frame, but not if it gets into range again.
@ -741,7 +742,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
}
// disabled because almost none of the actual game code is even remotely prepared for this. If desired, use the INTERPOLATE flag.
if (thing->renderflags & RF_INTERPOLATEANGLES)
Angles = thing->InterpolatedAngles(r_TicFracF);
Angles = thing->InterpolatedAngles(r_viewpoint.TicFrac);
else
Angles = thing->Angles;
@ -768,7 +769,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
// [RH] Make floatbobbing a renderer-only effect.
if (thing->flags2 & MF2_FLOATBOB)
{
float fz = thing->GetBobOffset(r_TicFracF);
float fz = thing->GetBobOffset(r_viewpoint.TicFrac);
z += fz;
}
@ -776,7 +777,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
if (!modelframe)
{
bool mirror;
DAngle ang = (thingpos - ViewPos).Angle();
DAngle ang = (thingpos - r_viewpoint.Pos).Angle();
FTextureID patch;
// [ZZ] add direct picnum override
if (isPicnumOverride)
@ -879,7 +880,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
gltexture=NULL;
}
depth = FloatToFixed((x - ViewPos.X) * ViewTanCos + (y - ViewPos.Y) * ViewTanSin);
depth = FloatToFixed((x - r_viewpoint.Pos.X) * r_viewpoint.TanCos + (y - r_viewpoint.Pos.Y) * r_viewpoint.TanSin);
// light calculation
@ -1188,7 +1189,7 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
z1=z-scalefac;
z2=z+scalefac;
depth = FloatToFixed((x - ViewPos.X) * ViewTanCos + (y - ViewPos.Y) * ViewTanSin);
depth = FloatToFixed((x - r_viewpoint.Pos.X) * r_viewpoint.TanCos + (y - r_viewpoint.Pos.Y) * r_viewpoint.TanSin);
actor=NULL;
this->particle=particle;
@ -1242,9 +1243,9 @@ void gl_RenderActorsInPortal(FGLLinePortal *glport)
DVector3 newpos = savedpos;
sector_t fakesector;
if (!r_showviewer && th == camera)
if (!r_viewpoint.showviewer && th == r_viewpoint.camera)
{
if (fabs(savedpos.X - ViewActorPos.X) < 2 && fabs(savedpos.Y - ViewActorPos.Y) < 2)
if (fabs(savedpos.X - r_viewpoint.ActorPos.X) < 2 && fabs(savedpos.Y - r_viewpoint.ActorPos.Y) < 2)
{
continue;
}

View file

@ -87,7 +87,7 @@ void GLWall::PutWall(bool translucent)
if (translucent) // translucent walls
{
ViewDistance = (ViewPos - (seg->linedef->v1->fPos() + seg->linedef->Delta() / 2)).XY().LengthSquared();
ViewDistance = (r_viewpoint.Pos - (seg->linedef->v1->fPos() + seg->linedef->Delta() / 2)).XY().LengthSquared();
if (gl.buffermethod == BM_DEFERRED) MakeVertices(true);
gl_drawinfo->drawlists[GLDL_TRANSLUCENT].AddWall(this);
}
@ -430,10 +430,10 @@ bool GLWall::DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2)
ztop[1] = ztop[0] = fs->GetPlaneTexZ(sector_t::ceiling);
zbottom[1] = zbottom[0] = fs->GetPlaneTexZ(sector_t::floor);
if (ViewPos.Z < fs->GetPlaneTexZ(sector_t::ceiling))
if (r_viewpoint.Pos.Z < fs->GetPlaneTexZ(sector_t::ceiling))
{
if (ViewPos.Z > fs->GetPlaneTexZ(sector_t::floor))
zbottom[1] = zbottom[0] = ViewPos.Z;
if (r_viewpoint.Pos.Z > fs->GetPlaneTexZ(sector_t::floor))
zbottom[1] = zbottom[0] = r_viewpoint.Pos.Z;
if (fs->GetTexture(sector_t::ceiling) == skyflatnum)
{
@ -460,7 +460,7 @@ bool GLWall::DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2)
ztop[1] = ztop[0] = zbottom[0];
}
if (ViewPos.Z > fs->GetPlaneTexZ(sector_t::floor))
if (r_viewpoint.Pos.Z > fs->GetPlaneTexZ(sector_t::floor))
{
zbottom[1] = zbottom[0] = fs->GetPlaneTexZ(sector_t::floor);
if (fs->GetTexture(sector_t::floor) == skyflatnum)

View file

@ -96,7 +96,7 @@ void FGLRenderer::DrawPSprite (player_t * player,DPSprite *psp, float sx, float
tex->GetSpriteRect(&r);
// calculate edges of the shape
scalex = (320.0f / (240.0f * WidescreenRatio)) * vw / 320;
scalex = (320.0f / (240.0f * r_viewwindow.WidescreenRatio)) * vw / 320;
tx = sx - (160 - r.left);
x1 = tx * scalex + vw/2;
@ -201,6 +201,8 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
s3d::Stereo3DMode::getCurrentMode().AdjustPlayerSprites();
AActor *camera = r_viewpoint.camera;
// this is the same as the software renderer
if (!player ||
!r_drawplayersprites ||
@ -212,7 +214,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
float bobx, boby, wx, wy;
DPSprite *weapon;
P_BobWeapon(camera->player, &bobx, &boby, r_TicFracF);
P_BobWeapon(camera->player, &bobx, &boby, r_viewpoint.TicFrac);
// Interpolate the main weapon layer once so as to be able to add it to other layers.
if ((weapon = camera->player->FindPSprite(PSP_WEAPON)) != nullptr)
@ -224,8 +226,8 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
}
else
{
wx = weapon->oldx + (weapon->x - weapon->oldx) * r_TicFracF;
wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF;
wx = weapon->oldx + (weapon->x - weapon->oldx) * r_viewpoint.TicFrac;
wy = weapon->oldy + (weapon->y - weapon->oldy) * r_viewpoint.TicFrac;
}
}
else
@ -257,11 +259,11 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
if (i<lightlist.Size()-1)
{
lightbottom=lightlist[i+1].plane.ZatPoint(ViewPos);
lightbottom=lightlist[i+1].plane.ZatPoint(r_viewpoint.Pos);
}
else
{
lightbottom=viewsector->floorplane.ZatPoint(ViewPos);
lightbottom=viewsector->floorplane.ZatPoint(r_viewpoint.Pos);
}
if (lightbottom<player->viewz)
@ -427,8 +429,8 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
psp->oldy = psp->y;
}
float sx = psp->oldx + (psp->x - psp->oldx) * r_TicFracF;
float sy = psp->oldy + (psp->y - psp->oldy) * r_TicFracF;
float sx = psp->oldx + (psp->x - psp->oldx) * r_viewpoint.TicFrac;
float sy = psp->oldy + (psp->y - psp->oldy) * r_viewpoint.TicFrac;
if (psp->Flags & PSPF_ADDBOB)
{

View file

@ -34,15 +34,15 @@ namespace s3d {
ScopedViewShifter::ScopedViewShifter(float dxyz[3]) // in meters
{
// save original values
cachedView = ViewPos;
cachedView = r_viewpoint.Pos;
// modify values
ViewPos += DVector3(dxyz[0], dxyz[1], dxyz[2]);
r_viewpoint.Pos += DVector3(dxyz[0], dxyz[1], dxyz[2]);
}
ScopedViewShifter::~ScopedViewShifter()
{
// restore original values
ViewPos = cachedView;
r_viewpoint.Pos = cachedView;
}
}

View file

@ -319,10 +319,10 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
// need to do software warping
FWarpTexture *wt = static_cast<FWarpTexture*>(tex);
unsigned char *warpbuffer = new unsigned char[w*h*4];
WarpBuffer((uint32_t*)warpbuffer, (const uint32_t*)buffer, w, h, wt->WidthOffsetMultiplier, wt->HeightOffsetMultiplier, r_FrameTime, wt->Speed, tex->bWarped);
WarpBuffer((uint32_t*)warpbuffer, (const uint32_t*)buffer, w, h, wt->WidthOffsetMultiplier, wt->HeightOffsetMultiplier, r_viewpoint.FrameTime, wt->Speed, tex->bWarped);
delete[] buffer;
buffer = warpbuffer;
wt->GenTime = r_FrameTime;
wt->GenTime = r_viewpoint.FrameTime;
}
tex->ProcessData(buffer, w, h, false);
}

View file

@ -231,7 +231,7 @@ void CheckBench()
FString compose;
compose.Format("Map %s: \"%s\",\nx = %1.4f, y = %1.4f, z = %1.4f, angle = %1.4f, pitch = %1.4f\n",
level.MapName.GetChars(), level.LevelName.GetChars(), ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle.Degrees, ViewPitch.Degrees);
level.MapName.GetChars(), level.LevelName.GetChars(), r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw.Degrees, r_viewpoint.Angles.Pitch.Degrees);
AppendRenderStats(compose);
AppendRenderTimes(compose);

View file

@ -732,7 +732,7 @@ void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1,
{
if (shortest == NULL || shortest->sounddist > seg.sounddist) shortest = &seg;
}
S_Sound (DVector3(shortest->soundpos, ViewPos.Z), CHAN_WEAPON, sound, 1, ATTN_NORM);
S_Sound (DVector3(shortest->soundpos, r_viewpoint.Pos.Z), CHAN_WEAPON, sound, 1, ATTN_NORM);
}
}
}

View file

@ -1494,7 +1494,7 @@ bool AActor::IsInsideVisibleAngles() const
if (mo != nullptr)
{
DVector3 diffang = ViewPos - Pos();
DVector3 diffang = r_viewpoint.Pos - Pos();
DAngle to = diffang.Angle();
if (!(renderflags & RF_ABSMASKANGLE))

View file

@ -135,13 +135,13 @@ TriMatrix TriMatrix::frustum(float left, float right, float bottom, float top, f
TriMatrix TriMatrix::worldToView()
{
TriMatrix m = null();
m.matrix[0 + 0 * 4] = (float)ViewSin;
m.matrix[0 + 1 * 4] = (float)-ViewCos;
m.matrix[0 + 0 * 4] = (float)r_viewpoint.Sin;
m.matrix[0 + 1 * 4] = (float)-r_viewpoint.Cos;
m.matrix[1 + 2 * 4] = 1.0f;
m.matrix[2 + 0 * 4] = (float)-ViewCos;
m.matrix[2 + 1 * 4] = (float)-ViewSin;
m.matrix[2 + 0 * 4] = (float)-r_viewpoint.Cos;
m.matrix[2 + 1 * 4] = (float)-r_viewpoint.Sin;
m.matrix[3 + 3 * 4] = 1.0f;
return m * translate((float)-ViewPos.X, (float)-ViewPos.Y, (float)-ViewPos.Z);
return m * translate((float)-r_viewpoint.Pos.X, (float)-r_viewpoint.Pos.Y, (float)-r_viewpoint.Pos.Z);
}
TriMatrix TriMatrix::viewToClip()
@ -149,7 +149,7 @@ TriMatrix TriMatrix::viewToClip()
auto viewport = swrenderer::RenderViewport::Instance();
float near = 5.0f;
float far = 65536.0f;
float width = (float)(FocalTangent * near);
float width = (float)(r_viewwindow.FocalTangent * near);
float top = (float)(viewport->CenterY / viewport->InvZtoScale * near);
float bottom = (float)(top - viewheight / viewport->InvZtoScale * near);
return frustum(-width, width, bottom, top, near, far);

View file

@ -40,7 +40,6 @@
EXTERN_CVAR(Bool, r_shadercolormaps)
EXTERN_CVAR(Int, screenblocks)
void InitGLRMapinfoData();
extern bool r_showviewer;
/////////////////////////////////////////////////////////////////////////////
@ -89,8 +88,8 @@ void PolyRenderer::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int
viewwidth = width;
viewport->RenderTarget = canvas;
R_SetWindow(12, width, height, height, true);
viewport->SetViewport(width, height, WidescreenRatio);
R_SetWindow(r_viewpoint, r_viewwindow, 12, width, height, height, true);
viewport->SetViewport(width, height, r_viewwindow.WidescreenRatio);
viewwindowx = x;
viewwindowy = y;
viewactive = true;
@ -103,10 +102,10 @@ void PolyRenderer::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int
canvas->Unlock();
viewport->RenderTarget = screen;
R_ExecuteSetViewSize();
R_ExecuteSetViewSize(r_viewpoint, r_viewwindow);
float trueratio;
ActiveRatio(width, height, &trueratio);
viewport->SetViewport(width, height, WidescreenRatio);
viewport->SetViewport(width, height, r_viewwindow.WidescreenRatio);
viewactive = savedviewactive;
}
@ -118,14 +117,14 @@ void PolyRenderer::RenderActorView(AActor *actor, bool dontmaplines)
P_FindParticleSubsectors();
PO_LinkToSubsectors();
R_SetupFrame(actor);
R_SetupFrame(r_viewpoint, r_viewwindow, actor);
swrenderer::CameraLight::Instance()->SetCamera(actor);
swrenderer::RenderViewport::Instance()->SetupFreelook();
ActorRenderFlags savedflags = camera->renderflags;
ActorRenderFlags savedflags = r_viewpoint.camera->renderflags;
// Never draw the player unless in chasecam mode
if (!r_showviewer)
camera->renderflags |= RF_INVISIBLE;
if (!r_viewpoint.showviewer)
r_viewpoint.camera->renderflags |= RF_INVISIBLE;
ClearBuffers();
SetSceneViewport();
@ -136,7 +135,7 @@ void PolyRenderer::RenderActorView(AActor *actor, bool dontmaplines)
MainPortal.RenderTranslucent(0);
PlayerSprites.Render();
camera->renderflags = savedflags;
r_viewpoint.camera->renderflags = savedflags;
interpolator.RestoreInterpolations ();
NetUpdate();
@ -193,23 +192,23 @@ void PolyRenderer::SetupPerspectiveMatrix()
// Code provided courtesy of Graf Zahl. Now we just have to plug it into the viewmatrix code...
// We have to scale the pitch to account for the pixel stretching, because the playsim doesn't know about this and treats it as 1:1.
double radPitch = ViewPitch.Normalized180().Radians();
double radPitch = r_viewpoint.Angles.Pitch.Normalized180().Radians();
double angx = cos(radPitch);
double angy = sin(radPitch) * glset.pixelstretch;
double alen = sqrt(angx*angx + angy*angy);
float adjustedPitch = (float)asin(angy / alen);
float adjustedViewAngle = (float)(ViewAngle - 90).Radians();
float adjustedViewAngle = (float)(r_viewpoint.Angles.Yaw - 90).Radians();
float ratio = WidescreenRatio;
float fovratio = (WidescreenRatio >= 1.3f) ? 1.333333f : ratio;
float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(FieldOfView.Radians() / 2) / fovratio)).Degrees);
float ratio = r_viewwindow.WidescreenRatio;
float fovratio = (r_viewwindow.WidescreenRatio >= 1.3f) ? 1.333333f : ratio;
float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(r_viewpoint.FieldOfView.Radians() / 2) / fovratio)).Degrees);
TriMatrix worldToView =
TriMatrix::rotate(adjustedPitch, 1.0f, 0.0f, 0.0f) *
TriMatrix::rotate(adjustedViewAngle, 0.0f, -1.0f, 0.0f) *
TriMatrix::scale(1.0f, glset.pixelstretch, 1.0f) *
TriMatrix::swapYZ() *
TriMatrix::translate((float)-ViewPos.X, (float)-ViewPos.Y, (float)-ViewPos.Z);
TriMatrix::translate((float)-r_viewpoint.Pos.X, (float)-r_viewpoint.Pos.Y, (float)-r_viewpoint.Pos.Z);
WorldToClip = TriMatrix::perspective(fovy, ratio, 5.0f, 65535.0f) * worldToView;
}

View file

@ -50,7 +50,7 @@ void PolyCull::CullNode(void *node)
node_t *bsp = (node_t *)node;
// Decide which side the view point is on.
int side = PointOnSide(ViewPos, bsp);
int side = PointOnSide(r_viewpoint.Pos, bsp);
// Recursively divide front space (toward the viewer).
CullNode(bsp->children[side]);
@ -84,8 +84,8 @@ void PolyCull::CullSubsector(subsector_t *sub)
if ((line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ)) && line->backsector == nullptr)
{
// Skip lines not facing viewer
DVector2 pt1 = line->v1->fPos() - ViewPos;
DVector2 pt2 = line->v2->fPos() - ViewPos;
DVector2 pt1 = line->v1->fPos() - r_viewpoint.Pos;
DVector2 pt2 = line->v2->fPos() - r_viewpoint.Pos;
if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
continue;
@ -179,7 +179,7 @@ bool PolyCull::CheckBBox(float *bspcoord)
{
// Start using a quick frustum AABB test:
AxisAlignedBoundingBox aabb(Vec3f(bspcoord[BOXLEFT], bspcoord[BOXBOTTOM], (float)ViewPos.Z - 1000.0f), Vec3f(bspcoord[BOXRIGHT], bspcoord[BOXTOP], (float)ViewPos.Z + 1000.0f));
AxisAlignedBoundingBox aabb(Vec3f(bspcoord[BOXLEFT], bspcoord[BOXBOTTOM], (float)r_viewpoint.Pos.Z - 1000.0f), Vec3f(bspcoord[BOXRIGHT], bspcoord[BOXTOP], (float)r_viewpoint.Pos.Z + 1000.0f));
auto result = IntersectionTest::frustum_aabb(frustumPlanes, aabb);
if (result == IntersectionTest::outside)
return false;
@ -266,14 +266,14 @@ LineSegmentRange PolyCull::GetSegmentRangeForLine(double x1, double y1, double x
}
// Transform to 2D view space:
x1 = x1 - ViewPos.X;
y1 = y1 - ViewPos.Y;
x2 = x2 - ViewPos.X;
y2 = y2 - ViewPos.Y;
double rx1 = x1 * ViewSin - y1 * ViewCos;
double rx2 = x2 * ViewSin - y2 * ViewCos;
double ry1 = x1 * ViewCos + y1 * ViewSin;
double ry2 = x2 * ViewCos + y2 * ViewSin;
x1 = x1 - r_viewpoint.Pos.X;
y1 = y1 - r_viewpoint.Pos.Y;
x2 = x2 - r_viewpoint.Pos.X;
y2 = y2 - r_viewpoint.Pos.Y;
double rx1 = x1 * r_viewpoint.Sin - y1 * r_viewpoint.Cos;
double rx2 = x2 * r_viewpoint.Sin - y2 * r_viewpoint.Cos;
double ry1 = x1 * r_viewpoint.Cos + y1 * r_viewpoint.Sin;
double ry2 = x2 * r_viewpoint.Cos + y2 * r_viewpoint.Sin;
// Is it potentially visible when looking straight up or down?
if (!(ry1 < updownnear && ry2 < updownnear) && !(ry1 > znear && ry2 > znear) &&

View file

@ -107,7 +107,7 @@ void RenderPolyDecal::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
return;
bool foggy = false;
int actualextralight = foggy ? 0 : extralight << 4;
int actualextralight = foggy ? 0 : r_viewpoint.extralight << 4;
std::pair<float, float> offsets[4] =
{

View file

@ -37,8 +37,8 @@ void RenderPolyParticle::Render(const TriMatrix &worldToClip, const Vec4f &clipP
DVector2 points[2] =
{
{ pos.X - ViewSin * psize, pos.Y + ViewCos * psize },
{ pos.X + ViewSin * psize, pos.Y - ViewCos * psize }
{ pos.X - r_viewpoint.Sin * psize, pos.Y + r_viewpoint.Cos * psize },
{ pos.X + r_viewpoint.Sin * psize, pos.Y - r_viewpoint.Cos * psize }
};
TriVertex *vertices = PolyVertexBuffer::GetVertices(4);
@ -46,7 +46,7 @@ void RenderPolyParticle::Render(const TriMatrix &worldToClip, const Vec4f &clipP
return;
bool foggy = false;
int actualextralight = foggy ? 0 : extralight << 4;
int actualextralight = foggy ? 0 : r_viewpoint.extralight << 4;
std::pair<float, float> offsets[4] =
{

