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https://github.com/ZDoom/gzdoom-gles.git
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Moved the viewpoint setup code in RenderViewpoint to R_SetupFrame
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9bdb5f1a5d
commit
2060402671
2 changed files with 30 additions and 28 deletions
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@ -508,7 +508,6 @@ void GLSceneDrawer::ProcessScene(FDrawInfo *di, bool toscreen)
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sector_t * GLSceneDrawer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen)
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{
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sector_t * lviewsector;
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GLRenderer->mSceneClearColor[0] = 0.0f;
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GLRenderer->mSceneClearColor[1] = 0.0f;
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GLRenderer->mSceneClearColor[2] = 0.0f;
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@ -516,28 +515,6 @@ sector_t * GLSceneDrawer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * ca
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GLRenderer->mGlobVis = R_GetGlobVis(r_viewwindow, r_visibility);
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// 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.
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double radPitch = mainvp.Angles.Pitch.Normalized180().Radians();
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double angx = cos(radPitch);
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double angy = sin(radPitch) * level.info->pixelstretch;
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double alen = sqrt(angx*angx + angy*angy);
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mainvp.HWAngles.Pitch = (float)RAD2DEG(asin(angy / alen));
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mainvp.HWAngles.Roll.Degrees = mainvp.Angles.Roll.Degrees;
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if (camera->player && camera->player - players == consoleplayer &&
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((camera->player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)) && camera == camera->player->mo)
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{
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mainvp.ViewActor = nullptr;
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}
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else
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{
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mainvp.ViewActor = camera;
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}
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// 'viewsector' will not survive the rendering so it cannot be used anymore below.
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lviewsector = mainvp.sector;
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// Render (potentially) multiple views for stereo 3d
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float viewShift[3];
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const s3d::Stereo3DMode& stereo3dMode = mainview && toscreen? s3d::Stereo3DMode::getCurrentMode() : s3d::Stereo3DMode::getMonoMode();
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@ -570,8 +547,8 @@ sector_t * GLSceneDrawer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * ca
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if (mainview)
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{
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if (toscreen) EndDrawScene(di, lviewsector); // do not call this for camera textures.
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GLRenderer->PostProcessScene(cm, [&]() { DrawEndScene2D(di, lviewsector); });
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if (toscreen) EndDrawScene(di, mainvp.sector); // do not call this for camera textures.
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GLRenderer->PostProcessScene(cm, [&]() { DrawEndScene2D(di, mainvp.sector); });
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// This should be done after postprocessing, not before.
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GLRenderer->mBuffers->BindCurrentFB();
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@ -593,7 +570,7 @@ sector_t * GLSceneDrawer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * ca
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stereo3dMode.TearDown();
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interpolator.RestoreInterpolations ();
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return lviewsector;
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return mainvp.sector;
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}
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//===========================================================================
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@ -1016,6 +1016,31 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
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screen->SetClearColor(color);
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SWRenderer->SetClearColor(color);
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}
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// And finally some info that is needed for the hardware renderer
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// Scale the pitch to account for the pixel stretching, because the playsim doesn't know about this and treats it as 1:1.
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// However, to set up a projection matrix this needs to be adjusted.
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double radPitch = viewpoint.Angles.Pitch.Normalized180().Radians();
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double angx = cos(radPitch);
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double angy = sin(radPitch) * level.info->pixelstretch;
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double alen = sqrt(angx*angx + angy*angy);
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viewpoint.HWAngles.Pitch = (float)RAD2DEG(asin(angy / alen));
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viewpoint.HWAngles.Roll.Degrees = viewpoint.Angles.Roll.Degrees; // copied for convenience.
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// ViewActor only gets set, if the camera actor should not be rendered
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if (actor->player && actor->player - players == consoleplayer &&
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((actor->player->cheats & CF_CHASECAM) || (r_deathcamera && actor->health <= 0)) && actor == actor->player->mo)
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{
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viewpoint.ViewActor = nullptr;
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}
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else
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{
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viewpoint.ViewActor = actor;
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}
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}
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