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- reduced number of references to r_viewpoint in hw_sprites.cpp
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cf1641d0f6
commit
18f43dea1e
1 changed files with 20 additions and 17 deletions
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@ -403,7 +403,8 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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return;
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}
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AActor *camera = r_viewpoint.camera;
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auto &vp = r_viewpoint;
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AActor *camera = vp.camera;
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if (thing->renderflags & RF_INVISIBLE || !thing->RenderStyle.IsVisible(thing->Alpha))
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{
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@ -425,26 +426,26 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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}
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// [RH] Interpolate the sprite's position to make it look smooth
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DVector3 thingpos = thing->InterpolatedPosition(r_viewpoint.TicFrac);
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DVector3 thingpos = thing->InterpolatedPosition(vp.TicFrac);
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if (thruportal == 1) thingpos += level.Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup);
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// 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
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if (thing == camera && !r_viewpoint.showviewer)
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if (thing == camera && !vp.showviewer)
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{
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DVector3 thingorigin = thing->Pos();
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if (thruportal == 1) thingorigin += level.Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup);
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if (fabs(thingorigin.X - r_viewpoint.ActorPos.X) < 2 && fabs(thingorigin.Y - r_viewpoint.ActorPos.Y) < 2) return;
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if (fabs(thingorigin.X - vp.ActorPos.X) < 2 && fabs(thingorigin.Y - vp.ActorPos.Y) < 2) return;
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}
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// Thing is invisible if close to the camera.
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if (thing->renderflags & RF_MAYBEINVISIBLE)
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{
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if (fabs(thingpos.X - r_viewpoint.Pos.X) < 32 && fabs(thingpos.Y - r_viewpoint.Pos.Y) < 32) return;
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if (fabs(thingpos.X - vp.Pos.X) < 32 && fabs(thingpos.Y - vp.Pos.Y) < 32) return;
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}
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// Too close to the camera. This doesn't look good if it is a sprite.
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if (fabs(thingpos.X - r_viewpoint.Pos.X) < 2 && fabs(thingpos.Y - r_viewpoint.Pos.Y) < 2)
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if (fabs(thingpos.X - vp.Pos.X) < 2 && fabs(thingpos.Y - vp.Pos.Y) < 2)
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{
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if (r_viewpoint.Pos.Z >= thingpos.Z - 2 && r_viewpoint.Pos.Z <= thingpos.Z + thing->Height + 2)
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if (vp.Pos.Z >= thingpos.Z - 2 && vp.Pos.Z <= thingpos.Z + thing->Height + 2)
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{
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// exclude vertically moving objects from this check.
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if (!thing->Vel.isZero())
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@ -466,7 +467,7 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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if (speed >= thing->target->radius / 2)
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{
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double clipdist = clamp(thing->Speed, thing->target->radius, thing->target->radius * 2);
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if ((thingpos - r_viewpoint.Pos).LengthSquared() < clipdist * clipdist) return;
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if ((thingpos - vp.Pos).LengthSquared() < clipdist * clipdist) return;
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}
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}
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thing->flags7 |= MF7_FLYCHEAT; // do this only once for the very first frame, but not if it gets into range again.
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@ -479,7 +480,7 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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}
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// disabled because almost none of the actual game code is even remotely prepared for this. If desired, use the INTERPOLATE flag.
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if (thing->renderflags & RF_INTERPOLATEANGLES)
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Angles = thing->InterpolatedAngles(r_viewpoint.TicFrac);
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Angles = thing->InterpolatedAngles(vp.TicFrac);
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else
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Angles = thing->Angles;
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@ -506,7 +507,7 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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// [RH] Make floatbobbing a renderer-only effect.
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if (thing->flags2 & MF2_FLOATBOB)
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{
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float fz = thing->GetBobOffset(r_viewpoint.TicFrac);
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float fz = thing->GetBobOffset(vp.TicFrac);
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z += fz;
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}
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@ -514,7 +515,7 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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if (!modelframe)
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{
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bool mirror;
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DAngle ang = (thingpos - r_viewpoint.Pos).Angle();
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DAngle ang = (thingpos - vp.Pos).Angle();
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FTextureID patch;
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// [ZZ] add direct picnum override
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if (isPicnumOverride)
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@ -531,7 +532,7 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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int rot;
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if (!(thing->renderflags & RF_FLATSPRITE) || thing->flags7 & MF7_SPRITEANGLE)
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{
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sprangle = thing->GetSpriteAngle(ang, r_viewpoint.TicFrac);
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sprangle = thing->GetSpriteAngle(ang, vp.TicFrac);
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rot = -1;
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}
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else
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@ -632,7 +633,7 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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gltexture = nullptr;
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}
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depth = FloatToFixed((x - r_viewpoint.Pos.X) * r_viewpoint.TanCos + (y - r_viewpoint.Pos.Y) * r_viewpoint.TanSin);
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depth = FloatToFixed((x - vp.Pos.X) * vp.TanCos + (y - vp.Pos.Y) * vp.TanSin);
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// light calculation
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@ -927,7 +928,8 @@ void GLSprite::ProcessParticle (HWDrawInfo *di, particle_t *particle, sector_t *
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}
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}
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double timefrac = r_viewpoint.TicFrac;
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auto &vp = r_viewpoint;
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double timefrac = vp.TicFrac;
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if (paused || bglobal.freeze || (level.flags2 & LEVEL2_FROZEN))
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timefrac = 0.;
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float xvf = (particle->Vel.X) * timefrac;
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@ -954,7 +956,7 @@ void GLSprite::ProcessParticle (HWDrawInfo *di, particle_t *particle, sector_t *
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z1=z-scalefac;
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z2=z+scalefac;
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depth = FloatToFixed((x - r_viewpoint.Pos.X) * r_viewpoint.TanCos + (y - r_viewpoint.Pos.Y) * r_viewpoint.TanSin);
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depth = FloatToFixed((x - vp.Pos.X) * vp.TanCos + (y - vp.Pos.Y) * vp.TanSin);
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actor=nullptr;
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this->particle=particle;
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@ -984,6 +986,7 @@ void HWDrawInfo::ProcessActorsInPortal(FLinePortalSpan *glport, area_t in_area)
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TMap<AActor*, bool> processcheck;
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if (glport->validcount == validcount) return; // only process once per frame
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glport->validcount = validcount;
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auto &vp = r_viewpoint;
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for (auto port : glport->lines)
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{
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line_t *line = port->mOrigin;
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@ -1007,9 +1010,9 @@ void HWDrawInfo::ProcessActorsInPortal(FLinePortalSpan *glport, area_t in_area)
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DVector3 newpos = savedpos;
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sector_t fakesector;
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if (!r_viewpoint.showviewer && th == r_viewpoint.camera)
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if (!vp.showviewer && th == vp.camera)
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{
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if (fabs(savedpos.X - r_viewpoint.ActorPos.X) < 2 && fabs(savedpos.Y - r_viewpoint.ActorPos.Y) < 2)
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if (fabs(savedpos.X - vp.ActorPos.X) < 2 && fabs(savedpos.Y - vp.ActorPos.Y) < 2)
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{
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continue;
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}
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