View file

@ -57,7 +57,7 @@ void RenderPolyPlane::RenderPlanes(const TriMatrix &worldToClip, const Vec4f &cl
//fakeFloor->alpha
double fakeHeight = fakeFloor->top.plane->ZatPoint(frontsector->centerspot);
if (fakeHeight < ViewPos.Z && fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot))
if (fakeHeight < r_viewpoint.Pos.Z && fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot))
{
plane.Render3DFloor(worldToClip, clipPlane, sub, subsectorDepth, stencilValue, false, fakeFloor);
}
@ -78,7 +78,7 @@ void RenderPolyPlane::RenderPlanes(const TriMatrix &worldToClip, const Vec4f &cl
//fakeFloor->alpha
double fakeHeight = fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot);
if (fakeHeight > ViewPos.Z && fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot))
if (fakeHeight > r_viewpoint.Pos.Z && fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot))
{
plane.Render3DFloor(worldToClip, clipPlane, sub, subsectorDepth, stencilValue, true, fakeFloor);
}
@ -187,8 +187,8 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
{
seg_t *line = &sub->firstline[i];
DVector2 pt1 = line->v1->fPos() - ViewPos;
DVector2 pt2 = line->v2->fPos() - ViewPos;
DVector2 pt1 = line->v1->fPos() - r_viewpoint.Pos;
DVector2 pt2 = line->v2->fPos() - r_viewpoint.Pos;
if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
inside = false;
@ -218,7 +218,7 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
else if(polyportal->PortalPlane == Vec4f(0.0f) || Vec4f::dot(polyportal->PortalPlane, Vec4f((float)v.X, (float)v.Y, 0.0f, 1.0f)) > 0.0f)
{
DVector2 planePos = v;
DVector2 planeNormal = v - ViewPos;
DVector2 planeNormal = v - r_viewpoint.Pos;
planeNormal.MakeUnit();
double planeD = -(planeNormal | (planePos + planeNormal * 0.001));
polyportal->PortalPlane = Vec4f((float)planeNormal.X, (float)planeNormal.Y, 0.0f, (float)planeD);
@ -238,7 +238,7 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
{
// Floor and ceiling texture needs to be swapped sometimes? Why?? :(
if (ViewPos.Z < fakesector->floorplane.Zat0()) // In water
if (r_viewpoint.Pos.Z < fakesector->floorplane.Zat0()) // In water
{
if (ceiling)
{
@ -254,7 +254,7 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
ccw = true;
}
}
else if (ViewPos.Z >= fakesector->ceilingplane.Zat0() && !fakeflooronly) // In ceiling water
else if (r_viewpoint.Pos.Z >= fakesector->ceilingplane.Zat0() && !fakeflooronly) // In ceiling water
{
if (ceiling)
{

View file

@ -43,18 +43,18 @@ void RenderPolyPlayerSprites::Render()
// draws the canvas textures between this call and the final call to RenderRemainingSprites..
if (!r_drawplayersprites ||
!camera ||
!camera->player ||
!r_viewpoint.camera ||
!r_viewpoint.camera->player ||
(players[consoleplayer].cheats & CF_CHASECAM) ||
(r_deathcamera && camera->health <= 0))
(r_deathcamera && r_viewpoint.camera->health <= 0))
return;
float bobx, boby;
P_BobWeapon(camera->player, &bobx, &boby, r_TicFracF);
P_BobWeapon(r_viewpoint.camera->player, &bobx, &boby, r_viewpoint.TicFrac);
// Interpolate the main weapon layer once so as to be able to add it to other layers.
double wx, wy;
DPSprite *weapon = camera->player->FindPSprite(PSP_WEAPON);
DPSprite *weapon = r_viewpoint.camera->player->FindPSprite(PSP_WEAPON);
if (weapon)
{
if (weapon->firstTic)
@ -64,8 +64,8 @@ void RenderPolyPlayerSprites::Render()
}
else
{
wx = weapon->oldx + (weapon->x - weapon->oldx) * r_TicFracF;
wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF;
wx = weapon->oldx + (weapon->x - weapon->oldx) * r_viewpoint.TicFrac;
wy = weapon->oldy + (weapon->y - weapon->oldy) * r_viewpoint.TicFrac;
}
}
else
@ -74,7 +74,7 @@ void RenderPolyPlayerSprites::Render()
wy = 0;
}
for (DPSprite *sprite = camera->player->psprites; sprite != nullptr; sprite = sprite->GetNext())
for (DPSprite *sprite = r_viewpoint.camera->player->psprites; sprite != nullptr; sprite = sprite->GetNext())
{
// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
// It's possible this psprite's caller is now null but the layer itself hasn't been destroyed
@ -82,7 +82,7 @@ void RenderPolyPlayerSprites::Render()
// In this case let's simply not draw it to avoid crashing.
if ((sprite->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && sprite->GetCaller() != nullptr)
{
RenderSprite(sprite, camera, bobx, boby, wx, wy, r_TicFracF);
RenderSprite(sprite, r_viewpoint.camera, bobx, boby, wx, wy, r_viewpoint.TicFrac);
}
}
}
@ -143,7 +143,7 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
auto viewport = swrenderer::RenderViewport::Instance();
double pspritexscale = centerxwide / 160.0;
double pspritexscale = r_viewwindow.centerxwide / 160.0;
double pspriteyscale = pspritexscale * viewport->YaspectMul;
double pspritexiscale = 1 / pspritexscale;
@ -167,7 +167,7 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
double texturemid = (BaseYCenter - sy) * tex->Scale.Y + tex->TopOffset;
// Adjust PSprite for fullscreen views
if (camera->player && (viewport->RenderTarget != screen || viewheight == viewport->RenderTarget->GetHeight() || (viewport->RenderTarget->GetWidth() > (BaseXCenter * 2) && !st_scale)))
if (r_viewpoint.camera->player && (viewport->RenderTarget != screen || viewheight == viewport->RenderTarget->GetHeight() || (viewport->RenderTarget->GetWidth() > (BaseXCenter * 2) && !st_scale)))
{
AWeapon *weapon = dyn_cast<AWeapon>(sprite->GetCaller());
if (weapon != nullptr && weapon->YAdjust != 0)
@ -186,7 +186,7 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
// Move the weapon down for 1280x1024.
if (sprite->GetID() < PSP_TARGETCENTER)
{
texturemid -= AspectPspriteOffset(WidescreenRatio);
texturemid -= AspectPspriteOffset(r_viewwindow.WidescreenRatio);
}
int clipped_x1 = MAX(x1, 0);
@ -212,7 +212,7 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
bool noaccel = false;
FDynamicColormap *basecolormap = viewsector->ColorMap;
FDynamicColormap *basecolormap = r_viewpoint.sector->ColorMap;
FDynamicColormap *colormap_to_use = basecolormap;
int ColormapNum = 0;
@ -222,7 +222,7 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
RenderStyle = STYLE_Normal;
bool foggy = false;
int actualextralight = foggy ? 0 : extralight << 4;
int actualextralight = foggy ? 0 : r_viewpoint.extralight << 4;
int spriteshade = swrenderer::LightVisibility::LightLevelToShade(owner->Sector->lightlevel + actualextralight, foggy);
double minz = double((2048 * 4) / double(1 << 20));
ColormapNum = GETPALOOKUP(swrenderer::LightVisibility::Instance()->SpriteGlobVis(foggy) / minz, spriteshade);
@ -287,14 +287,14 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
}
*/
if (camera->Inventory != nullptr)
if (r_viewpoint.camera->Inventory != nullptr)
{
visstyle_t visstyle;
visstyle.Alpha = Alpha;
visstyle.RenderStyle = STYLE_Count;
visstyle.Invert = false;
camera->Inventory->AlterWeaponSprite(&visstyle);
r_viewpoint.camera->Inventory->AlterWeaponSprite(&visstyle);
Alpha = visstyle.Alpha;

View file

@ -32,8 +32,6 @@
#include "swrenderer/scene/r_light.h"
#include "gl/data/gl_data.h"
extern bool r_showviewer;
/////////////////////////////////////////////////////////////////////////////
PolyDrawSectorPortal::PolyDrawSectorPortal(FSectorPortal *portal, bool ceiling) : Portal(portal), Ceiling(ceiling)
@ -49,21 +47,21 @@ void PolyDrawSectorPortal::Render(int portalDepth)
SaveGlobals();
// To do: get this information from PolyRenderer instead of duplicating the code..
double radPitch = ViewPitch.Normalized180().Radians();
double radPitch = r_viewpoint.Angles.Pitch.Normalized180().Radians();
double angx = cos(radPitch);
double angy = sin(radPitch) * glset.pixelstretch;
double alen = sqrt(angx*angx + angy*angy);
float adjustedPitch = (float)asin(angy / alen);
float adjustedViewAngle = (float)(ViewAngle - 90).Radians();
float ratio = WidescreenRatio;
float fovratio = (WidescreenRatio >= 1.3f) ? 1.333333f : ratio;
float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(FieldOfView.Radians() / 2) / fovratio)).Degrees);
float adjustedViewAngle = (float)(r_viewpoint.Angles.Yaw - 90).Radians();
float ratio = r_viewwindow.WidescreenRatio;
float fovratio = (r_viewwindow.WidescreenRatio >= 1.3f) ? 1.333333f : ratio;
float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(r_viewpoint.FieldOfView.Radians() / 2) / fovratio)).Degrees);
TriMatrix worldToView =
TriMatrix::rotate(adjustedPitch, 1.0f, 0.0f, 0.0f) *
TriMatrix::rotate(adjustedViewAngle, 0.0f, -1.0f, 0.0f) *
TriMatrix::scale(1.0f, glset.pixelstretch, 1.0f) *
TriMatrix::swapYZ() *
TriMatrix::translate((float)-ViewPos.X, (float)-ViewPos.Y, (float)-ViewPos.Z);
TriMatrix::translate((float)-r_viewpoint.Pos.X, (float)-r_viewpoint.Pos.Y, (float)-r_viewpoint.Pos.Z);
TriMatrix worldToClip = TriMatrix::perspective(fovy, ratio, 5.0f, 65535.0f) * worldToView;
RenderPortal.SetViewpoint(worldToClip, PortalPlane, StencilValue);
@ -87,33 +85,33 @@ void PolyDrawSectorPortal::RenderTranslucent(int portalDepth)
void PolyDrawSectorPortal::SaveGlobals()
{
savedextralight = extralight;
savedpos = ViewPos;
savedangle = ViewAngle;
savedextralight = r_viewpoint.extralight;
savedpos = r_viewpoint.Pos;
savedangles = r_viewpoint.Angles;
savedvisibility = swrenderer::LightVisibility::Instance()->GetVisibility();
savedcamera = camera;
savedsector = viewsector;
savedcamera = r_viewpoint.camera;
savedsector = r_viewpoint.sector;
if (Portal->mType == PORTS_SKYVIEWPOINT)
{
// Don't let gun flashes brighten the sky box
AActor *sky = Portal->mSkybox;
extralight = 0;
r_viewpoint.extralight = 0;
swrenderer::LightVisibility::Instance()->SetVisibility(sky->args[0] * 0.25f);
ViewPos = sky->InterpolatedPosition(r_TicFracF);
ViewAngle = savedangle + (sky->PrevAngles.Yaw + deltaangle(sky->PrevAngles.Yaw, sky->Angles.Yaw) * r_TicFracF);
r_viewpoint.Pos = sky->InterpolatedPosition(r_viewpoint.TicFrac);
r_viewpoint.Angles.Yaw = savedangles.Yaw + (sky->PrevAngles.Yaw + deltaangle(sky->PrevAngles.Yaw, sky->Angles.Yaw) * r_viewpoint.TicFrac);
}
else //if (Portal->mType == PORTS_STACKEDSECTORTHING || Portal->mType == PORTS_PORTAL || Portal->mType == PORTS_LINKEDPORTAL)
{
//extralight = pl->extralight;
//swrenderer::R_SetVisibility(pl->visibility);
ViewPos.X += Portal->mDisplacement.X;
ViewPos.Y += Portal->mDisplacement.Y;
r_viewpoint.Pos.X += Portal->mDisplacement.X;
r_viewpoint.Pos.Y += Portal->mDisplacement.Y;
}
camera = nullptr;
viewsector = Portal->mDestination;
R_SetViewAngle();
r_viewpoint.camera = nullptr;
r_viewpoint.sector = Portal->mDestination;
R_SetViewAngle(r_viewpoint, r_viewwindow);
Portal->mFlags |= PORTSF_INSKYBOX;
if (Portal->mPartner > 0) level.sectorPortals[Portal->mPartner].mFlags |= PORTSF_INSKYBOX;
@ -124,13 +122,13 @@ void PolyDrawSectorPortal::RestoreGlobals()
Portal->mFlags &= ~PORTSF_INSKYBOX;
if (Portal->mPartner > 0) level.sectorPortals[Portal->mPartner].mFlags &= ~PORTSF_INSKYBOX;
camera = savedcamera;
viewsector = savedsector;
ViewPos = savedpos;
r_viewpoint.camera = savedcamera;
r_viewpoint.sector = savedsector;
r_viewpoint.Pos = savedpos;
swrenderer::LightVisibility::Instance()->SetVisibility(savedvisibility);
extralight = savedextralight;
ViewAngle = savedangle;
R_SetViewAngle();
r_viewpoint.extralight = savedextralight;
r_viewpoint.Angles = savedangles;
R_SetViewAngle(r_viewpoint, r_viewwindow);
}
/////////////////////////////////////////////////////////////////////////////
@ -150,21 +148,21 @@ void PolyDrawLinePortal::Render(int portalDepth)
SaveGlobals();
// To do: get this information from PolyRenderer instead of duplicating the code..
double radPitch = ViewPitch.Normalized180().Radians();
double radPitch = r_viewpoint.Angles.Pitch.Normalized180().Radians();
double angx = cos(radPitch);
double angy = sin(radPitch) * glset.pixelstretch;
double alen = sqrt(angx*angx + angy*angy);
float adjustedPitch = (float)asin(angy / alen);
float adjustedViewAngle = (float)(ViewAngle - 90).Radians();
float ratio = WidescreenRatio;
float fovratio = (WidescreenRatio >= 1.3f) ? 1.333333f : ratio;
float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(FieldOfView.Radians() / 2) / fovratio)).Degrees);
float adjustedViewAngle = (float)(r_viewpoint.Angles.Yaw - 90).Radians();
float ratio = r_viewwindow.WidescreenRatio;
float fovratio = (r_viewwindow.WidescreenRatio >= 1.3f) ? 1.333333f : ratio;
float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(r_viewpoint.FieldOfView.Radians() / 2) / fovratio)).Degrees);
TriMatrix worldToView =
TriMatrix::rotate(adjustedPitch, 1.0f, 0.0f, 0.0f) *
TriMatrix::rotate(adjustedViewAngle, 0.0f, -1.0f, 0.0f) *
TriMatrix::scale(1.0f, glset.pixelstretch, 1.0f) *
TriMatrix::swapYZ() *
TriMatrix::translate((float)-ViewPos.X, (float)-ViewPos.Y, (float)-ViewPos.Z);
TriMatrix::translate((float)-r_viewpoint.Pos.X, (float)-r_viewpoint.Pos.Y, (float)-r_viewpoint.Pos.Z);
if (Mirror)
worldToView = TriMatrix::scale(-1.0f, 1.0f, 1.0f) * worldToView;
TriMatrix worldToClip = TriMatrix::perspective(fovy, ratio, 5.0f, 65535.0f) * worldToView;
@ -193,30 +191,30 @@ void PolyDrawLinePortal::RenderTranslucent(int portalDepth)
void PolyDrawLinePortal::SaveGlobals()
{
savedextralight = extralight;
savedpos = ViewPos;
savedangle = ViewAngle;
savedcamera = camera;
savedsector = viewsector;
savedinvisibility = camera ? (camera->renderflags & RF_INVISIBLE) == RF_INVISIBLE : false;
savedViewPath[0] = ViewPath[0];
savedViewPath[1] = ViewPath[1];
savedextralight = r_viewpoint.extralight;
savedpos = r_viewpoint.Pos;
savedangles = r_viewpoint.Angles;
savedcamera = r_viewpoint.camera;
savedsector = r_viewpoint.sector;
savedinvisibility = r_viewpoint.camera ? (r_viewpoint.camera->renderflags & RF_INVISIBLE) == RF_INVISIBLE : false;
savedViewPath[0] = r_viewpoint.Path[0];
savedViewPath[1] = r_viewpoint.Path[1];
if (Mirror)
{
DAngle startang = ViewAngle;
DVector3 startpos = ViewPos;
DAngle startang = r_viewpoint.Angles.Yaw;
DVector3 startpos = r_viewpoint.Pos;
vertex_t *v1 = Mirror->v1;
// Reflect the current view behind the mirror.
if (Mirror->Delta().X == 0)
{ // vertical mirror
ViewPos.X = v1->fX() - startpos.X + v1->fX();
r_viewpoint.Pos.X = v1->fX() - startpos.X + v1->fX();
}
else if (Mirror->Delta().Y == 0)
{ // horizontal mirror
ViewPos.Y = v1->fY() - startpos.Y + v1->fY();
r_viewpoint.Pos.Y = v1->fY() - startpos.Y + v1->fY();
}
else
{ // any mirror
@ -232,36 +230,36 @@ void PolyDrawLinePortal::SaveGlobals()
// the above two cases catch len == 0
double r = ((x - x1)*dx + (y - y1)*dy) / (dx*dx + dy*dy);
ViewPos.X = (x1 + r * dx) * 2 - x;
ViewPos.Y = (y1 + r * dy) * 2 - y;
r_viewpoint.Pos.X = (x1 + r * dx) * 2 - x;
r_viewpoint.Pos.Y = (y1 + r * dy) * 2 - y;
}
ViewAngle = Mirror->Delta().Angle() * 2 - startang;
r_viewpoint.Angles.Yaw = Mirror->Delta().Angle() * 2 - startang;
if (camera)
camera->renderflags &= ~RF_INVISIBLE;
if (r_viewpoint.camera)
r_viewpoint.camera->renderflags &= ~RF_INVISIBLE;
}
else
{
auto src = Portal->mOrigin;
auto dst = Portal->mDestination;
P_TranslatePortalXY(src, ViewPos.X, ViewPos.Y);
P_TranslatePortalZ(src, ViewPos.Z);
P_TranslatePortalAngle(src, ViewAngle);
P_TranslatePortalXY(src, ViewPath[0].X, ViewPath[0].Y);
P_TranslatePortalXY(src, ViewPath[1].X, ViewPath[1].Y);
P_TranslatePortalXY(src, r_viewpoint.Pos.X, r_viewpoint.Pos.Y);
P_TranslatePortalZ(src, r_viewpoint.Pos.Z);
P_TranslatePortalAngle(src, r_viewpoint.Angles.Yaw);
P_TranslatePortalXY(src, r_viewpoint.Path[0].X, r_viewpoint.Path[0].Y);
P_TranslatePortalXY(src, r_viewpoint.Path[1].X, r_viewpoint.Path[1].Y);
if (!r_showviewer && camera && P_PointOnLineSidePrecise(ViewPath[0], dst) != P_PointOnLineSidePrecise(ViewPath[1], dst))
if (!r_viewpoint.showviewer && r_viewpoint.camera && P_PointOnLineSidePrecise(r_viewpoint.Path[0], dst) != P_PointOnLineSidePrecise(r_viewpoint.Path[1], dst))
{
double distp = (ViewPath[0] - ViewPath[1]).Length();
double distp = (r_viewpoint.Path[0] - r_viewpoint.Path[1]).Length();
if (distp > EQUAL_EPSILON)
{
double dist1 = (ViewPos - ViewPath[0]).Length();
double dist2 = (ViewPos - ViewPath[1]).Length();
double dist1 = (r_viewpoint.Pos - r_viewpoint.Path[0]).Length();
double dist2 = (r_viewpoint.Pos - r_viewpoint.Path[1]).Length();
if (dist1 + dist2 < distp + 1)
{
camera->renderflags |= RF_INVISIBLE;
r_viewpoint.camera->renderflags |= RF_INVISIBLE;
}
}
}
@ -269,7 +267,7 @@ void PolyDrawLinePortal::SaveGlobals()
//camera = nullptr;
//viewsector = R_PointInSubsector(ViewPos)->sector;
R_SetViewAngle();
R_SetViewAngle(r_viewpoint, r_viewwindow);
if (Mirror)
PolyTriangleDrawer::toggle_mirror();
@ -277,21 +275,21 @@ void PolyDrawLinePortal::SaveGlobals()
void PolyDrawLinePortal::RestoreGlobals()
{
if (camera)
if (r_viewpoint.camera)
{
if (savedinvisibility)
camera->renderflags |= RF_INVISIBLE;
r_viewpoint.camera->renderflags |= RF_INVISIBLE;
else
camera->renderflags &= ~RF_INVISIBLE;
r_viewpoint.camera->renderflags &= ~RF_INVISIBLE;
}
camera = savedcamera;
viewsector = savedsector;
ViewPos = savedpos;
extralight = savedextralight;
ViewAngle = savedangle;
ViewPath[0] = savedViewPath[0];
ViewPath[1] = savedViewPath[1];
R_SetViewAngle();
r_viewpoint.camera = savedcamera;
r_viewpoint.sector = savedsector;
r_viewpoint.Pos = savedpos;
r_viewpoint.extralight = savedextralight;
r_viewpoint.Angles = savedangles;
r_viewpoint.Path[0] = savedViewPath[0];
r_viewpoint.Path[1] = savedViewPath[1];
R_SetViewAngle(r_viewpoint, r_viewwindow);
if (Mirror)
PolyTriangleDrawer::toggle_mirror();

View file

@ -63,7 +63,7 @@ private:
int savedextralight;
DVector3 savedpos;
DAngle savedangle;
DRotator savedangles;
double savedvisibility;
AActor *savedcamera;
sector_t *savedsector;
@ -92,7 +92,7 @@ private:
int savedextralight;
DVector3 savedpos;
DAngle savedangle;
DRotator savedangles;
AActor *savedcamera;
sector_t *savedsector;
bool savedinvisibility;

View file

@ -187,8 +187,8 @@ void RenderPolyScene::RenderSprite(AActor *thing, double sortDistance, DVector2
void RenderPolyScene::RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth)
{
// Reject lines not facing viewer
DVector2 pt1 = line->v1->fPos() - ViewPos;
DVector2 pt2 = line->v2->fPos() - ViewPos;
DVector2 pt1 = line->v1->fPos() - r_viewpoint.Pos;
DVector2 pt2 = line->v2->fPos() - r_viewpoint.Pos;
if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
return;
@ -335,7 +335,7 @@ void RenderPolyScene::RenderTranslucent(int portalDepth)
DVector2 left, right;
if (!RenderPolySprite::GetLine(thing, left, right))
continue;
double distanceSquared = (thing->Pos() - ViewPos).LengthSquared();
double distanceSquared = (thing->Pos() - r_viewpoint.Pos).LengthSquared();
RenderSprite(thing, distanceSquared, left, right);
}
}

View file

@ -50,7 +50,7 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
if (level.flags & LEVEL_DOUBLESKY)
backskytex = TexMan(sky2tex, true);
TriMatrix objectToWorld = TriMatrix::translate((float)ViewPos.X, (float)ViewPos.Y, (float)ViewPos.Z);
TriMatrix objectToWorld = TriMatrix::translate((float)r_viewpoint.Pos.X, (float)r_viewpoint.Pos.Y, (float)r_viewpoint.Pos.Z);
objectToClip = worldToClip * objectToWorld;
int rc = mRows + 1;

View file

@ -38,7 +38,7 @@ bool RenderPolySprite::GetLine(AActor *thing, DVector2 &left, DVector2 &right)
if (IsThingCulled(thing))
return false;
DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
DVector3 pos = thing->InterpolatedPosition(r_viewpoint.TicFrac);
bool flipTextureX = false;
FTexture *tex = GetSpriteTexture(thing, flipTextureX);
@ -59,8 +59,8 @@ bool RenderPolySprite::GetLine(AActor *thing, DVector2 &left, DVector2 &right)
pos.X += spriteHalfWidth;
left = DVector2(pos.X - ViewSin * spriteHalfWidth, pos.Y + ViewCos * spriteHalfWidth);
right = DVector2(pos.X + ViewSin * spriteHalfWidth, pos.Y - ViewCos * spriteHalfWidth);
left = DVector2(pos.X - r_viewpoint.Sin * spriteHalfWidth, pos.Y + r_viewpoint.Cos * spriteHalfWidth);
right = DVector2(pos.X + r_viewpoint.Sin * spriteHalfWidth, pos.Y - r_viewpoint.Cos * spriteHalfWidth);
return true;
}
@ -70,8 +70,8 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPla
if (!GetLine(thing, line[0], line[1]))
return;
DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
pos.Z += thing->GetBobOffset(r_TicFracF);
DVector3 pos = thing->InterpolatedPosition(r_viewpoint.TicFrac);
pos.Z += thing->GetBobOffset(r_viewpoint.TicFrac);
bool flipTextureX = false;
FTexture *tex = GetSpriteTexture(thing, flipTextureX);
@ -105,7 +105,7 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPla
return;
bool foggy = false;
int actualextralight = foggy ? 0 : extralight << 4;
int actualextralight = foggy ? 0 : r_viewpoint.extralight << 4;
std::pair<float, float> offsets[4] =
{
@ -273,7 +273,7 @@ bool RenderPolySprite::IsThingCulled(AActor *thing)
FIntCVar *cvar = thing->GetClass()->distancecheck;
if (cvar != nullptr && *cvar >= 0)
{
double dist = (thing->Pos() - ViewPos).LengthSquared();
double dist = (thing->Pos() - r_viewpoint.Pos).LengthSquared();
double check = (double)**cvar;
if (dist >= check * check)
return true;
@ -385,9 +385,9 @@ FTexture *RenderPolySprite::GetSpriteTexture(AActor *thing, /*out*/ bool &flipX)
{
// choose a different rotation based on player view
spriteframe_t *sprframe = &SpriteFrames[tex->Rotations];
DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
pos.Z += thing->GetBobOffset(r_TicFracF);
DAngle ang = (pos - ViewPos).Angle();
DVector3 pos = thing->InterpolatedPosition(r_viewpoint.TicFrac);
pos.Z += thing->GetBobOffset(r_viewpoint.TicFrac);
DAngle ang = (pos - r_viewpoint.Pos).Angle();
angle_t rot;
if (sprframe->Texture[0] == sprframe->Texture[1])
{
@ -420,9 +420,9 @@ FTexture *RenderPolySprite::GetSpriteTexture(AActor *thing, /*out*/ bool &flipX)
//picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0];
// choose a different rotation based on player view
spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + thing->frame];
DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
pos.Z += thing->GetBobOffset(r_TicFracF);
DAngle ang = (pos - ViewPos).Angle();
DVector3 pos = thing->InterpolatedPosition(r_viewpoint.TicFrac);
pos.Z += thing->GetBobOffset(r_viewpoint.TicFrac);
DAngle ang = (pos - r_viewpoint.Pos).Angle();
angle_t rot;
if (sprframe->Texture[0] == sprframe->Texture[1])
{

View file

@ -362,7 +362,7 @@ int RenderPolyWall::GetLightLevel()
else
{
bool foggy = false;
int actualextralight = foggy ? 0 : extralight << 4;
int actualextralight = foggy ? 0 : r_viewpoint.extralight << 4;
return clamp(Side->GetLightLevel(foggy, LineSeg->frontsector->lightlevel) + actualextralight, 0, 255);
}
}

View file

@ -34,8 +34,8 @@ void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, const Vec4f &cli
if (RenderPolySprite::IsThingCulled(thing))
return;
DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
pos.Z += thing->GetBobOffset(r_TicFracF);
DVector3 pos = thing->InterpolatedPosition(r_viewpoint.TicFrac);
pos.Z += thing->GetBobOffset(r_viewpoint.TicFrac);
bool flipTextureX = false;
FTexture *tex = RenderPolySprite::GetSpriteTexture(thing, flipTextureX);
@ -73,7 +73,7 @@ void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, const Vec4f &cli
return;
bool foggy = false;
int actualextralight = foggy ? 0 : extralight << 4;
int actualextralight = foggy ? 0 : r_viewpoint.extralight << 4;
std::pair<float, float> offsets[4] =
{

View file

@ -133,8 +133,8 @@ void R_InitSkyMap ()
skyiscale = float(r_Yaspect / freelookviewheight);
skyscale = freelookviewheight / r_Yaspect;
skyiscale *= float(FieldOfView.Degrees / 90.);
skyscale *= float(90. / FieldOfView.Degrees);
skyiscale *= float(r_viewpoint.FieldOfView.Degrees / 90.);
skyscale *= float(90. / r_viewpoint.FieldOfView.Degrees);
}
if (skystretch)

View file

@ -106,46 +106,43 @@ int viewwindowy;
int viewwidth;
int viewheight;
DVector3 ViewPos;
DVector3 ViewActorPos; // the actual position of the viewing actor, without interpolation and quake offsets.
DAngle ViewAngle;
DAngle ViewPitch;
DAngle ViewRoll;
DVector3 ViewPath[2];
double ViewCos, ViewTanCos;
double ViewSin, ViewTanSin;
FRenderViewpoint::FRenderViewpoint()
{
player = nullptr;
Pos = { 0.0, 0.0, 0.0 };
ActorPos = { 0.0, 0.0, 0.0 };
Angles = { 0.0, 0.0, 0.0 };
Path[0] = { 0.0, 0.0, 0.0 };
Path[1] = { 0.0, 0.0, 0.0 };
Cos = 0.0;
Sin = 0.0;
TanCos = 0.0;
TanSin = 0.0;
camera = nullptr;
sector = nullptr;
FieldOfView = 90.; // Angles in the SCREENWIDTH wide window
TicFrac = 0.0;
FrameTime = 0;
extralight = 0;
showviewer = false;
}
int centerx;
int centery;
int centerxwide;
FRenderViewpoint r_viewpoint;
FViewWindow r_viewwindow;
int otic;
sector_t *viewsector;
AActor *camera; // [RH] camera to draw from. doesn't have to be a player
double r_TicFracF; // same as floating point
uint32_t r_FrameTime; // [RH] Time this frame started drawing (in ms)
bool r_NoInterpolate;
bool r_showviewer;
angle_t LocalViewAngle;
int LocalViewPitch;
bool LocalKeyboardTurner;
float WidescreenRatio;
int setblocks;
int extralight;
bool setsizeneeded;
double FocalTangent;
unsigned int R_OldBlend = ~0;
int validcount = 1; // increment every time a check is made
DAngle FieldOfView = 90.; // Angles in the SCREENWIDTH wide window
FCanvasTextureInfo *FCanvasTextureInfo::List;
DVector3a view;
@ -163,14 +160,14 @@ static void R_Shutdown ();
//
//==========================================================================
void R_SetFOV (DAngle fov)
void R_SetFOV (FRenderViewpoint &viewpoint, DAngle fov)
{
if (fov < 5.) fov = 5.;
else if (fov > 170.) fov = 170.;
if (fov != FieldOfView)
if (fov != viewpoint.FieldOfView)
{
FieldOfView = fov;
viewpoint.FieldOfView = fov;
setsizeneeded = true;
}
}
@ -196,7 +193,7 @@ void R_SetViewSize (int blocks)
//
//==========================================================================
void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, bool renderingToCanvas)
void R_SetWindow (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, int windowSize, int fullWidth, int fullHeight, int stHeight, bool renderingToCanvas)
{
if (windowSize >= 11)
{
@ -218,11 +215,11 @@ void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, b
if (renderingToCanvas)
{
WidescreenRatio = fullWidth / (float)fullHeight;
viewwindow.WidescreenRatio = fullWidth / (float)fullHeight;
}
else
{
WidescreenRatio = ActiveRatio(fullWidth, fullHeight);
viewwindow.WidescreenRatio = ActiveRatio(fullWidth, fullHeight);
}
DrawFSHUD = (windowSize == 11);
@ -230,28 +227,28 @@ void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, b
// [RH] Sky height fix for screens not 200 (or 240) pixels tall
R_InitSkyMap ();
centery = viewheight/2;
centerx = viewwidth/2;
if (AspectTallerThanWide(WidescreenRatio))
viewwindow.centery = viewheight/2;
viewwindow.centerx = viewwidth/2;
if (AspectTallerThanWide(viewwindow.WidescreenRatio))
{
centerxwide = centerx;
viewwindow.centerxwide = viewwindow.centerx;
}
else
{
centerxwide = centerx * AspectMultiplier(WidescreenRatio) / 48;
viewwindow.centerxwide = viewwindow.centerx * AspectMultiplier(viewwindow.WidescreenRatio) / 48;
}
DAngle fov = FieldOfView;
DAngle fov = viewpoint.FieldOfView;
// For widescreen displays, increase the FOV so that the middle part of the
// screen that would be visible on a 4:3 display has the requested FOV.
if (centerxwide != centerx)
if (viewwindow.centerxwide != viewwindow.centerx)
{ // centerxwide is what centerx would be if the display was not widescreen
fov = DAngle::ToDegrees(2 * atan(centerx * tan(fov.Radians()/2) / double(centerxwide)));
fov = DAngle::ToDegrees(2 * atan(viewwindow.centerx * tan(fov.Radians()/2) / double(viewwindow.centerxwide)));
if (fov > 170.) fov = 170.;
}
FocalTangent = tan(fov.Radians() / 2);
viewwindow.FocalTangent = tan(fov.Radians() / 2);
}
//==========================================================================
@ -260,12 +257,12 @@ void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, b
//
//==========================================================================
void R_ExecuteSetViewSize ()
void R_ExecuteSetViewSize (FRenderViewpoint &viewpoint, FViewWindow &viewwindow)
{
setsizeneeded = false;
V_SetBorderNeedRefresh();
R_SetWindow (setblocks, SCREENWIDTH, SCREENHEIGHT, gST_Y);
R_SetWindow (viewpoint, viewwindow, setblocks, SCREENWIDTH, SCREENHEIGHT, gST_Y);
// Handle resize, e.g. smaller view windows with border and/or status bar.
viewwindowx = (screen->GetWidth() - viewwidth) >> 1;
@ -361,7 +358,7 @@ static void R_Shutdown ()
//CVAR (Int, tf, 0, 0)
EXTERN_CVAR (Bool, cl_noprediction)
void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *iview)
void R_InterpolateView (FRenderViewpoint &viewpoint, player_t *player, double Frac, InterpolationViewer *iview)
{
if (NoInterpolateView)
{
@ -384,7 +381,7 @@ void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *ivie
// What needs be done is to store the portal transitions of the camera actor as waypoints
// and then find out on which part of the path the current view lies.
// Needless to say, this doesn't work for chasecam mode.
if (!r_showviewer)
if (!viewpoint.showviewer)
{
double pathlen = 0;
double zdiff = 0;
@ -426,34 +423,34 @@ void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *ivie
oviewangle += adiff;
nviewangle -= totaladiff - adiff;
DVector2 viewpos = start.pos + (fragfrac * (end.pos - start.pos));
ViewPos = { viewpos, oviewz + Frac * (nviewz - oviewz) };
viewpoint.Pos = { viewpos, oviewz + Frac * (nviewz - oviewz) };
break;
}
}
InterpolationPath.Pop();
ViewPath[0] = iview->Old.Pos;
ViewPath[1] = ViewPath[0] + (InterpolationPath[0].pos - ViewPath[0]).XY().MakeResize(pathlen);
viewpoint.Path[0] = iview->Old.Pos;
viewpoint.Path[1] = viewpoint.Path[0] + (InterpolationPath[0].pos - viewpoint.Path[0]).XY().MakeResize(pathlen);
}
}
else
{
DVector2 disp = Displacements.getOffset(oldgroup, newgroup);
ViewPos = iview->Old.Pos + (iview->New.Pos - iview->Old.Pos - disp) * Frac;
ViewPath[0] = ViewPath[1] = iview->New.Pos;
viewpoint.Pos = iview->Old.Pos + (iview->New.Pos - iview->Old.Pos - disp) * Frac;
viewpoint.Path[0] = viewpoint.Path[1] = iview->New.Pos;
}
}
else
{
ViewPos = iview->New.Pos;
ViewPath[0] = ViewPath[1] = iview->New.Pos;
viewpoint.Pos = iview->New.Pos;
viewpoint.Path[0] = viewpoint.Path[1] = iview->New.Pos;
}
if (player != NULL &&
!(player->cheats & CF_INTERPVIEW) &&
player - players == consoleplayer &&
camera == player->mo &&
viewpoint.camera == player->mo &&
!demoplayback &&
iview->New.Pos.X == camera->X() &&
iview->New.Pos.Y == camera->Y() &&
iview->New.Pos.X == viewpoint.camera->X() &&
iview->New.Pos.Y == viewpoint.camera->Y() &&
!(player->cheats & (CF_TOTALLYFROZEN|CF_FROZEN)) &&
player->playerstate == PST_LIVE &&
player->mo->reactiontime == 0 &&
@ -462,41 +459,41 @@ void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *ivie
(!netgame || !cl_noprediction) &&
!LocalKeyboardTurner)
{
ViewAngle = (nviewangle + AngleToFloat(LocalViewAngle & 0xFFFF0000)).Normalized180();
viewpoint.Angles.Yaw = (nviewangle + AngleToFloat(LocalViewAngle & 0xFFFF0000)).Normalized180();
DAngle delta = player->centering ? DAngle(0.) : AngleToFloat(int(LocalViewPitch & 0xFFFF0000));
ViewPitch = clamp<DAngle>((iview->New.Angles.Pitch - delta).Normalized180(), player->MinPitch, player->MaxPitch);
ViewRoll = iview->New.Angles.Roll.Normalized180();
viewpoint.Angles.Pitch = clamp<DAngle>((iview->New.Angles.Pitch - delta).Normalized180(), player->MinPitch, player->MaxPitch);
viewpoint.Angles.Roll = iview->New.Angles.Roll.Normalized180();
}
else
{
ViewPitch = (iview->Old.Angles.Pitch + deltaangle(iview->Old.Angles.Pitch, iview->New.Angles.Pitch) * Frac).Normalized180();
ViewAngle = (oviewangle + deltaangle(oviewangle, nviewangle) * Frac).Normalized180();
ViewRoll = (iview->Old.Angles.Roll + deltaangle(iview->Old.Angles.Roll, iview->New.Angles.Roll) * Frac).Normalized180();
viewpoint.Angles.Pitch = (iview->Old.Angles.Pitch + deltaangle(iview->Old.Angles.Pitch, iview->New.Angles.Pitch) * Frac).Normalized180();
viewpoint.Angles.Yaw = (oviewangle + deltaangle(oviewangle, nviewangle) * Frac).Normalized180();
viewpoint.Angles.Roll = (iview->Old.Angles.Roll + deltaangle(iview->Old.Angles.Roll, iview->New.Angles.Roll) * Frac).Normalized180();
}
// Due to interpolation this is not necessarily the same as the sector the camera is in.
viewsector = R_PointInSubsector(ViewPos)->sector;
viewpoint.sector = R_PointInSubsector(viewpoint.Pos)->sector;
bool moved = false;
while (!viewsector->PortalBlocksMovement(sector_t::ceiling))
while (!viewpoint.sector->PortalBlocksMovement(sector_t::ceiling))
{
if (ViewPos.Z > viewsector->GetPortalPlaneZ(sector_t::ceiling))
if (viewpoint.Pos.Z > viewpoint.sector->GetPortalPlaneZ(sector_t::ceiling))
{
ViewPos += viewsector->GetPortalDisplacement(sector_t::ceiling);
ViewActorPos += viewsector->GetPortalDisplacement(sector_t::ceiling);
viewsector = R_PointInSubsector(ViewPos)->sector;
viewpoint.Pos += viewpoint.sector->GetPortalDisplacement(sector_t::ceiling);
viewpoint.ActorPos += viewpoint.sector->GetPortalDisplacement(sector_t::ceiling);
viewpoint.sector = R_PointInSubsector(viewpoint.Pos)->sector;
moved = true;
}
else break;
}
if (!moved)
{
while (!viewsector->PortalBlocksMovement(sector_t::floor))
while (!viewpoint.sector->PortalBlocksMovement(sector_t::floor))
{
if (ViewPos.Z < viewsector->GetPortalPlaneZ(sector_t::floor))
if (viewpoint.Pos.Z < viewpoint.sector->GetPortalPlaneZ(sector_t::floor))
{
ViewPos += viewsector->GetPortalDisplacement(sector_t::floor);
ViewActorPos += viewsector->GetPortalDisplacement(sector_t::floor);
viewsector = R_PointInSubsector(ViewPos)->sector;
viewpoint.Pos += viewpoint.sector->GetPortalDisplacement(sector_t::floor);
viewpoint.ActorPos += viewpoint.sector->GetPortalDisplacement(sector_t::floor);
viewpoint.sector = R_PointInSubsector(viewpoint.Pos)->sector;
moved = true;
}
else break;
@ -522,13 +519,13 @@ void R_ResetViewInterpolation ()
//
//==========================================================================
void R_SetViewAngle ()
void R_SetViewAngle (FRenderViewpoint &viewpoint, const FViewWindow &viewwindow)
{
ViewSin = ViewAngle.Sin();
ViewCos = ViewAngle.Cos();
viewpoint.Sin = viewpoint.Angles.Yaw.Sin();
viewpoint.Cos = viewpoint.Angles.Yaw.Cos();
ViewTanSin = FocalTangent * ViewSin;
ViewTanCos = FocalTangent * ViewCos;
viewpoint.TanSin = viewwindow.FocalTangent * viewpoint.Sin;
viewpoint.TanCos = viewwindow.FocalTangent * viewpoint.Cos;
}
//==========================================================================
@ -677,7 +674,7 @@ static double QuakePower(double factor, double intensity, double offset)
//
//==========================================================================
void R_SetupFrame (AActor *actor)
void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor *actor)
{
if (actor == NULL)
{
@ -691,23 +688,23 @@ void R_SetupFrame (AActor *actor)
if (player != NULL && player->mo == actor)
{ // [RH] Use camera instead of viewplayer
camera = player->camera;
if (camera == NULL)
viewpoint.camera = player->camera;
if (viewpoint.camera == NULL)
{
camera = player->camera = player->mo;
viewpoint.camera = player->camera = player->mo;
}
}
else
{
camera = actor;
viewpoint.camera = actor;
}
if (camera == NULL)
if (viewpoint.camera == NULL)
{
I_Error ("You lost your body. Bad dehacked work is likely to blame.");
}
iview = FindPastViewer (camera);
iview = FindPastViewer (viewpoint.camera);
int nowtic = I_GetTime (false);
if (iview->otic != -1 && nowtic > iview->otic)
@ -717,38 +714,38 @@ void R_SetupFrame (AActor *actor)
}
if (player != NULL && gamestate != GS_TITLELEVEL &&
((player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)))
((player->cheats & CF_CHASECAM) || (r_deathcamera && viewpoint.camera->health <= 0)))
{
sector_t *oldsector = R_PointInSubsector(iview->Old.Pos)->sector;
// [RH] Use chasecam view
DVector3 campos;
DAngle camangle;
P_AimCamera (camera, campos, camangle, viewsector, unlinked); // fixme: This needs to translate the angle, too.
P_AimCamera (viewpoint.camera, campos, camangle, viewpoint.sector, unlinked); // fixme: This needs to translate the angle, too.
iview->New.Pos = campos;
iview->New.Angles.Yaw = camangle;
r_showviewer = true;
viewpoint.showviewer = true;
// Interpolating this is a very complicated thing because nothing keeps track of the aim camera's movement, so whenever we detect a portal transition
// it's probably best to just reset the interpolation for this move.
// Note that this can still cause problems with unusually linked portals
if (viewsector->PortalGroup != oldsector->PortalGroup || (unlinked && ((iview->New.Pos.XY() - iview->Old.Pos.XY()).LengthSquared()) > 256*256))
if (viewpoint.sector->PortalGroup != oldsector->PortalGroup || (unlinked && ((iview->New.Pos.XY() - iview->Old.Pos.XY()).LengthSquared()) > 256*256))
{
iview->otic = nowtic;
iview->Old = iview->New;
r_NoInterpolate = true;
}
ViewActorPos = campos;
viewpoint.ActorPos = campos;
}
else
{
ViewActorPos = iview->New.Pos = { camera->Pos().XY(), camera->player ? camera->player->viewz : camera->Z() + camera->GetCameraHeight() };
viewsector = camera->Sector;
r_showviewer = false;
viewpoint.ActorPos = iview->New.Pos = { viewpoint.camera->Pos().XY(), viewpoint.camera->player ? viewpoint.camera->player->viewz : viewpoint.camera->Z() + viewpoint.camera->GetCameraHeight() };
viewpoint.sector = viewpoint.camera->Sector;
viewpoint.showviewer = false;
}
iview->New.Angles = camera->Angles;
if (camera->player != 0)
iview->New.Angles = viewpoint.camera->Angles;
if (viewpoint.camera->player != 0)
{
player = camera->player;
player = viewpoint.camera->player;
}
if (iview->otic == -1 || r_NoInterpolate)
@ -757,33 +754,33 @@ void R_SetupFrame (AActor *actor)
iview->otic = nowtic;
}
r_TicFracF = I_GetTimeFrac (&r_FrameTime);
viewpoint.TicFrac = I_GetTimeFrac (&viewpoint.FrameTime);
if (cl_capfps || r_NoInterpolate)
{
r_TicFracF = 1.;
viewpoint.TicFrac = 1.;
}
R_InterpolateView (player, r_TicFracF, iview);
R_InterpolateView (viewpoint, player, viewpoint.TicFrac, iview);
R_SetViewAngle ();
R_SetViewAngle (viewpoint, viewwindow);
interpolator.DoInterpolations (r_TicFracF);
interpolator.DoInterpolations (viewpoint.TicFrac);
// Keep the view within the sector's floor and ceiling
if (viewsector->PortalBlocksMovement(sector_t::ceiling))
if (viewpoint.sector->PortalBlocksMovement(sector_t::ceiling))
{
double theZ = viewsector->ceilingplane.ZatPoint(ViewPos) - 4;
if (ViewPos.Z > theZ)
double theZ = viewpoint.sector->ceilingplane.ZatPoint(viewpoint.Pos) - 4;
if (viewpoint.Pos.Z > theZ)
{
ViewPos.Z = theZ;
viewpoint.Pos.Z = theZ;
}
}
if (viewsector->PortalBlocksMovement(sector_t::floor))
if (viewpoint.sector->PortalBlocksMovement(sector_t::floor))
{
double theZ = viewsector->floorplane.ZatPoint(ViewPos) + 4;
if (ViewPos.Z < theZ)
double theZ = viewpoint.sector->floorplane.ZatPoint(viewpoint.Pos) + 4;
if (viewpoint.Pos.Z < theZ)
{
ViewPos.Z = theZ;
viewpoint.Pos.Z = theZ;
}
}
@ -792,62 +789,62 @@ void R_SetupFrame (AActor *actor)
FQuakeJiggers jiggers;
memset(&jiggers, 0, sizeof(jiggers));
if (DEarthquake::StaticGetQuakeIntensities(camera, jiggers) > 0)
if (DEarthquake::StaticGetQuakeIntensities(viewpoint.camera, jiggers) > 0)
{
double quakefactor = r_quakeintensity;
DAngle an;
if (jiggers.RollIntensity != 0 || jiggers.RollWave != 0)
{
ViewRoll += QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave);
viewpoint.Angles.Roll += QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave);
}
if (jiggers.RelIntensity.X != 0 || jiggers.RelOffset.X != 0)
{
an = camera->Angles.Yaw;
an = viewpoint.camera->Angles.Yaw;
double power = QuakePower(quakefactor, jiggers.RelIntensity.X, jiggers.RelOffset.X);
ViewPos += an.ToVector(power);
viewpoint.Pos += an.ToVector(power);
}
if (jiggers.RelIntensity.Y != 0 || jiggers.RelOffset.Y != 0)
{
an = camera->Angles.Yaw + 90;
an = viewpoint.camera->Angles.Yaw + 90;
double power = QuakePower(quakefactor, jiggers.RelIntensity.Y, jiggers.RelOffset.Y);
ViewPos += an.ToVector(power);
viewpoint.Pos += an.ToVector(power);
}
// FIXME: Relative Z is not relative
if (jiggers.RelIntensity.Z != 0 || jiggers.RelOffset.Z != 0)
{
ViewPos.Z += QuakePower(quakefactor, jiggers.RelIntensity.Z, jiggers.RelOffset.Z);
viewpoint.Pos.Z += QuakePower(quakefactor, jiggers.RelIntensity.Z, jiggers.RelOffset.Z);
}
if (jiggers.Intensity.X != 0 || jiggers.Offset.X != 0)
{
ViewPos.X += QuakePower(quakefactor, jiggers.Intensity.X, jiggers.Offset.X);
viewpoint.Pos.X += QuakePower(quakefactor, jiggers.Intensity.X, jiggers.Offset.X);
}
if (jiggers.Intensity.Y != 0 || jiggers.Offset.Y != 0)
{
ViewPos.Y += QuakePower(quakefactor, jiggers.Intensity.Y, jiggers.Offset.Y);
viewpoint.Pos.Y += QuakePower(quakefactor, jiggers.Intensity.Y, jiggers.Offset.Y);
}
if (jiggers.Intensity.Z != 0 || jiggers.Offset.Z != 0)
{
ViewPos.Z += QuakePower(quakefactor, jiggers.Intensity.Z, jiggers.Offset.Z);
viewpoint.Pos.Z += QuakePower(quakefactor, jiggers.Intensity.Z, jiggers.Offset.Z);
}
}
}
extralight = camera->player ? camera->player->extralight : 0;
viewpoint.extralight = viewpoint.camera->player ? viewpoint.camera->player->extralight : 0;
// killough 3/20/98, 4/4/98: select colormap based on player status
// [RH] Can also select a blend
newblend = 0;
TArray<lightlist_t> &lightlist = viewsector->e->XFloor.lightlist;
TArray<lightlist_t> &lightlist = viewpoint.sector->e->XFloor.lightlist;
if (lightlist.Size() > 0)
{
for(unsigned int i = 0; i < lightlist.Size(); i++)
{
secplane_t *plane;
int viewside;
plane = (i < lightlist.Size()-1) ? &lightlist[i+1].plane : &viewsector->floorplane;
viewside = plane->PointOnSide(ViewPos);
plane = (i < lightlist.Size()-1) ? &lightlist[i+1].plane : &viewpoint.sector->floorplane;
viewside = plane->PointOnSide(viewpoint.Pos);
// Reverse the direction of the test if the plane was downward facing.
// We want to know if the view is above it, whatever its orientation may be.
if (plane->fC() < 0)
@ -866,12 +863,12 @@ void R_SetupFrame (AActor *actor)
}
else
{
const sector_t *s = viewsector->GetHeightSec();
const sector_t *s = viewpoint.sector->GetHeightSec();
if (s != NULL)
{
newblend = s->floorplane.PointOnSide(ViewPos) < 0
newblend = s->floorplane.PointOnSide(viewpoint.Pos) < 0
? s->bottommap
: s->ceilingplane.PointOnSide(ViewPos) < 0
: s->ceilingplane.PointOnSide(viewpoint.Pos) < 0
? s->topmap
: s->midmap;
if (APART(newblend) == 0 && newblend >= numfakecmaps)

View file

@ -14,11 +14,13 @@ class FSerializer;
struct FRenderViewpoint
{
FRenderViewpoint();
player_t *player; // For which player is this viewpoint being renderered? (can be null for camera textures)
DVector3 Pos; // Camera position
DVector3 ActorPos; // Camera actor's position
DRotator Angles; // Camera angles
DVector3 Path; // View path for portal calculations
DVector3 Path[2]; // View path for portal calculations
double Cos; // cos(Angles.Yaw)
double Sin; // sin(Angles.Yaw)
double TanCos; // FocalTangent * cos(Angles.Yaw)
@ -35,38 +37,19 @@ struct FRenderViewpoint
bool showviewer; // show the camera actor?
};
extern DVector3 ViewPos;
extern DVector3 ViewActorPos;
extern DAngle ViewAngle;
extern DAngle ViewPitch;
extern DAngle ViewRoll;
extern DVector3 ViewPath[2];
extern double ViewCos;
extern double ViewSin;
extern double ViewTanCos;
extern double ViewTanSin;
extern AActor* camera; // [RH] camera instead of viewplayer
extern sector_t* viewsector; // [RH] keep track of sector viewing from
extern DAngle FieldOfView;
extern double r_TicFracF;
extern uint32_t r_FrameTime;
extern int extralight;
extern bool r_showviewer;
extern FRenderViewpoint r_viewpoint;
//-----------------------------------
struct FViewWindow
{
double FocalTangent;
int centerx;
int centerxwide;
int centery;
float WidescreenRatio;
double FocalTangent = 0.0;
int centerx = 0;
int centerxwide = 0;
int centery = 0;
float WidescreenRatio = 0.0f;
};
extern int centerx, centerxwide;
extern int centery;
extern double FocalTangent;
extern float WidescreenRatio;
extern FViewWindow r_viewwindow;
//-----------------------------------
@ -127,17 +110,17 @@ bool R_GetViewInterpolationStatus();
void R_ClearInterpolationPath();
void R_AddInterpolationPoint(const DVector3a &vec);
void R_SetViewSize (int blocks);
void R_SetFOV (DAngle fov);
void R_SetupFrame (AActor * camera);
void R_SetViewAngle ();
void R_SetFOV (FRenderViewpoint &viewpoint, DAngle fov);
void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor * camera);
void R_SetViewAngle (FRenderViewpoint &viewpoint, const FViewWindow &viewwindow);
// Called by startup code.
void R_Init (void);
void R_ExecuteSetViewSize (void);
void R_ExecuteSetViewSize (FRenderViewpoint &viewpoint, FViewWindow &viewwindow);
// Called by M_Responder.
void R_SetViewSize (int blocks);
void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, bool renderingToCanvas = false);
void R_SetWindow (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, int windowSize, int fullWidth, int fullHeight, int stHeight, bool renderingToCanvas = false);
extern void R_FreePastViewers ();

View file

@ -2686,7 +2686,7 @@ namespace swrenderer
uint32_t u, v;
int i;
iz = plane_sz[2] + plane_sz[1] * (centery - y) + plane_sz[0] * (x1 - centerx);
iz = plane_sz[2] + plane_sz[1] * (r_viewwindow.centery - y) + plane_sz[0] * (x1 - r_viewwindow.centerx);
// Lighting is simple. It's just linear interpolation from start to end
if (plane_shade)
@ -2703,8 +2703,8 @@ namespace swrenderer
}
}
uz = plane_su[2] + plane_su[1] * (centery - y) + plane_su[0] * (x1 - centerx);
vz = plane_sv[2] + plane_sv[1] * (centery - y) + plane_sv[0] * (x1 - centerx);
uz = plane_su[2] + plane_su[1] * (r_viewwindow.centery - y) + plane_su[0] * (x1 - r_viewwindow.centerx);
vz = plane_sv[2] + plane_sv[1] * (r_viewwindow.centery - y) + plane_sv[0] * (x1 - r_viewwindow.centerx);
fb = _dest;

View file

@ -474,7 +474,7 @@ namespace swrenderer
int count = _x2 - _x1 + 1;
// Depth (Z) change across the span
double iz = _plane_sz[2] + _plane_sz[1] * (centery - _y) + _plane_sz[0] * (_x1 - centerx);
double iz = _plane_sz[2] + _plane_sz[1] * (r_viewwindow.centery - _y) + _plane_sz[0] * (_x1 - r_viewwindow.centerx);
// Light change across the span
fixed_t lightstart = _light;
@ -491,8 +491,8 @@ namespace swrenderer
fixed_t steplight = (lightend - lightstart) / count;
// Texture coordinates
double uz = _plane_su[2] + _plane_su[1] * (centery - _y) + _plane_su[0] * (_x1 - centerx);
double vz = _plane_sv[2] + _plane_sv[1] * (centery - _y) + _plane_sv[0] * (_x1 - centerx);
double uz = _plane_su[2] + _plane_su[1] * (r_viewwindow.centery - _y) + _plane_su[0] * (_x1 - r_viewwindow.centerx);
double vz = _plane_sv[2] + _plane_sv[1] * (r_viewwindow.centery - _y) + _plane_sv[0] * (_x1 - r_viewwindow.centerx);
double startz = 1.f / iz;
double startu = uz*startz;
double startv = vz*startz;

View file

@ -73,8 +73,8 @@ namespace swrenderer
basecolormap = colormap;
mLineSegment = line;
DVector2 pt1 = line->v1->fPos() - ViewPos;
DVector2 pt2 = line->v2->fPos() - ViewPos;
DVector2 pt1 = line->v1->fPos() - r_viewpoint.Pos;
DVector2 pt2 = line->v2->fPos() - r_viewpoint.Pos;
// Reject lines not facing viewer
if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
@ -98,7 +98,7 @@ namespace swrenderer
// reject lines that aren't seen from the portal (if any)
// [ZZ] 10.01.2016: lines inside a skybox shouldn't be clipped, although this imposes some limitations on portals in skyboxes.
if (!renderportal->CurrentPortalInSkybox && renderportal->CurrentPortal && P_ClipLineToPortal(line->linedef, renderportal->CurrentPortal->dst, ViewPos))
if (!renderportal->CurrentPortalInSkybox && renderportal->CurrentPortal && P_ClipLineToPortal(line->linedef, renderportal->CurrentPortal->dst, r_viewpoint.Pos))
return;
vertex_t *v1 = line->linedef->v1;
@ -114,7 +114,7 @@ namespace swrenderer
{
swapvalues(v1, v2);
}
WallT.InitFromLine(Thread, v1->fPos() - ViewPos, v2->fPos() - ViewPos);
WallT.InitFromLine(Thread, v1->fPos() - r_viewpoint.Pos, v2->fPos() - r_viewpoint.Pos);
}
mFrontCeilingZ1 = mFrontSector->ceilingplane.ZatPoint(line->v1);
@ -363,13 +363,13 @@ namespace swrenderer
draw_segment->silhouette = 0;
if (mFrontFloorZ1 > mBackFloorZ1 || mFrontFloorZ2 > mBackFloorZ2 ||
mBackSector->floorplane.PointOnSide(ViewPos) < 0)
mBackSector->floorplane.PointOnSide(r_viewpoint.Pos) < 0)
{
draw_segment->silhouette = SIL_BOTTOM;
}
if (mFrontCeilingZ1 < mBackCeilingZ1 || mFrontCeilingZ2 < mBackCeilingZ2 ||
mBackSector->ceilingplane.PointOnSide(ViewPos) < 0)
mBackSector->ceilingplane.PointOnSide(r_viewpoint.Pos) < 0)
{
draw_segment->silhouette |= SIL_TOP;
}
@ -564,7 +564,7 @@ namespace swrenderer
// deep water check
if (mFrontSector->GetHeightSec() == nullptr)
{
int planeside = mFrontSector->floorplane.PointOnSide(ViewPos);
int planeside = mFrontSector->floorplane.PointOnSide(r_viewpoint.Pos);
if (mFrontSector->floorplane.fC() < 0) // 3D floors have the floor backwards
planeside = -planeside;
if (planeside <= 0) // above view plane
@ -621,7 +621,7 @@ namespace swrenderer
// deep water check
if (mFrontSector->GetHeightSec() == nullptr && mFrontSector->GetTexture(sector_t::ceiling) != skyflatnum)
{
int planeside = mFrontSector->ceilingplane.PointOnSide(ViewPos);
int planeside = mFrontSector->ceilingplane.PointOnSide(r_viewpoint.Pos);
if (mFrontSector->ceilingplane.fC() > 0) // 3D floors have the ceiling backwards
planeside = -planeside;
if (planeside <= 0) // below view plane
@ -718,8 +718,8 @@ namespace swrenderer
if (mLineSegment->linedef->special == Line_Horizon)
{
// Be aware: Line_Horizon does not work properly with sloped planes
fillshort(walltop.ScreenY + WallC.sx1, WallC.sx2 - WallC.sx1, centery);
fillshort(wallbottom.ScreenY + WallC.sx1, WallC.sx2 - WallC.sx1, centery);
fillshort(walltop.ScreenY + WallC.sx1, WallC.sx2 - WallC.sx1, r_viewwindow.centery);
fillshort(wallbottom.ScreenY + WallC.sx1, WallC.sx2 - WallC.sx1, r_viewwindow.centery);
}
else
{
@ -819,7 +819,7 @@ namespace swrenderer
{ // normal orientation
if (linedef->flags & ML_DONTPEGTOP)
{ // top of texture at top
mTopPart.TextureMid = (mFrontSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat;
mTopPart.TextureMid = (mFrontSector->GetPlaneTexZ(sector_t::ceiling) - r_viewpoint.Pos.Z) * yrepeat;
if (rowoffset < 0 && mTopPart.Texture != NULL)
{
rowoffset += mTopPart.Texture->GetHeight();
@ -827,7 +827,7 @@ namespace swrenderer
}
else
{ // bottom of texture at bottom
mTopPart.TextureMid = (mBackSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat + mTopPart.Texture->GetHeight();
mTopPart.TextureMid = (mBackSector->GetPlaneTexZ(sector_t::ceiling) - r_viewpoint.Pos.Z) * yrepeat + mTopPart.Texture->GetHeight();
}
}
else
@ -835,11 +835,11 @@ namespace swrenderer
rowoffset = -rowoffset;
if (linedef->flags & ML_DONTPEGTOP)
{ // bottom of texture at top
mTopPart.TextureMid = (mFrontSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat + mTopPart.Texture->GetHeight();
mTopPart.TextureMid = (mFrontSector->GetPlaneTexZ(sector_t::ceiling) - r_viewpoint.Pos.Z) * yrepeat + mTopPart.Texture->GetHeight();
}
else
{ // top of texture at bottom
mTopPart.TextureMid = (mBackSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat;
mTopPart.TextureMid = (mBackSector->GetPlaneTexZ(sector_t::ceiling) - r_viewpoint.Pos.Z) * yrepeat;
}
}
if (mTopPart.Texture->bWorldPanning)
@ -875,11 +875,11 @@ namespace swrenderer
{ // normal orientation
if (linedef->flags & ML_DONTPEGBOTTOM)
{ // bottom of texture at bottom
mMiddlePart.TextureMid = (mFrontSector->GetPlaneTexZ(sector_t::floor) - ViewPos.Z) * yrepeat + mMiddlePart.Texture->GetHeight();
mMiddlePart.TextureMid = (mFrontSector->GetPlaneTexZ(sector_t::floor) - r_viewpoint.Pos.Z) * yrepeat + mMiddlePart.Texture->GetHeight();
}
else
{ // top of texture at top
mMiddlePart.TextureMid = (mFrontSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat;
mMiddlePart.TextureMid = (mFrontSector->GetPlaneTexZ(sector_t::ceiling) - r_viewpoint.Pos.Z) * yrepeat;
if (rowoffset < 0 && mMiddlePart.Texture != NULL)
{
rowoffset += mMiddlePart.Texture->GetHeight();
@ -891,11 +891,11 @@ namespace swrenderer
rowoffset = -rowoffset;
if (linedef->flags & ML_DONTPEGBOTTOM)
{ // top of texture at bottom
mMiddlePart.TextureMid = (mFrontSector->GetPlaneTexZ(sector_t::floor) - ViewPos.Z) * yrepeat;
mMiddlePart.TextureMid = (mFrontSector->GetPlaneTexZ(sector_t::floor) - r_viewpoint.Pos.Z) * yrepeat;
}
else
{ // bottom of texture at top
mMiddlePart.TextureMid = (mFrontSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat + mMiddlePart.Texture->GetHeight();
mMiddlePart.TextureMid = (mFrontSector->GetPlaneTexZ(sector_t::ceiling) - r_viewpoint.Pos.Z) * yrepeat + mMiddlePart.Texture->GetHeight();
}
}
if (mMiddlePart.Texture->bWorldPanning)
@ -940,11 +940,11 @@ namespace swrenderer
{ // normal orientation
if (linedef->flags & ML_DONTPEGBOTTOM)
{ // bottom of texture at bottom
mBottomPart.TextureMid = (frontlowertop - ViewPos.Z) * yrepeat;
mBottomPart.TextureMid = (frontlowertop - r_viewpoint.Pos.Z) * yrepeat;
}
else
{ // top of texture at top
mBottomPart.TextureMid = (mBackSector->GetPlaneTexZ(sector_t::floor) - ViewPos.Z) * yrepeat;
mBottomPart.TextureMid = (mBackSector->GetPlaneTexZ(sector_t::floor) - r_viewpoint.Pos.Z) * yrepeat;
if (rowoffset < 0 && mBottomPart.Texture != NULL)
{
rowoffset += mBottomPart.Texture->GetHeight();
@ -956,11 +956,11 @@ namespace swrenderer
rowoffset = -rowoffset;
if (linedef->flags & ML_DONTPEGBOTTOM)
{ // top of texture at bottom
mBottomPart.TextureMid = (frontlowertop - ViewPos.Z) * yrepeat;
mBottomPart.TextureMid = (frontlowertop - r_viewpoint.Pos.Z) * yrepeat;
}
else
{ // bottom of texture at top
mBottomPart.TextureMid = (mBackSector->GetPlaneTexZ(sector_t::floor) - ViewPos.Z) * yrepeat + mBottomPart.Texture->GetHeight();
mBottomPart.TextureMid = (mBackSector->GetPlaneTexZ(sector_t::floor) - r_viewpoint.Pos.Z) * yrepeat + mBottomPart.Texture->GetHeight();
}
}
if (mBottomPart.Texture->bWorldPanning)
@ -1271,11 +1271,11 @@ namespace swrenderer
// Transform and clip coordinates. Returns true if it was clipped away
bool FWallCoords::Init(RenderThread *thread, const DVector2 &pt1, const DVector2 &pt2, double too_close)
{
tleft.X = float(pt1.X * ViewSin - pt1.Y * ViewCos);
tright.X = float(pt2.X * ViewSin - pt2.Y * ViewCos);
tleft.X = float(pt1.X * r_viewpoint.Sin - pt1.Y * r_viewpoint.Cos);
tright.X = float(pt2.X * r_viewpoint.Sin - pt2.Y * r_viewpoint.Cos);
tleft.Y = float(pt1.X * ViewTanCos + pt1.Y * ViewTanSin);
tright.Y = float(pt2.X * ViewTanCos + pt2.Y * ViewTanSin);
tleft.Y = float(pt1.X * r_viewpoint.TanCos + pt1.Y * r_viewpoint.TanSin);
tright.Y = float(pt2.X * r_viewpoint.TanCos + pt2.Y * r_viewpoint.TanSin);
RenderPortal *renderportal = thread->Portal.get();
auto viewport = RenderViewport::Instance();
@ -1342,9 +1342,9 @@ namespace swrenderer
{
swapvalues(left, right);
}
UoverZorg = left->X * centerx;
UoverZorg = left->X * r_viewwindow.centerx;
UoverZstep = -left->Y;
InvZorg = (left->X - right->X) * centerx;
InvZorg = (left->X - right->X) * r_viewwindow.centerx;
InvZstep = right->Y - left->Y;
}
@ -1352,10 +1352,10 @@ namespace swrenderer
{
// Coordinates should have already had viewx,viewy subtracted
double fullx1 = left.X * ViewSin - left.Y * ViewCos;
double fullx2 = right.X * ViewSin - right.Y * ViewCos;
double fully1 = left.X * ViewTanCos + left.Y * ViewTanSin;
double fully2 = right.X * ViewTanCos + right.Y * ViewTanSin;
double fullx1 = left.X * r_viewpoint.Sin - left.Y * r_viewpoint.Cos;
double fullx2 = right.X * r_viewpoint.Sin - right.Y * r_viewpoint.Cos;
double fully1 = left.X * r_viewpoint.TanCos + left.Y * r_viewpoint.TanSin;
double fully2 = right.X * r_viewpoint.TanCos + right.Y * r_viewpoint.TanSin;
RenderPortal *renderportal = thread->Portal.get();
@ -1365,9 +1365,9 @@ namespace swrenderer
fullx2 = -fullx2;
}
UoverZorg = float(fullx1 * centerx);
UoverZorg = float(fullx1 * r_viewwindow.centerx);
UoverZstep = float(-fully1);
InvZorg = float((fullx1 - fullx2) * centerx);
InvZorg = float((fullx1 - fullx2) * r_viewwindow.centerx);
InvZstep = float(fully2 - fully1);
}
}

View file

@ -118,7 +118,7 @@ namespace swrenderer
{
if (!(clip3d->fake3D & FAKE3D_CLIPTOP))
{
clip3d->sclipTop = sec->ceilingplane.ZatPoint(ViewPos);
clip3d->sclipTop = sec->ceilingplane.ZatPoint(r_viewpoint.Pos);
}
for (i = frontsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
{
@ -202,7 +202,7 @@ namespace swrenderer
{
// rowoffset is added before the multiply so that the masked texture will
// still be positioned in world units rather than texels.
texturemid += rowoffset - ViewPos.Z;
texturemid += rowoffset - r_viewpoint.Pos.Z;
textop = texturemid;
texturemid *= MaskedScaleY;
}
@ -210,8 +210,8 @@ namespace swrenderer
{
// rowoffset is added outside the multiply so that it positions the texture
// by texels instead of world units.
textop = texturemid + rowoffset / MaskedScaleY - ViewPos.Z;
texturemid = (texturemid - ViewPos.Z) * MaskedScaleY + rowoffset;
textop = texturemid + rowoffset / MaskedScaleY - r_viewpoint.Pos.Z;
texturemid = (texturemid - r_viewpoint.Pos.Z) * MaskedScaleY + rowoffset;
}
if (sprflipvert)
{
@ -230,12 +230,12 @@ namespace swrenderer
goto clearfog;
}
if ((clip3d->fake3D & FAKE3D_CLIPBOTTOM) && textop < clip3d->sclipBottom - ViewPos.Z)
if ((clip3d->fake3D & FAKE3D_CLIPBOTTOM) && textop < clip3d->sclipBottom - r_viewpoint.Pos.Z)
{
notrelevant = true;
goto clearfog;
}
if ((clip3d->fake3D & FAKE3D_CLIPTOP) && textop - texheight > clip3d->sclipTop - ViewPos.Z)
if ((clip3d->fake3D & FAKE3D_CLIPTOP) && textop - texheight > clip3d->sclipTop - r_viewpoint.Pos.Z)
{
notrelevant = true;
goto clearfog;
@ -248,7 +248,7 @@ namespace swrenderer
if (clip3d->fake3D & FAKE3D_CLIPTOP)
{
wallupper.Project(textop < clip3d->sclipTop - ViewPos.Z ? textop : clip3d->sclipTop - ViewPos.Z, &WallC);
wallupper.Project(textop < clip3d->sclipTop - r_viewpoint.Pos.Z ? textop : clip3d->sclipTop - r_viewpoint.Pos.Z, &WallC);
}
else
{
@ -256,7 +256,7 @@ namespace swrenderer
}
if (clip3d->fake3D & FAKE3D_CLIPBOTTOM)
{
walllower.Project(textop - texheight > clip3d->sclipBottom - ViewPos.Z ? textop - texheight : clip3d->sclipBottom - ViewPos.Z, &WallC);
walllower.Project(textop - texheight > clip3d->sclipBottom - r_viewpoint.Pos.Z ? textop - texheight : clip3d->sclipBottom - r_viewpoint.Pos.Z, &WallC);
}
else
{
@ -319,13 +319,13 @@ namespace swrenderer
{
// rowoffset is added before the multiply so that the masked texture will
// still be positioned in world units rather than texels.
texturemid = (texturemid - ViewPos.Z + rowoffset) * MaskedScaleY;
texturemid = (texturemid - r_viewpoint.Pos.Z + rowoffset) * MaskedScaleY;
}
else
{
// rowoffset is added outside the multiply so that it positions the texture
// by texels instead of world units.
texturemid = (texturemid - ViewPos.Z) * MaskedScaleY + rowoffset;
texturemid = (texturemid - r_viewpoint.Pos.Z) * MaskedScaleY + rowoffset;
}
WallC.sz1 = ds->sz1;
@ -347,7 +347,7 @@ namespace swrenderer
if (clip3d->fake3D & FAKE3D_CLIPTOP)
{
wallupper.Project(clip3d->sclipTop - ViewPos.Z, &WallC);
wallupper.Project(clip3d->sclipTop - r_viewpoint.Pos.Z, &WallC);
for (i = x1; i < x2; i++)
{
if (wallupper.ScreenY[i] < mceilingclip[i])
@ -357,7 +357,7 @@ namespace swrenderer
}
if (clip3d->fake3D & FAKE3D_CLIPBOTTOM)
{
walllower.Project(clip3d->sclipBottom - ViewPos.Z, &WallC);
walllower.Project(clip3d->sclipBottom - r_viewpoint.Pos.Z, &WallC);
for (i = x1; i < x2; i++)
{
if (walllower.ScreenY[i] > mfloorclip[i])
@ -450,7 +450,7 @@ namespace swrenderer
{
rowoffset += rw_pic->GetHeight();
}
double texturemid = (planez - ViewPos.Z) * yscale;
double texturemid = (planez - r_viewpoint.Pos.Z) * yscale;
if (rw_pic->bWorldPanning)
{
// rowoffset is added before the multiply so that the masked texture will
@ -483,8 +483,8 @@ namespace swrenderer
WallT = ds->tmapvals;
Clip3DFloors *clip3d = Thread->Clip3D.get();
wallupper.Project(clip3d->sclipTop - ViewPos.Z, &WallC);
walllower.Project(clip3d->sclipBottom - ViewPos.Z, &WallC);
wallupper.Project(clip3d->sclipTop - r_viewpoint.Pos.Z, &WallC);
walllower.Project(clip3d->sclipBottom - r_viewpoint.Pos.Z, &WallC);
for (i = x1; i < x2; i++)
{

View file

@ -207,12 +207,12 @@ namespace swrenderer
{
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
{
double lightX = cur_node->lightsource->X() - ViewPos.X;
double lightY = cur_node->lightsource->Y() - ViewPos.Y;
double lightZ = cur_node->lightsource->Z() - ViewPos.Z;
double lightX = cur_node->lightsource->X() - r_viewpoint.Pos.X;
double lightY = cur_node->lightsource->Y() - r_viewpoint.Pos.Y;
double lightZ = cur_node->lightsource->Z() - r_viewpoint.Pos.Z;
float lx = (float)(lightX * ViewSin - lightY * ViewCos) - drawerargs.dc_viewpos.X;
float ly = (float)(lightX * ViewTanCos + lightY * ViewTanSin) - drawerargs.dc_viewpos.Y;
float lx = (float)(lightX * r_viewpoint.Sin - lightY * r_viewpoint.Cos) - drawerargs.dc_viewpos.X;
float ly = (float)(lightX * r_viewpoint.TanCos + lightY * r_viewpoint.TanSin) - drawerargs.dc_viewpos.Y;
float lz = (float)lightZ;
// Precalculate the constant part of the dot here so the drawer doesn't have to.
@ -446,17 +446,17 @@ namespace swrenderer
if (yrepeat >= 0)
{ // normal orientation: draw strips from top to bottom
partition = top - fmod(top - texturemid / yrepeat - ViewPos.Z, scaledtexheight);
partition = top - fmod(top - texturemid / yrepeat - r_viewpoint.Pos.Z, scaledtexheight);
if (partition == top)
{
partition -= scaledtexheight;
}
const short *up = uwal;
short *down = most1.ScreenY;
texturemid = (partition - ViewPos.Z) * yrepeat + texheight;
texturemid = (partition - r_viewpoint.Pos.Z) * yrepeat + texheight;
while (partition > bot)
{
ProjectedWallCull j = most3.Project(partition - ViewPos.Z, &WallC);
ProjectedWallCull j = most3.Project(partition - r_viewpoint.Pos.Z, &WallC);
if (j != ProjectedWallCull::OutsideAbove)
{
for (int j = x1; j < x2; ++j)
@ -474,13 +474,13 @@ namespace swrenderer
}
else
{ // upside down: draw strips from bottom to top
partition = bot - fmod(bot - texturemid / yrepeat - ViewPos.Z, scaledtexheight);
partition = bot - fmod(bot - texturemid / yrepeat - r_viewpoint.Pos.Z, scaledtexheight);
short *up = most1.ScreenY;
const short *down = dwal;
texturemid = (partition - ViewPos.Z) * yrepeat + texheight;
texturemid = (partition - r_viewpoint.Pos.Z) * yrepeat + texheight;
while (partition < top)
{
ProjectedWallCull j = most3.Project(partition - ViewPos.Z, &WallC);
ProjectedWallCull j = most3.Project(partition - r_viewpoint.Pos.Z, &WallC);
if (j != ProjectedWallCull::OutsideBelow)
{
for (int j = x1; j < x2; ++j)

View file

@ -80,7 +80,7 @@ namespace swrenderer
{
if (!plane.isSlope())
{
return Project(plane.Zat0() - ViewPos.Z, wallc);
return Project(plane.Zat0() - r_viewpoint.Pos.Z, wallc);
}
else
{
@ -96,7 +96,7 @@ namespace swrenderer
x -= frac * (x - curline->v1->fX());
y -= frac * (y - curline->v1->fY());
}
z1 = plane.ZatPoint(x, y) - ViewPos.Z;
z1 = plane.ZatPoint(x, y) - r_viewpoint.Pos.Z;
if (wallc->sx2 > wallc->sx1 + 1)
{
@ -108,7 +108,7 @@ namespace swrenderer
x += frac * (curline->v2->fX() - x);
y += frac * (curline->v2->fY() - y);
}
z2 = plane.ZatPoint(x, y) - ViewPos.Z;
z2 = plane.ZatPoint(x, y) - r_viewpoint.Pos.Z;
}
else
{
@ -125,7 +125,7 @@ namespace swrenderer
x += frac * (curline->v2->fX() - x);
y += frac * (curline->v2->fY() - y);
}
z1 = plane.ZatPoint(x, y) - ViewPos.Z;
z1 = plane.ZatPoint(x, y) - r_viewpoint.Pos.Z;
if (wallc->sx2 > wallc->sx1 + 1)
{
@ -137,7 +137,7 @@ namespace swrenderer
x -= frac * (x - curline->v1->fX());
y -= frac * (y - curline->v1->fY());
}
z2 = plane.ZatPoint(x, y) - ViewPos.Z;
z2 = plane.ZatPoint(x, y) - r_viewpoint.Pos.Z;
}
else
{

View file

@ -68,20 +68,20 @@ namespace swrenderer
if (planeang != 0)
{
double cosine = cos(planeang), sine = sin(planeang);
pviewx = pl->xform.xOffs + ViewPos.X * cosine - ViewPos.Y * sine;
pviewy = pl->xform.yOffs + pl->xform.baseyOffs - ViewPos.X * sine - ViewPos.Y * cosine;
pviewx = pl->xform.xOffs + r_viewpoint.Pos.X * cosine - r_viewpoint.Pos.Y * sine;
pviewy = pl->xform.yOffs + pl->xform.baseyOffs - r_viewpoint.Pos.X * sine - r_viewpoint.Pos.Y * cosine;
}
else
{
pviewx = pl->xform.xOffs + ViewPos.X;
pviewy = pl->xform.yOffs - ViewPos.Y;
pviewx = pl->xform.xOffs + r_viewpoint.Pos.X;
pviewy = pl->xform.yOffs - r_viewpoint.Pos.Y;
}
pviewx = _xscale * pviewx;
pviewy = _yscale * pviewy;
// left to right mapping
planeang += (ViewAngle - 90).Radians();
planeang += (r_viewpoint.Angles.Yaw - 90).Radians();
auto viewport = RenderViewport::Instance();
@ -113,7 +113,7 @@ namespace swrenderer
minx = pl->left;
planeheight = fabs(pl->height.Zat0() - ViewPos.Z);
planeheight = fabs(pl->height.Zat0() - r_viewpoint.Pos.Z);
basecolormap = colormap;
@ -231,12 +231,12 @@ namespace swrenderer
cur_node = light_list;
while (cur_node)
{
double lightX = cur_node->lightsource->X() - ViewPos.X;
double lightY = cur_node->lightsource->Y() - ViewPos.Y;
double lightZ = cur_node->lightsource->Z() - ViewPos.Z;
double lightX = cur_node->lightsource->X() - r_viewpoint.Pos.X;
double lightY = cur_node->lightsource->Y() - r_viewpoint.Pos.Y;
double lightZ = cur_node->lightsource->Z() - r_viewpoint.Pos.Z;
float lx = (float)(lightX * ViewSin - lightY * ViewCos);
float ly = (float)(lightX * ViewTanCos + lightY * ViewTanSin) - drawerargs.dc_viewpos.Y;
float lx = (float)(lightX * r_viewpoint.Sin - lightY * r_viewpoint.Cos);
float ly = (float)(lightX * r_viewpoint.TanCos + lightY * r_viewpoint.TanSin) - drawerargs.dc_viewpos.Y;
float lz = (float)lightZ - drawerargs.dc_viewpos.Z;
// Precalculate the constant part of the dot here so the drawer doesn't have to.

View file

@ -70,7 +70,7 @@ namespace swrenderer
}
sky2tex = sky2texture;
skymid = skytexturemid;
skyangle = ViewAngle.BAMs();
skyangle = r_viewpoint.Angles.Yaw.BAMs();
if (pl->picnum == skyflatnum)
{
@ -188,7 +188,7 @@ namespace swrenderer
if (r_linearsky)
{
angle_t xangle = (angle_t)((0.5 - x / (double)viewwidth) * FocalTangent * ANGLE_90);
angle_t xangle = (angle_t)((0.5 - x / (double)viewwidth) * r_viewwindow.FocalTangent * ANGLE_90);
ang = (skyangle + xangle) ^ skyflip;
}
else

View file

@ -86,7 +86,7 @@ namespace swrenderer
lyscale = _yscale * ifloatpow2[drawerargs.TextureHeightBits()];
xscale = 64.f / lxscale;
yscale = 64.f / lyscale;
zeroheight = pl->height.ZatPoint(ViewPos);
zeroheight = pl->height.ZatPoint(r_viewpoint.Pos);
pviewx = xs_ToFixed(32 - drawerargs.TextureWidthBits(), pl->xform.xOffs * pl->xform.xScale);
pviewy = xs_ToFixed(32 - drawerargs.TextureHeightBits(), pl->xform.yOffs * pl->xform.yScale);
@ -95,11 +95,11 @@ namespace swrenderer
// p is the texture origin in view space
// Don't add in the offsets at this stage, because doing so can result in
// errors if the flat is rotated.
ang = M_PI * 3 / 2 - ViewAngle.Radians();
ang = M_PI * 3 / 2 - r_viewpoint.Angles.Yaw.Radians();
cosine = cos(ang), sine = sin(ang);
p[0] = ViewPos.X * cosine - ViewPos.Y * sine;
p[2] = ViewPos.X * sine + ViewPos.Y * cosine;
p[1] = pl->height.ZatPoint(0.0, 0.0) - ViewPos.Z;
p[0] = r_viewpoint.Pos.X * cosine - r_viewpoint.Pos.Y * sine;
p[2] = r_viewpoint.Pos.X * sine + r_viewpoint.Pos.Y * cosine;
p[1] = pl->height.ZatPoint(0.0, 0.0) - r_viewpoint.Pos.Z;
// m is the v direction vector in view space
ang = ang - M_PI / 2 - planeang;
@ -126,8 +126,8 @@ namespace swrenderer
// how much you slope the surface. Use the commented-out code above instead to keep
// the textures a constant size across the surface's plane instead.
cosine = cos(planeang), sine = sin(planeang);
m[1] = pl->height.ZatPoint(ViewPos.X + yscale * sine, ViewPos.Y + yscale * cosine) - zeroheight;
n[1] = -(pl->height.ZatPoint(ViewPos.X - xscale * cosine, ViewPos.Y + xscale * sine) - zeroheight);
m[1] = pl->height.ZatPoint(r_viewpoint.Pos.X + yscale * sine, r_viewpoint.Pos.Y + yscale * cosine) - zeroheight;
n[1] = -(pl->height.ZatPoint(r_viewpoint.Pos.X - xscale * cosine, r_viewpoint.Pos.Y + xscale * sine) - zeroheight);
plane_su = p ^ m;
plane_sv = p ^ n;
@ -157,7 +157,7 @@ namespace swrenderer
basecolormap = colormap;
bool foggy = level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE);;
planelightfloat = (LightVisibility::Instance()->SlopePlaneGlobVis(foggy) * lxscale * lyscale) / (fabs(pl->height.ZatPoint(ViewPos) - ViewPos.Z)) / 65536.f;
planelightfloat = (LightVisibility::Instance()->SlopePlaneGlobVis(foggy) * lxscale * lyscale) / (fabs(pl->height.ZatPoint(r_viewpoint.Pos) - r_viewpoint.Pos.Z)) / 65536.f;
if (pl->height.fC() > 0)
planelightfloat = -planelightfloat;

View file

@ -167,7 +167,7 @@ namespace swrenderer
*xform == check->xform
)
) &&
check->viewangle == renderportal->stacked_angle
check->viewangle == renderportal->stacked_angle.Yaw
)
)
)
@ -191,7 +191,7 @@ namespace swrenderer
renderportal->CurrentPortalUniq == check->CurrentPortalUniq &&
renderportal->MirrorFlags == check->MirrorFlags &&
Thread->Clip3D->CurrentSkybox == check->CurrentSkybox &&
ViewPos == check->viewpos
r_viewpoint.Pos == check->viewpos
)
{
return check;
@ -210,7 +210,7 @@ namespace swrenderer
check->extralight = renderportal->stacked_extralight;
check->visibility = renderportal->stacked_visibility;
check->viewpos = renderportal->stacked_viewpos;
check->viewangle = renderportal->stacked_angle;
check->viewangle = renderportal->stacked_angle.Yaw;
check->Alpha = alpha;
check->Additive = additive;
check->CurrentPortalUniq = renderportal->CurrentPortalUniq;
@ -350,8 +350,8 @@ namespace swrenderer
VisiblePlane *pl;
int i;
DVector3 oViewPos = ViewPos;
DAngle oViewAngle = ViewAngle;
DVector3 oViewPos = r_viewpoint.Pos;
DAngle oViewAngle = r_viewpoint.Angles.Yaw;
RenderPortal *renderportal = Thread->Portal.get();
@ -364,15 +364,15 @@ namespace swrenderer
if (pl->sky < 0 && pl->height.Zat0() == height)
{
ViewPos = pl->viewpos;
ViewAngle = pl->viewangle;
r_viewpoint.Pos = pl->viewpos;
r_viewpoint.Angles.Yaw = pl->viewangle;
renderportal->MirrorFlags = pl->MirrorFlags;
pl->Render(Thread, pl->sky & 0x7FFFFFFF, pl->Additive, true);
}
}
}
ViewPos = oViewPos;
ViewAngle = oViewAngle;
r_viewpoint.Pos = oViewPos;
r_viewpoint.Angles.Yaw = oViewAngle;
}
}

View file

@ -256,15 +256,15 @@ void FSoftwareRenderer::RenderTextureView (FCanvasTexture *tex, AActor *viewpoin
// These get clobbered by rendering to a camera texture but they need to be preserved so the final rendering can be done with the correct palette.
CameraLight savedCameraLight = *CameraLight::Instance();
DAngle savedfov = FieldOfView;
R_SetFOV ((double)fov);
DAngle savedfov = r_viewpoint.FieldOfView;
R_SetFOV (r_viewpoint, (double)fov);
if (r_polyrenderer)
PolyRenderer::Instance()->RenderViewToCanvas(viewpoint, Canvas, 0, 0, tex->GetWidth(), tex->GetHeight(), tex->bFirstUpdate);
else
mScene.RenderViewToCanvas(viewpoint, Canvas, 0, 0, tex->GetWidth(), tex->GetHeight(), tex->bFirstUpdate);
R_SetFOV (savedfov);
R_SetFOV (r_viewpoint, savedfov);
if (Canvas->IsBgra())
{

View file

@ -68,7 +68,7 @@ namespace swrenderer
HeightLevel *near;
HeightLevel *curr;
double height = add->ZatPoint(ViewPos);
double height = add->ZatPoint(r_viewpoint.Pos);
if (height >= sec->CenterCeiling()) return;
if (height <= sec->CenterFloor()) return;

View file

@ -47,6 +47,7 @@ namespace swrenderer
void CameraLight::SetCamera(AActor *actor)
{
AActor *camera = r_viewpoint.camera;
player_t *player = actor->player;
if (camera && camera->player != nullptr)
player = camera->player;
@ -84,10 +85,10 @@ namespace swrenderer
}
}
// [RH] Inverse light for shooting the Sigil
if (fixedcolormap == nullptr && extralight == INT_MIN)
if (fixedcolormap == nullptr && r_viewpoint.extralight == INT_MIN)
{
fixedcolormap = &SpecialColormaps[INVERSECOLORMAP];
extralight = 0;
r_viewpoint.extralight = 0;
}
}
@ -108,7 +109,7 @@ namespace swrenderer
CurrentVisibility = vis;
auto viewport = RenderViewport::Instance();
if (FocalTangent == 0 || viewport->FocalLengthY == 0)
if (r_viewwindow.FocalTangent == 0 || viewport->FocalLengthY == 0)
{ // If r_visibility is called before the renderer is all set up, don't
// divide by zero. This will be called again later, and the proper
// values can be initialized then.
@ -117,7 +118,7 @@ namespace swrenderer
BaseVisibility = vis;
MaxVisForWall = (viewport->InvZtoScale * (SCREENWIDTH*r_Yaspect) / (viewwidth*SCREENHEIGHT * FocalTangent));
MaxVisForWall = (viewport->InvZtoScale * (SCREENWIDTH*r_Yaspect) / (viewwidth*SCREENHEIGHT * r_viewwindow.FocalTangent));
MaxVisForWall = 32767.0 / MaxVisForWall;
MaxVisForFloor = 32767.0 / (viewheight >> 2) * viewport->FocalLengthY / 160;
@ -129,8 +130,8 @@ namespace swrenderer
else
WallVisibility = BaseVisibility;
WallVisibility = (viewport->InvZtoScale * SCREENWIDTH*AspectBaseHeight(WidescreenRatio) /
(viewwidth*SCREENHEIGHT * 3)) * (WallVisibility * FocalTangent);
WallVisibility = (viewport->InvZtoScale * SCREENWIDTH*AspectBaseHeight(r_viewwindow.WidescreenRatio) /
(viewwidth*SCREENHEIGHT * 3)) * (WallVisibility * r_viewwindow.FocalTangent);
// Prevent overflow on floors/ceilings. Note that the calculation of
// MaxVisForFloor means that planes less than two units from the player's
@ -145,7 +146,7 @@ namespace swrenderer
FloorVisibility = 160.0 * FloorVisibility / viewport->FocalLengthY;
TiltVisibility = float(vis * FocalTangent * (16.f * 320.f) / viewwidth);
TiltVisibility = float(vis * r_viewwindow.FocalTangent * (16.f * 320.f) / viewwidth);
NoLightFade = glset.nolightfade;
}

View file

@ -84,10 +84,10 @@ namespace swrenderer
double WallVis(double screenZ, bool foggy) const { return WallGlobVis(foggy) / screenZ; }
double SpriteVis(double screenZ, bool foggy) const { return SpriteGlobVis(foggy) / screenZ; }
double ParticleVis(double screenZ, bool foggy) const { return ParticleGlobVis(foggy) / screenZ; }
double FlatPlaneVis(int screenY, double planeZ, bool foggy) const { return FlatPlaneGlobVis(foggy) / fabs(planeZ - ViewPos.Z) * fabs(RenderViewport::Instance()->CenterY - screenY); }
double FlatPlaneVis(int screenY, double planeZ, bool foggy) const { return FlatPlaneGlobVis(foggy) / fabs(planeZ - r_viewpoint.Pos.Z) * fabs(RenderViewport::Instance()->CenterY - screenY); }
static fixed_t LightLevelToShade(int lightlevel, bool foggy);
static int ActualExtraLight(bool fog) { return fog ? 0 : extralight << 4; }
static int ActualExtraLight(bool fog) { return fog ? 0 : r_viewpoint.extralight << 4; }
private:
double BaseVisibility = 0.0;

View file

@ -98,9 +98,9 @@ namespace swrenderer
const sector_t *s = sec->GetHeightSec();
if (s != nullptr)
{
sector_t *heightsec = viewsector->heightsec;
sector_t *heightsec = r_viewpoint.sector->heightsec;
bool underwater = r_fakingunderwater ||
(heightsec && heightsec->floorplane.PointOnSide(ViewPos) <= 0);
(heightsec && heightsec->floorplane.PointOnSide(r_viewpoint.Pos) <= 0);
bool doorunderwater = false;
int diffTex = (s->MoreFlags & SECF_CLIPFAKEPLANES);
@ -159,8 +159,8 @@ namespace swrenderer
}
}
double refceilz = s->ceilingplane.ZatPoint(ViewPos);
double orgceilz = sec->ceilingplane.ZatPoint(ViewPos);
double refceilz = s->ceilingplane.ZatPoint(r_viewpoint.Pos);
double orgceilz = sec->ceilingplane.ZatPoint(r_viewpoint.Pos);
#if 1
// [RH] Allow viewing underwater areas through doors/windows that
@ -234,7 +234,7 @@ namespace swrenderer
}
FakeSide = WaterFakeSide::BelowFloor;
}
else if (heightsec && heightsec->ceilingplane.PointOnSide(ViewPos) <= 0 &&
else if (heightsec && heightsec->ceilingplane.PointOnSide(r_viewpoint.Pos) <= 0 &&
orgceilz > refceilz && !(s->MoreFlags & SECF_FAKEFLOORONLY))
{ // Above-ceiling hack
tempsec->ceilingplane = s->ceilingplane;
@ -307,16 +307,16 @@ namespace swrenderer
// Find the corners of the box
// that define the edges from current viewpoint.
if (ViewPos.X <= bspcoord[BOXLEFT])
if (r_viewpoint.Pos.X <= bspcoord[BOXLEFT])
boxx = 0;
else if (ViewPos.X < bspcoord[BOXRIGHT])
else if (r_viewpoint.Pos.X < bspcoord[BOXRIGHT])
boxx = 1;
else
boxx = 2;
if (ViewPos.Y >= bspcoord[BOXTOP])
if (r_viewpoint.Pos.Y >= bspcoord[BOXTOP])
boxy = 0;
else if (ViewPos.Y > bspcoord[BOXBOTTOM])
else if (r_viewpoint.Pos.Y > bspcoord[BOXBOTTOM])
boxy = 1;
else
boxy = 2;
@ -325,10 +325,10 @@ namespace swrenderer
if (boxpos == 5)
return true;
x1 = bspcoord[checkcoord[boxpos][0]] - ViewPos.X;
y1 = bspcoord[checkcoord[boxpos][1]] - ViewPos.Y;
x2 = bspcoord[checkcoord[boxpos][2]] - ViewPos.X;
y2 = bspcoord[checkcoord[boxpos][3]] - ViewPos.Y;
x1 = bspcoord[checkcoord[boxpos][0]] - r_viewpoint.Pos.X;
y1 = bspcoord[checkcoord[boxpos][1]] - r_viewpoint.Pos.Y;
x2 = bspcoord[checkcoord[boxpos][2]] - r_viewpoint.Pos.X;
y2 = bspcoord[checkcoord[boxpos][3]] - r_viewpoint.Pos.Y;
// check clip list for an open space
@ -336,10 +336,10 @@ namespace swrenderer
if (y1 * (x1 - x2) + x1 * (y2 - y1) >= -EQUAL_EPSILON)
return true;
rx1 = x1 * ViewSin - y1 * ViewCos;
rx2 = x2 * ViewSin - y2 * ViewCos;
ry1 = x1 * ViewTanCos + y1 * ViewTanSin;
ry2 = x2 * ViewTanCos + y2 * ViewTanSin;
rx1 = x1 * r_viewpoint.Sin - y1 * r_viewpoint.Cos;
rx2 = x2 * r_viewpoint.Sin - y2 * r_viewpoint.Cos;
ry1 = x1 * r_viewpoint.TanCos + y1 * r_viewpoint.TanSin;
ry2 = x2 * r_viewpoint.TanCos + y2 * r_viewpoint.TanSin;
if (Thread->Portal->MirrorFlags & RF_XFLIP)
{
@ -501,7 +501,7 @@ namespace swrenderer
portal = frontsector->ValidatePortal(sector_t::ceiling);
VisiblePlane *ceilingplane = frontsector->ceilingplane.PointOnSide(ViewPos) > 0 ||
VisiblePlane *ceilingplane = frontsector->ceilingplane.PointOnSide(r_viewpoint.Pos) > 0 ||
frontsector->GetTexture(sector_t::ceiling) == skyflatnum ||
portal != nullptr ||
(frontsector->heightsec &&
@ -542,7 +542,7 @@ namespace swrenderer
// killough 10/98: add support for skies transferred from sidedefs
portal = frontsector->ValidatePortal(sector_t::floor);
VisiblePlane *floorplane = frontsector->floorplane.PointOnSide(ViewPos) > 0 || // killough 3/7/98
VisiblePlane *floorplane = frontsector->floorplane.PointOnSide(r_viewpoint.Pos) > 0 || // killough 3/7/98
frontsector->GetTexture(sector_t::floor) == skyflatnum ||
portal != nullptr ||
(frontsector->heightsec &&
@ -591,7 +591,7 @@ namespace swrenderer
clip3d->NewClip();
}
double fakeHeight = clip3d->fakeFloor->fakeFloor->top.plane->ZatPoint(frontsector->centerspot);
if (fakeHeight < ViewPos.Z &&
if (fakeHeight < r_viewpoint.Pos.Z &&
fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot))
{
clip3d->fake3D = FAKE3D_FAKEFLOOR;
@ -654,7 +654,7 @@ namespace swrenderer
clip3d->NewClip();
}
double fakeHeight = clip3d->fakeFloor->fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot);
if (fakeHeight > ViewPos.Z &&
if (fakeHeight > r_viewpoint.Pos.Z &&
fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot))
{
clip3d->fake3D = FAKE3D_FAKECEILING;
@ -798,7 +798,7 @@ namespace swrenderer
node_t *bsp = (node_t *)node;
// Decide which side the view point is on.
int side = R_PointOnSide(ViewPos, bsp);
int side = R_PointOnSide(r_viewpoint.Pos, bsp);
// Recursively divide front space (toward the viewer).
RenderBSPNode(bsp->children[side]);
@ -848,7 +848,7 @@ namespace swrenderer
FIntCVar *cvar = thing->GetClass()->distancecheck;
if (cvar != nullptr && *cvar >= 0)
{
double dist = (thing->Pos() - ViewPos).LengthSquared();
double dist = (thing->Pos() - r_viewpoint.Pos).LengthSquared();
double check = (double)**cvar;
if (dist >= check * check)
{
@ -930,8 +930,8 @@ namespace swrenderer
bool RenderOpaquePass::GetThingSprite(AActor *thing, ThingSprite &sprite)
{
sprite.pos = thing->InterpolatedPosition(r_TicFracF);
sprite.pos.Z += thing->GetBobOffset(r_TicFracF);
sprite.pos = thing->InterpolatedPosition(r_viewpoint.TicFrac);
sprite.pos.Z += thing->GetBobOffset(r_viewpoint.TicFrac);
sprite.spritenum = thing->sprite;
sprite.tex = nullptr;
@ -958,7 +958,7 @@ namespace swrenderer
{
// choose a different rotation based on player view
spriteframe_t *sprframe = &SpriteFrames[sprite.tex->Rotations];
DAngle ang = (sprite.pos - ViewPos).Angle();
DAngle ang = (sprite.pos - r_viewpoint.Pos).Angle();
angle_t rot;
if (sprframe->Texture[0] == sprframe->Texture[1])
{
@ -1001,7 +1001,7 @@ namespace swrenderer
//picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0];
// choose a different rotation based on player view
spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + thing->frame];
DAngle ang = (sprite.pos - ViewPos).Angle();
DAngle ang = (sprite.pos - r_viewpoint.Pos).Angle();
angle_t rot;
if (sprframe->Texture[0] == sprframe->Texture[1])
{

View file

@ -101,12 +101,12 @@ namespace swrenderer
Thread->Clip3D->EnterSkybox();
CurrentPortalInSkybox = true;
int savedextralight = extralight;
DVector3 savedpos = ViewPos;
DAngle savedangle = ViewAngle;
int savedextralight = r_viewpoint.extralight;
DVector3 savedpos = r_viewpoint.Pos;
DRotator savedangles = r_viewpoint.Angles;
double savedvisibility = LightVisibility::Instance()->GetVisibility();
AActor *savedcamera = camera;
sector_t *savedsector = viewsector;
AActor *savedcamera = r_viewpoint.camera;
sector_t *savedsector = r_viewpoint.sector;
for (VisiblePlane *pl = planes->PopFirstPortalPlane(); pl != nullptr; pl = planes->PopFirstPortalPlane())
{
@ -125,11 +125,11 @@ namespace swrenderer
{
// Don't let gun flashes brighten the sky box
AActor *sky = port->mSkybox;
extralight = 0;
r_viewpoint.extralight = 0;
LightVisibility::Instance()->SetVisibility(sky->args[0] * 0.25f);
ViewPos = sky->InterpolatedPosition(r_TicFracF);
ViewAngle = savedangle + (sky->PrevAngles.Yaw + deltaangle(sky->PrevAngles.Yaw, sky->Angles.Yaw) * r_TicFracF);
r_viewpoint.Pos = sky->InterpolatedPosition(r_viewpoint.TicFrac);
r_viewpoint.Angles.Yaw = savedangles.Yaw + (sky->PrevAngles.Yaw + deltaangle(sky->PrevAngles.Yaw, sky->Angles.Yaw) * r_viewpoint.TicFrac);
CopyStackedViewParameters();
break;
@ -138,12 +138,12 @@ namespace swrenderer
case PORTS_STACKEDSECTORTHING:
case PORTS_PORTAL:
case PORTS_LINKEDPORTAL:
extralight = pl->extralight;
r_viewpoint.extralight = pl->extralight;
LightVisibility::Instance()->SetVisibility(pl->visibility);
ViewPos.X = pl->viewpos.X + port->mDisplacement.X;
ViewPos.Y = pl->viewpos.Y + port->mDisplacement.Y;
ViewPos.Z = pl->viewpos.Z;
ViewAngle = pl->viewangle;
r_viewpoint.Pos.X = pl->viewpos.X + port->mDisplacement.X;
r_viewpoint.Pos.Y = pl->viewpos.Y + port->mDisplacement.Y;
r_viewpoint.Pos.Z = pl->viewpos.Z;
r_viewpoint.Angles.Yaw = pl->viewangle;
break;
case PORTS_HORIZON:
@ -158,10 +158,10 @@ namespace swrenderer
port->mFlags |= PORTSF_INSKYBOX;
if (port->mPartner > 0) level.sectorPortals[port->mPartner].mFlags |= PORTSF_INSKYBOX;
camera = nullptr;
viewsector = port->mDestination;
r_viewpoint.camera = nullptr;
r_viewpoint.sector = port->mDestination;
assert(viewsector != nullptr);
R_SetViewAngle();
R_SetViewAngle(r_viewpoint, r_viewwindow);
Thread->OpaquePass->ClearSeenSprites();
Thread->Clip3D->ClearFakeFloors();
@ -188,7 +188,7 @@ namespace swrenderer
drawseglist->PushPortal();
Thread->SpriteList->PushPortal();
viewposStack.Push(ViewPos);
viewposStack.Push(r_viewpoint.Pos);
visplaneStack.Push(pl);
// Create a drawseg to clip sprites to the sky plane
@ -227,7 +227,7 @@ namespace swrenderer
while (viewposStack.Size() > 0)
{
// Masked textures and planes need the view coordinates restored for proper positioning.
viewposStack.Pop(ViewPos);
viewposStack.Pop(r_viewpoint.Pos);
Thread->TranslucentPass->Render();
@ -242,13 +242,13 @@ namespace swrenderer
drawseglist->PopPortal();
}
camera = savedcamera;
viewsector = savedsector;
ViewPos = savedpos;
r_viewpoint.camera = savedcamera;
r_viewpoint.sector = savedsector;
r_viewpoint.Pos = savedpos;
LightVisibility::Instance()->SetVisibility(savedvisibility);
extralight = savedextralight;
ViewAngle = savedangle;
R_SetViewAngle();
r_viewpoint.extralight = savedextralight;
r_viewpoint.Angles = savedangles;
R_SetViewAngle(r_viewpoint, r_viewwindow);
CurrentPortalInSkybox = false;
Thread->Clip3D->LeaveSkybox();
@ -318,12 +318,12 @@ namespace swrenderer
return;
}
DAngle startang = ViewAngle;
DVector3 startpos = ViewPos;
DVector3 savedpath[2] = { ViewPath[0], ViewPath[1] };
ActorRenderFlags savedvisibility = camera ? camera->renderflags & RF_INVISIBLE : ActorRenderFlags::FromInt(0);
DAngle startang = r_viewpoint.Angles.Yaw;
DVector3 startpos = r_viewpoint.Pos;
DVector3 savedpath[2] = { r_viewpoint.Path[0], r_viewpoint.Path[1] };
ActorRenderFlags savedvisibility = r_viewpoint.camera ? r_viewpoint.camera->renderflags & RF_INVISIBLE : ActorRenderFlags::FromInt(0);
camera->renderflags &= ~RF_INVISIBLE;
r_viewpoint.camera->renderflags &= ~RF_INVISIBLE;
CurrentPortalUniq++;
@ -337,11 +337,11 @@ namespace swrenderer
// Reflect the current view behind the mirror.
if (pds->src->Delta().X == 0)
{ // vertical mirror
ViewPos.X = v1->fX() - startpos.X + v1->fX();
r_viewpoint.Pos.X = v1->fX() - startpos.X + v1->fX();
}
else if (pds->src->Delta().Y == 0)
{ // horizontal mirror
ViewPos.Y = v1->fY() - startpos.Y + v1->fY();
r_viewpoint.Pos.Y = v1->fY() - startpos.Y + v1->fY();
}
else
{ // any mirror
@ -357,40 +357,40 @@ namespace swrenderer
// the above two cases catch len == 0
double r = ((x - x1)*dx + (y - y1)*dy) / (dx*dx + dy*dy);
ViewPos.X = (x1 + r * dx) * 2 - x;
ViewPos.Y = (y1 + r * dy) * 2 - y;
r_viewpoint.Pos.X = (x1 + r * dx) * 2 - x;
r_viewpoint.Pos.Y = (y1 + r * dy) * 2 - y;
}
ViewAngle = pds->src->Delta().Angle() * 2 - startang;
r_viewpoint.Angles.Yaw = pds->src->Delta().Angle() * 2 - startang;
}
else
{
P_TranslatePortalXY(pds->src, ViewPos.X, ViewPos.Y);
P_TranslatePortalZ(pds->src, ViewPos.Z);
P_TranslatePortalAngle(pds->src, ViewAngle);
P_TranslatePortalXY(pds->src, ViewPath[0].X, ViewPath[0].Y);
P_TranslatePortalXY(pds->src, ViewPath[1].X, ViewPath[1].Y);
P_TranslatePortalXY(pds->src, r_viewpoint.Pos.X, r_viewpoint.Pos.Y);
P_TranslatePortalZ(pds->src, r_viewpoint.Pos.Z);
P_TranslatePortalAngle(pds->src, r_viewpoint.Angles.Yaw);
P_TranslatePortalXY(pds->src, r_viewpoint.Path[0].X, r_viewpoint.Path[0].Y);
P_TranslatePortalXY(pds->src, r_viewpoint.Path[1].X, r_viewpoint.Path[1].Y);
if (!r_showviewer && camera && P_PointOnLineSidePrecise(ViewPath[0], pds->dst) != P_PointOnLineSidePrecise(ViewPath[1], pds->dst))
if (!r_viewpoint.showviewer && r_viewpoint.camera && P_PointOnLineSidePrecise(r_viewpoint.Path[0], pds->dst) != P_PointOnLineSidePrecise(r_viewpoint.Path[1], pds->dst))
{
double distp = (ViewPath[0] - ViewPath[1]).Length();
double distp = (r_viewpoint.Path[0] - r_viewpoint.Path[1]).Length();
if (distp > EQUAL_EPSILON)
{
double dist1 = (ViewPos - ViewPath[0]).Length();
double dist2 = (ViewPos - ViewPath[1]).Length();
double dist1 = (r_viewpoint.Pos - r_viewpoint.Path[0]).Length();
double dist2 = (r_viewpoint.Pos - r_viewpoint.Path[1]).Length();
if (dist1 + dist2 < distp + 1)
{
camera->renderflags |= RF_INVISIBLE;
r_viewpoint.camera->renderflags |= RF_INVISIBLE;
}
}
}
}
ViewSin = ViewAngle.Sin();
ViewCos = ViewAngle.Cos();
r_viewpoint.Sin = r_viewpoint.Angles.Yaw.Sin();
r_viewpoint.Cos = r_viewpoint.Angles.Yaw.Cos();
ViewTanSin = FocalTangent * ViewSin;
ViewTanCos = FocalTangent * ViewCos;
r_viewpoint.TanSin = r_viewwindow.FocalTangent * r_viewpoint.Sin;
r_viewpoint.TanCos = r_viewwindow.FocalTangent * r_viewpoint.Cos;
CopyStackedViewParameters();
@ -425,14 +425,14 @@ namespace swrenderer
Thread->OpaquePass->RenderScene();
Thread->Clip3D->ResetClip(); // reset clips (floor/ceiling)
if (!savedvisibility && camera) camera->renderflags &= ~RF_INVISIBLE;
if (!savedvisibility && r_viewpoint.camera) r_viewpoint.camera->renderflags &= ~RF_INVISIBLE;
PlaneCycles.Clock();
Thread->PlaneList->Render();
RenderPlanePortals();
PlaneCycles.Unclock();
double vzp = ViewPos.Z;
double vzp = r_viewpoint.Pos.Z;
int prevuniq = CurrentPortalUniq;
// depth check is in another place right now
@ -463,10 +463,10 @@ namespace swrenderer
CurrentPortal = prevpds;
MirrorFlags = prevmf;
ViewAngle = startang;
ViewPos = startpos;
ViewPath[0] = savedpath[0];
ViewPath[1] = savedpath[1];
r_viewpoint.Angles.Yaw = startang;
r_viewpoint.Pos = startpos;
r_viewpoint.Path[0] = savedpath[0];
r_viewpoint.Path[1] = savedpath[1];
}
void RenderPortal::RenderLinePortalHighlight(PortalDrawseg* pds)
@ -513,9 +513,9 @@ namespace swrenderer
void RenderPortal::CopyStackedViewParameters()
{
stacked_viewpos = ViewPos;
stacked_angle = ViewAngle;
stacked_extralight = extralight;
stacked_viewpos = r_viewpoint.Pos;
stacked_angle = r_viewpoint.Angles;
stacked_extralight = r_viewpoint.extralight;
stacked_visibility = LightVisibility::Instance()->GetVisibility();
}

View file

@ -50,7 +50,7 @@ namespace swrenderer
int stacked_extralight = 0;
double stacked_visibility = 0.0;
DVector3 stacked_viewpos;
DAngle stacked_angle;
DRotator stacked_angle;
int numskyboxes = 0; // For ADD_STAT(skyboxes)

View file

@ -132,7 +132,7 @@ namespace swrenderer
MaskedCycles.Reset();
WallScanCycles.Reset();
R_SetupFrame(actor);
R_SetupFrame(r_viewpoint, r_viewwindow, actor);
CameraLight::Instance()->SetCamera(actor);
RenderViewport::Instance()->SetupFreelook();
@ -146,18 +146,18 @@ namespace swrenderer
// Link the polyobjects right before drawing the scene to reduce the amounts of calls to this function
PO_LinkToSubsectors();
ActorRenderFlags savedflags = camera->renderflags;
ActorRenderFlags savedflags = r_viewpoint.camera->renderflags;
// Never draw the player unless in chasecam mode
if (!r_showviewer)
if (!r_viewpoint.showviewer)
{
camera->renderflags |= RF_INVISIBLE;
r_viewpoint.camera->renderflags |= RF_INVISIBLE;
}
RenderThreadSlices();
MainThread()->PlayerSprites->Render();
RenderDrawQueues();
camera->renderflags = savedflags;
r_viewpoint.camera->renderflags = savedflags;
interpolator.RestoreInterpolations();
// If we don't want shadered colormaps, NULL it now so that the
@ -331,17 +331,17 @@ namespace swrenderer
viewwidth = width;
viewport->RenderTarget = canvas;
R_SetWindow(12, width, height, height, true);
R_SetWindow(r_viewpoint, r_viewwindow, 12, width, height, height, true);
viewwindowx = x;
viewwindowy = y;
viewactive = true;
viewport->SetViewport(width, height, WidescreenRatio);
viewport->SetViewport(width, height, r_viewwindow.WidescreenRatio);
RenderActorView(actor, dontmaplines);
viewport->RenderTarget = screen;
R_ExecuteSetViewSize();
R_ExecuteSetViewSize(r_viewpoint, r_viewwindow);
float trueratio;
ActiveRatio(width, height, &trueratio);
screen->Lock(true);

View file

@ -175,7 +175,7 @@ namespace swrenderer
else
{ // kg3D - correct sorting
// ceilings
for (HeightLevel *hl = clip3d->height_cur; hl != nullptr && hl->height >= ViewPos.Z; hl = hl->prev)
for (HeightLevel *hl = clip3d->height_cur; hl != nullptr && hl->height >= r_viewpoint.Pos.Z; hl = hl->prev)
{
if (hl->next)
{
@ -195,7 +195,7 @@ namespace swrenderer
clip3d->fake3D = FAKE3D_DOWN2UP | FAKE3D_CLIPTOP;
clip3d->sclipTop = clip3d->height_top->height;
DrawMaskedSingle(true);
for (HeightLevel *hl = clip3d->height_top; hl != nullptr && hl->height < ViewPos.Z; hl = hl->next)
for (HeightLevel *hl = clip3d->height_top; hl != nullptr && hl->height < r_viewpoint.Pos.Z; hl = hl->next)
{
Thread->PlaneList->RenderHeight(hl->height);
if (hl->next)

View file

@ -144,8 +144,8 @@ namespace swrenderer
DVector2 angvec = (curline->v2->fPos() - curline->v1->fPos()).Unit();
float maskedScaleY;
decal_left = decal_pos - edge_left * angvec - ViewPos;
decal_right = decal_pos + edge_right * angvec - ViewPos;
decal_left = decal_pos - edge_left * angvec - r_viewpoint.Pos;
decal_right = decal_pos + edge_right * angvec - r_viewpoint.Pos;
CameraLight *cameraLight;
double texturemid;
@ -222,7 +222,7 @@ namespace swrenderer
}
yscale = decal->ScaleY;
texturemid = WallSpriteTile->TopOffset + (zpos - ViewPos.Z) / yscale;
texturemid = WallSpriteTile->TopOffset + (zpos - r_viewpoint.Pos.Z) / yscale;
// Clip sprite to drawseg
x1 = MAX<int>(clipper->x1, x1);

View file

@ -77,16 +77,16 @@ namespace swrenderer
return;
// transform the origin point
tr_x = particle->Pos.X - ViewPos.X;
tr_y = particle->Pos.Y - ViewPos.Y;
tr_x = particle->Pos.X - r_viewpoint.Pos.X;
tr_y = particle->Pos.Y - r_viewpoint.Pos.Y;
tz = tr_x * ViewTanCos + tr_y * ViewTanSin;
tz = tr_x * r_viewpoint.TanCos + tr_y * r_viewpoint.TanSin;
// particle is behind view plane?
if (tz < MINZ)
return;
tx = tr_x * ViewSin - tr_y * ViewCos;
tx = tr_x * r_viewpoint.Sin - tr_y * r_viewpoint.Cos;
// Flip for mirrors
if (renderportal->MirrorFlags & RF_XFLIP)
@ -99,13 +99,13 @@ namespace swrenderer
return;
tiz = 1 / tz;
xscale = centerx * tiz;
xscale = r_viewwindow.centerx * tiz;
// calculate edges of the shape
double psize = particle->size / 8.0;
x1 = MAX<int>(renderportal->WindowLeft, centerx + xs_RoundToInt((tx - psize) * xscale));
x2 = MIN<int>(renderportal->WindowRight, centerx + xs_RoundToInt((tx + psize) * xscale));
x1 = MAX<int>(renderportal->WindowLeft, r_viewwindow.centerx + xs_RoundToInt((tx - psize) * xscale));
x2 = MIN<int>(renderportal->WindowRight, r_viewwindow.centerx + xs_RoundToInt((tx + psize) * xscale));
if (x1 >= x2)
return;
@ -113,7 +113,7 @@ namespace swrenderer
auto viewport = RenderViewport::Instance();
yscale = xscale; // YaspectMul is not needed for particles as they should always be square
ty = particle->Pos.Z - ViewPos.Z;
ty = particle->Pos.Z - r_viewpoint.Pos.Z;
y1 = xs_RoundToInt(viewport->CenterY - (ty + psize) * yscale);
y2 = xs_RoundToInt(viewport->CenterY - (ty - psize) * yscale);

View file

@ -82,37 +82,37 @@ namespace swrenderer
F3DFloor *rover;
if (!r_drawplayersprites ||
!camera ||
!camera->player ||
!r_viewpoint.camera ||
!r_viewpoint.camera->player ||
(players[consoleplayer].cheats & CF_CHASECAM) ||
(r_deathcamera && camera->health <= 0))
(r_deathcamera && r_viewpoint.camera->health <= 0))
return;
FDynamicColormap *basecolormap;
CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->FixedLightLevel() < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size())
if (cameraLight->FixedLightLevel() < 0 && r_viewpoint.sector->e && r_viewpoint.sector->e->XFloor.lightlist.Size())
{
for (i = viewsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
for (i = r_viewpoint.sector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
{
if (ViewPos.Z <= viewsector->e->XFloor.lightlist[i].plane.Zat0())
if (r_viewpoint.Pos.Z <= r_viewpoint.sector->e->XFloor.lightlist[i].plane.Zat0())
{
rover = viewsector->e->XFloor.lightlist[i].caster;
rover = r_viewpoint.sector->e->XFloor.lightlist[i].caster;
if (rover)
{
if (rover->flags & FF_DOUBLESHADOW && ViewPos.Z <= rover->bottom.plane->Zat0())
if (rover->flags & FF_DOUBLESHADOW && r_viewpoint.Pos.Z <= rover->bottom.plane->Zat0())
break;
sec = rover->model;
if (rover->flags & FF_FADEWALLS)
basecolormap = sec->ColorMap;
else
basecolormap = viewsector->e->XFloor.lightlist[i].extra_colormap;
basecolormap = r_viewpoint.sector->e->XFloor.lightlist[i].extra_colormap;
}
break;
}
}
if (!sec)
{
sec = viewsector;
sec = r_viewpoint.sector;
basecolormap = sec->ColorMap;
}
floorlight = ceilinglight = sec->lightlevel;
@ -120,7 +120,7 @@ namespace swrenderer
else
{ // This used to use camera->Sector but due to interpolation that can be incorrect
// when the interpolated viewpoint is in a different sector than the camera.
sec = Thread->OpaquePass->FakeFlat(viewsector, &tempsec, &floorlight, &ceilinglight, nullptr, 0, 0, 0, 0);
sec = Thread->OpaquePass->FakeFlat(r_viewpoint.sector, &tempsec, &floorlight, &ceilinglight, nullptr, 0, 0, 0, 0);
// [RH] set basecolormap
basecolormap = sec->ColorMap;
@ -133,7 +133,7 @@ namespace swrenderer
lightnum = ((floorlight + ceilinglight) >> 1) + LightVisibility::ActualExtraLight(foggy);
int spriteshade = LightVisibility::LightLevelToShade(lightnum, foggy) - 24 * FRACUNIT;
if (camera->player != NULL)
if (r_viewpoint.camera->player != NULL)
{
auto viewport = RenderViewport::Instance();
@ -143,10 +143,10 @@ namespace swrenderer
viewport->CenterY = viewheight / 2;
P_BobWeapon(camera->player, &bobx, &boby, r_TicFracF);
P_BobWeapon(r_viewpoint.camera->player, &bobx, &boby, r_viewpoint.TicFrac);
// Interpolate the main weapon layer once so as to be able to add it to other layers.
if ((weapon = camera->player->FindPSprite(PSP_WEAPON)) != nullptr)
if ((weapon = r_viewpoint.camera->player->FindPSprite(PSP_WEAPON)) != nullptr)
{
if (weapon->firstTic)
{
@ -155,8 +155,8 @@ namespace swrenderer
}
else
{
wx = weapon->oldx + (weapon->x - weapon->oldx) * r_TicFracF;
wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF;
wx = weapon->oldx + (weapon->x - weapon->oldx) * r_viewpoint.TicFrac;
wy = weapon->oldy + (weapon->y - weapon->oldy) * r_viewpoint.TicFrac;
}
}
else
@ -166,7 +166,7 @@ namespace swrenderer
}
// add all active psprites
psp = camera->player->psprites;
psp = r_viewpoint.camera->player->psprites;
while (psp)
{
// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
@ -176,7 +176,7 @@ namespace swrenderer
if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr)
{
RenderSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF, spriteshade, basecolormap, foggy);
RenderSprite(psp, r_viewpoint.camera, bobx, boby, wx, wy, r_viewpoint.TicFrac, spriteshade, basecolormap, foggy);
}
psp = psp->GetNext();
@ -245,7 +245,7 @@ namespace swrenderer
auto viewport = RenderViewport::Instance();
double pspritexscale = centerxwide / 160.0;
double pspritexscale = r_viewwindow.centerxwide / 160.0;
double pspriteyscale = pspritexscale * viewport->YaspectMul;
double pspritexiscale = 1 / pspritexscale;
@ -273,7 +273,7 @@ namespace swrenderer
vis.texturemid = (BASEYCENTER - sy) * tex->Scale.Y + tex->TopOffset;
if (camera->player && (viewport->RenderTarget != screen ||
if (r_viewpoint.camera->player && (viewport->RenderTarget != screen ||
viewheight == viewport->RenderTarget->GetHeight() ||
(viewport->RenderTarget->GetWidth() > (BASEXCENTER * 2) && !st_scale)))
{ // Adjust PSprite for fullscreen views
@ -292,7 +292,7 @@ namespace swrenderer
}
if (pspr->GetID() < PSP_TARGETCENTER)
{ // Move the weapon down for 1280x1024.
vis.texturemid -= AspectPspriteOffset(WidescreenRatio);
vis.texturemid -= AspectPspriteOffset(r_viewwindow.WidescreenRatio);
}
vis.x1 = x1 < 0 ? 0 : x1;
vis.x2 = x2 >= viewwidth ? viewwidth : x2;
@ -447,14 +447,14 @@ namespace swrenderer
colormap_to_use = (FDynamicColormap*)vis.Light.BaseColormap;
if (camera->Inventory != nullptr)
if (r_viewpoint.camera->Inventory != nullptr)
{
visstyle_t visstyle;
visstyle.Alpha = vis.Alpha;
visstyle.RenderStyle = STYLE_Count;
visstyle.Invert = false;
camera->Inventory->AlterWeaponSprite(&visstyle);
r_viewpoint.camera->Inventory->AlterWeaponSprite(&visstyle);
vis.Alpha = visstyle.Alpha;

View file

@ -66,16 +66,16 @@ namespace swrenderer
void RenderSprite::Project(RenderThread *thread, AActor *thing, const DVector3 &pos, FTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade, bool foggy, FDynamicColormap *basecolormap)
{
// transform the origin point
double tr_x = pos.X - ViewPos.X;
double tr_y = pos.Y - ViewPos.Y;
double tr_x = pos.X - r_viewpoint.Pos.X;
double tr_y = pos.Y - r_viewpoint.Pos.Y;
double tz = tr_x * ViewTanCos + tr_y * ViewTanSin;
double tz = tr_x * r_viewpoint.TanCos + tr_y * r_viewpoint.TanSin;
// thing is behind view plane?
if (tz < MINZ)
return;
double tx = tr_x * ViewSin - tr_y * ViewCos;
double tx = tr_x * r_viewpoint.Sin - tr_y * r_viewpoint.Cos;
// [RH] Flip for mirrors
RenderPortal *renderportal = thread->Portal.get();
@ -129,7 +129,7 @@ namespace swrenderer
double xscale = viewport->CenterX / tz;
// [RH] Reject sprites that are off the top or bottom of the screen
if (viewport->globaluclip * tz > ViewPos.Z - gzb || viewport->globaldclip * tz < ViewPos.Z - gzt)
if (viewport->globaluclip * tz > r_viewpoint.Pos.Z - gzb || viewport->globaldclip * tz < r_viewpoint.Pos.Z - gzt)
{
return;
}
@ -142,14 +142,14 @@ namespace swrenderer
tx -= ((renderflags & RF_XFLIP) ? (tex->GetWidth() - tex->LeftOffset - 1) : tex->LeftOffset) * thingxscalemul;
double dtx1 = tx * xscale;
int x1 = centerx + xs_RoundToInt(dtx1);
int x1 = r_viewwindow.centerx + xs_RoundToInt(dtx1);
// off the right side?
if (x1 >= renderportal->WindowRight)
return;
tx += tex->GetWidth() * thingxscalemul;
int x2 = centerx + xs_RoundToInt(tx * xscale);
int x2 = r_viewwindow.centerx + xs_RoundToInt(tx * xscale);
// off the left side or too small?
if ((x2 < renderportal->WindowLeft || x2 <= x1))
@ -168,7 +168,7 @@ namespace swrenderer
vis->yscale = float(viewport->InvZtoScale * yscale / tz);
vis->idepth = float(1 / tz);
vis->floorclip = thing->Floorclip / yscale;
vis->texturemid = tex->TopOffset - (ViewPos.Z - pos.Z + thing->Floorclip) / yscale;
vis->texturemid = tex->TopOffset - (r_viewpoint.Pos.Z - pos.Z + thing->Floorclip) / yscale;
vis->x1 = x1 < renderportal->WindowLeft ? renderportal->WindowLeft : x1;
vis->x2 = x2 > renderportal->WindowRight ? renderportal->WindowRight : x2;
//vis->Angle = thing->Angles.Yaw;
@ -184,7 +184,7 @@ namespace swrenderer
vis->xiscale = iscale;
}
vis->startfrac += (fixed_t)(vis->xiscale * (vis->x1 - centerx + 0.5 - dtx1));
vis->startfrac += (fixed_t)(vis->xiscale * (vis->x1 - r_viewwindow.centerx + 0.5 - dtx1));
// killough 3/27/98: save sector for special clipping later
vis->heightsec = heightsec;
@ -194,8 +194,8 @@ namespace swrenderer
vis->gpos = { (float)pos.X, (float)pos.Y, (float)pos.Z };
vis->gzb = (float)gzb; // [RH] use gzb, not thing->z
vis->gzt = (float)gzt; // killough 3/27/98
vis->deltax = float(pos.X - ViewPos.X);
vis->deltay = float(pos.Y - ViewPos.Y);
vis->deltax = float(pos.X - r_viewpoint.Pos.X);
vis->deltay = float(pos.Y - r_viewpoint.Pos.Y);
vis->renderflags = renderflags;
if (thing->flags5 & MF5_BRIGHT)
vis->renderflags |= RF_FULLBRIGHT; // kg3D

View file

@ -95,7 +95,7 @@ namespace swrenderer
{
if (!(clip3d->fake3D & FAKE3D_CLIPTOP))
{
clip3d->sclipTop = spr->sector->ceilingplane.ZatPoint(ViewPos);
clip3d->sclipTop = spr->sector->ceilingplane.ZatPoint(r_viewpoint.Pos);
}
sector_t *sec = nullptr;
FDynamicColormap *mybasecolormap = nullptr;
@ -169,7 +169,7 @@ namespace swrenderer
if (spr->FakeFlatStat != WaterFakeSide::AboveCeiling)
{
double hz = spr->heightsec->floorplane.ZatPoint(spr->gpos);
int h = xs_RoundToInt(viewport->CenterY - (hz - ViewPos.Z) * scale);
int h = xs_RoundToInt(viewport->CenterY - (hz - r_viewpoint.Pos.Z) * scale);
if (spr->FakeFlatStat == WaterFakeSide::BelowFloor)
{ // seen below floor: clip top
@ -191,7 +191,7 @@ namespace swrenderer
if (spr->FakeFlatStat != WaterFakeSide::BelowFloor && !(spr->heightsec->MoreFlags & SECF_FAKEFLOORONLY))
{
double hz = spr->heightsec->ceilingplane.ZatPoint(spr->gpos);
int h = xs_RoundToInt(viewport->CenterY - (hz - ViewPos.Z) * scale);
int h = xs_RoundToInt(viewport->CenterY - (hz - r_viewpoint.Pos.Z) * scale);
if (spr->FakeFlatStat == WaterFakeSide::AboveCeiling)
{ // seen above ceiling: clip bottom
@ -230,12 +230,12 @@ namespace swrenderer
if (spr->fakefloor)
{
double floorz = spr->fakefloor->top.plane->Zat0();
if (ViewPos.Z > floorz && floorz == clip3d->sclipBottom)
if (r_viewpoint.Pos.Z > floorz && floorz == clip3d->sclipBottom)
{
hz = spr->fakefloor->bottom.plane->Zat0();
}
}
int h = xs_RoundToInt(viewport->CenterY - (hz - ViewPos.Z) * scale);
int h = xs_RoundToInt(viewport->CenterY - (hz - r_viewpoint.Pos.Z) * scale);
if (h < botclip)
{
botclip = MAX<short>(0, h);
@ -251,12 +251,12 @@ namespace swrenderer
if (spr->fakeceiling != nullptr)
{
double ceilingZ = spr->fakeceiling->bottom.plane->Zat0();
if (ViewPos.Z < ceilingZ && ceilingZ == clip3d->sclipTop)
if (r_viewpoint.Pos.Z < ceilingZ && ceilingZ == clip3d->sclipTop)
{
hz = spr->fakeceiling->top.plane->Zat0();
}
}
int h = xs_RoundToInt(viewport->CenterY - (hz - ViewPos.Z) * scale);
int h = xs_RoundToInt(viewport->CenterY - (hz - r_viewpoint.Pos.Z) * scale);
if (h > topclip)
{
topclip = short(MIN(h, viewheight));

View file

@ -45,11 +45,11 @@ namespace swrenderer
void RenderVoxel::Project(RenderThread *thread, AActor *thing, DVector3 pos, FVoxelDef *voxel, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade, bool foggy, FDynamicColormap *basecolormap)
{
// transform the origin point
double tr_x = pos.X - ViewPos.X;
double tr_y = pos.Y - ViewPos.Y;
double tr_x = pos.X - r_viewpoint.Pos.X;
double tr_y = pos.Y - r_viewpoint.Pos.Y;
double tz = tr_x * ViewTanCos + tr_y * ViewTanSin;
double tx = tr_x * ViewSin - tr_y * ViewCos;
double tz = tr_x * r_viewpoint.TanCos + tr_y * r_viewpoint.TanSin;
double tx = tr_x * r_viewpoint.Sin - tr_y * r_viewpoint.Cos;
// [RH] Flip for mirrors
RenderPortal *renderportal = thread->Portal.get();
@ -121,8 +121,8 @@ namespace swrenderer
vis->Angle -= ang;
}
vis->pa.vpos = { (float)ViewPos.X, (float)ViewPos.Y, (float)ViewPos.Z };
vis->pa.vang = FAngle((float)ViewAngle.Degrees);
vis->pa.vpos = { (float)r_viewpoint.Pos.X, (float)r_viewpoint.Pos.Y, (float)r_viewpoint.Pos.Z };
vis->pa.vang = FAngle((float)r_viewpoint.Angles.Yaw.Degrees);
// killough 3/27/98: save sector for special clipping later
vis->heightsec = heightsec;
@ -132,8 +132,8 @@ namespace swrenderer
vis->gpos = { (float)pos.X, (float)pos.Y, (float)pos.Z };
vis->gzb = (float)gzb; // [RH] use gzb, not thing->z
vis->gzt = (float)gzt; // killough 3/27/98
vis->deltax = float(pos.X - ViewPos.X);
vis->deltay = float(pos.Y - ViewPos.Y);
vis->deltax = float(pos.X - r_viewpoint.Pos.X);
vis->deltay = float(pos.Y - r_viewpoint.Pos.Y);
vis->renderflags = renderflags;
if (thing->flags5 & MF5_BRIGHT)
vis->renderflags |= RF_FULLBRIGHT; // kg3D
@ -267,9 +267,9 @@ namespace swrenderer
auto viewport = RenderViewport::Instance();
const int nytooclose = centerxwide * 2100, nytoofar = 32768*32768 - 1048576;
const int xdimenscale = FLOAT2FIXED(centerxwide * viewport->YaspectMul / 160);
const double centerxwide_f = centerxwide;
const int nytooclose = r_viewwindow.centerxwide * 2100, nytoofar = 32768*32768 - 1048576;
const int xdimenscale = FLOAT2FIXED(r_viewwindow.centerxwide * viewport->YaspectMul / 160);
const double centerxwide_f = r_viewwindow.centerxwide;
const double centerxwidebig_f = centerxwide_f * 65536*65536*8;
// Convert to Build's coordinate system.
@ -315,8 +315,8 @@ namespace swrenderer
daxscale <<= (k+8); dayscale <<= (k+8);
dazscale = FixedDiv(dayscale, FLOAT2FIXED(viewport->BaseYaspectMul));
daxscale = fixed_t(daxscale / viewport->YaspectMul);
daxscale = Scale(daxscale, xdimenscale, centerxwide << 9);
dayscale = Scale(dayscale, FixedMul(xdimenscale, viewport->viewingrangerecip), centerxwide << 9);
daxscale = Scale(daxscale, xdimenscale, r_viewwindow.centerxwide << 9);
dayscale = Scale(dayscale, FixedMul(xdimenscale, viewport->viewingrangerecip), r_viewwindow.centerxwide << 9);
daxscalerecip = (1<<30) / daxscale;
dayscalerecip = (1<<30) / dayscale;
@ -432,9 +432,9 @@ namespace swrenderer
voxend = (kvxslab_t *)(slabxoffs + xyoffs[y+1]);
if (voxptr >= voxend) continue;
lx = xs_RoundToInt(nx * centerxwide_f / (ny + y1)) + centerx;
lx = xs_RoundToInt(nx * centerxwide_f / (ny + y1)) + r_viewwindow.centerx;
if (lx < 0) lx = 0;
rx = xs_RoundToInt((nx + nxoff) * centerxwide_f / (ny + y2)) + centerx;
rx = xs_RoundToInt((nx + nxoff) * centerxwide_f / (ny + y2)) + r_viewwindow.centerx;
if (rx > viewwidth) rx = viewwidth;
if (rx <= lx) continue;
@ -475,20 +475,20 @@ namespace swrenderer
if (k < 0)
{
if ((voxptr->backfacecull & oand32) == 0) continue;
z2 = MulScale32(l2, k) + centery; /* Below slab */
z2 = MulScale32(l2, k) + r_viewwindow.centery; /* Below slab */
}
else
{
if ((voxptr->backfacecull & oand) == 0) continue; /* Middle of slab */
z2 = MulScale32(l1, k) + centery;
z2 = MulScale32(l1, k) + r_viewwindow.centery;
}
z1 = MulScale32(l1, j) + centery;
z1 = MulScale32(l1, j) + r_viewwindow.centery;
}
else
{
if ((voxptr->backfacecull & oand16) == 0) continue;
z1 = MulScale32(l2, j) + centery; /* Above slab */
z2 = MulScale32(l1, j + (zleng << 15)) + centery;
z1 = MulScale32(l2, j) + r_viewwindow.centery; /* Above slab */
z2 = MulScale32(l1, j + (zleng << 15)) + r_viewwindow.centery;
}
if (z2 <= z1) continue;

View file

@ -82,8 +82,8 @@ namespace swrenderer
x1 *= scale.X;
x2 *= scale.X;
left.X = pos.X - x1 * angcos - ViewPos.X;
left.Y = pos.Y - x1 * angsin - ViewPos.Y;
left.X = pos.X - x1 * angcos - r_viewpoint.Pos.X;
left.Y = pos.Y - x1 * angsin - r_viewpoint.Pos.Y;
right.X = left.X + x2 * angcos;
right.Y = right.Y + x2 * angsin;
@ -98,7 +98,7 @@ namespace swrenderer
// Sprite sorting should probably treat these as walls, not sprites,
// but right now, I just want to get them drawing.
tz = (pos.X - ViewPos.X) * ViewTanCos + (pos.Y - ViewPos.Y) * ViewTanSin;
tz = (pos.X - r_viewpoint.Pos.X) * r_viewpoint.TanCos + (pos.Y - r_viewpoint.Pos.Y) * r_viewpoint.TanSin;
int scaled_to = pic->GetScaledTopOffset();
int scaled_bo = scaled_to - pic->GetScaledHeight();
@ -117,8 +117,8 @@ namespace swrenderer
vis->gpos = { (float)pos.X, (float)pos.Y, (float)pos.Z };
vis->gzb = (float)gzb;
vis->gzt = (float)gzt;
vis->deltax = float(pos.X - ViewPos.X);
vis->deltay = float(pos.Y - ViewPos.Y);
vis->deltax = float(pos.X - r_viewpoint.Pos.X);
vis->deltay = float(pos.Y - r_viewpoint.Pos.Y);
vis->renderflags = renderflags;
if (thing->flags5 & MF5_BRIGHT) vis->renderflags |= RF_FULLBRIGHT; // kg3D
vis->RenderStyle = thing->RenderStyle;
@ -158,7 +158,7 @@ namespace swrenderer
walltexcoords.Project(spr->pic->GetWidth() << FRACBITS, x1, x2, WallT);
iyscale = 1 / spr->yscale;
double texturemid = (spr->gzt - ViewPos.Z) * iyscale;
double texturemid = (spr->gzt - r_viewpoint.Pos.Z) * iyscale;
if (spr->renderflags & RF_XFLIP)
{
int right = (spr->pic->GetWidth() << FRACBITS) - 1;

View file

@ -70,8 +70,8 @@ namespace swrenderer
fuzzviewheight = viewheight - 2; // Maximum row the fuzzer can draw to
CenterX = centerx;
CenterY = centery;
CenterX = r_viewwindow.centerx;
CenterY = r_viewwindow.centery;
virtwidth = virtwidth2 = fullWidth;
virtheight = virtheight2 = fullHeight;
@ -85,13 +85,13 @@ namespace swrenderer
virtwidth2 = virtwidth2 * AspectMultiplier(trueratio) / 48;
}
if (AspectTallerThanWide(WidescreenRatio))
if (AspectTallerThanWide(r_viewwindow.WidescreenRatio))
{
virtheight = virtheight * AspectMultiplier(WidescreenRatio) / 48;
virtheight = virtheight * AspectMultiplier(r_viewwindow.WidescreenRatio) / 48;
}
else
{
virtwidth = virtwidth * AspectMultiplier(WidescreenRatio) / 48;
virtwidth = virtwidth * AspectMultiplier(r_viewwindow.WidescreenRatio) / 48;
}
BaseYaspectMul = 320.0 * virtheight2 / (r_Yaspect * virtwidth2);
@ -117,9 +117,9 @@ namespace swrenderer
{
double dy;
if (camera != NULL)
if (r_viewpoint.camera != NULL)
{
dy = FocalLengthY * (-ViewPitch).Tan();
dy = FocalLengthY * (-r_viewpoint.Angles.Pitch).Tan();
}
else
{
@ -127,7 +127,7 @@ namespace swrenderer
}
CenterY = (viewheight / 2.0) + dy;
centery = xs_ToInt(CenterY);
r_viewwindow.centery = xs_ToInt(CenterY);
globaluclip = -CenterY / InvZtoScale;
globaldclip = (viewheight - CenterY) / InvZtoScale;
}
@ -153,23 +153,23 @@ namespace swrenderer
int i;
// Calc focallength so FieldOfView angles cover viewwidth.
FocalLengthX = CenterX / FocalTangent;
FocalLengthX = CenterX / r_viewwindow.FocalTangent;
FocalLengthY = FocalLengthX * YaspectMul;
// This is 1/FocalTangent before the widescreen extension of FOV.
viewingrangerecip = FLOAT2FIXED(1. / tan(FieldOfView.Radians() / 2));
viewingrangerecip = FLOAT2FIXED(1. / tan(r_viewpoint.FieldOfView.Radians() / 2));
// Now generate xtoviewangle for sky texture mapping.
// [RH] Do not generate viewangletox, because texture mapping is no
// longer done with trig, so it's not needed.
const double slopestep = FocalTangent / centerx;
const double slopestep = r_viewwindow.FocalTangent / r_viewwindow.centerx;
double slope;
for (i = centerx, slope = 0; i <= viewwidth; i++, slope += slopestep)
for (i = r_viewwindow.centerx, slope = 0; i <= viewwidth; i++, slope += slopestep)
{
xtoviewangle[i] = angle_t((2 * M_PI - atan(slope)) * (ANGLE_180 / M_PI));
}
for (i = 0; i < centerx; i++)
for (i = 0; i < r_viewwindow.centerx; i++)
{
xtoviewangle[i] = 0 - xtoviewangle[viewwidth - i - 1];
}
@ -177,23 +177,23 @@ namespace swrenderer
DVector2 RenderViewport::PointWorldToView(const DVector2 &worldPos) const
{
double translatedX = worldPos.X - ViewPos.X;
double translatedY = worldPos.Y - ViewPos.Y;
double translatedX = worldPos.X - r_viewpoint.Pos.X;
double translatedY = worldPos.Y - r_viewpoint.Pos.Y;
return {
translatedX * ViewSin - translatedY * ViewCos,
translatedX * ViewTanCos + translatedY * ViewTanSin
translatedX * r_viewpoint.Sin - translatedY * r_viewpoint.Cos,
translatedX * r_viewpoint.TanCos + translatedY * r_viewpoint.TanSin
};
}
DVector3 RenderViewport::PointWorldToView(const DVector3 &worldPos) const
{
double translatedX = worldPos.X - ViewPos.X;
double translatedY = worldPos.Y - ViewPos.Y;
double translatedZ = worldPos.Z - ViewPos.Z;
double translatedX = worldPos.X - r_viewpoint.Pos.X;
double translatedY = worldPos.Y - r_viewpoint.Pos.Y;
double translatedZ = worldPos.Z - r_viewpoint.Pos.Z;
return {
translatedX * ViewSin - translatedY * ViewCos,
translatedX * r_viewpoint.Sin - translatedY * r_viewpoint.Cos,
translatedZ,
translatedX * ViewTanCos + translatedY * ViewTanSin
translatedX * r_viewpoint.TanCos + translatedY * r_viewpoint.TanSin
};
}

View file

@ -80,12 +80,12 @@ void FWarpTexture::Unload ()
bool FWarpTexture::CheckModified ()
{
return r_FrameTime != GenTime;
return r_viewpoint.FrameTime != GenTime;
}
const uint8_t *FWarpTexture::GetPixels ()
{
uint32_t time = r_FrameTime;
uint32_t time = r_viewpoint.FrameTime;
if (Pixels == NULL || time != GenTime)
{
@ -96,7 +96,7 @@ const uint8_t *FWarpTexture::GetPixels ()
const uint32_t *FWarpTexture::GetPixelsBgra()
{
uint32_t time = r_FrameTime;
uint32_t time = r_viewpoint.FrameTime;
if (Pixels == NULL || time != GenTime)
{
MakeTexture(time);
@ -115,7 +115,7 @@ const uint32_t *FWarpTexture::GetPixelsBgra()
const uint8_t *FWarpTexture::GetColumn (unsigned int column, const Span **spans_out)
{
uint32_t time = r_FrameTime;
uint32_t time = r_viewpoint.FrameTime;
if (Pixels == NULL || time != GenTime)
{

View file

@ -1112,10 +1112,10 @@ void DoomSpecificInfo (char *buffer, size_t bufflen)
}
else
{
buffer += mysnprintf (buffer, buffend - buffer, "\r\n\r\nviewx = %f", ViewPos.X);
buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewy = %f", ViewPos.Y);
buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewz = %f", ViewPos.Z);
buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewangle = %f", ViewAngle);
buffer += mysnprintf (buffer, buffend - buffer, "\r\n\r\nviewx = %f", r_viewpoint.Pos.X);
buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewy = %f", r_viewpoint.Pos.Y);
buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewz = %f", r_viewpoint.Pos.Z);
buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewangle = %f", r_viewpoint.Angles.Yaw);
}
}
*buffer++ = '\r';