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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
- made adjustments to ZDoom's last changes.
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parent
60a78a0d9b
commit
434e39e62f
7 changed files with 17 additions and 12 deletions
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@ -143,12 +143,15 @@ BYTE *gl_WarpBuffer(BYTE *buffer, int Width, int Height, int warp, float Speed)
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int xmask = xsize - 1;
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int ymask = ysize - 1;
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int ds_xbits;
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int i, x;
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int i;
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if (warp == 1)
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{
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for (ds_xbits = -1, i = Width; i; i >>= 1, ds_xbits++);
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// pending consolidation with the software renderer's code.
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/*
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for (x = xsize - 1; x >= 0; x--)
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{
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int yt, yf = (finesine[(timebase + (x + 17) * 128)&FINEMASK] >> 13) & ymask;
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@ -172,12 +175,14 @@ BYTE *gl_WarpBuffer(BYTE *buffer, int Width, int Height, int warp, float Speed)
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}
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memcpy(out + y*xsize, linebuffer, xsize * sizeof(DWORD));
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}
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*/
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}
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else
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{
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int ybits;
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for (ybits = -1, i = ysize; i; i >>= 1, ybits++);
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/*
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DWORD timebase = (r_FrameTime * Speed * 40 / 28);
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for (x = xsize - 1; x >= 0; x--)
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{
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@ -194,6 +199,7 @@ BYTE *gl_WarpBuffer(BYTE *buffer, int Width, int Height, int warp, float Speed)
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*dest = *source;
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}
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}
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*/
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}
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delete[] buffer;
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return (BYTE*)out;
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@ -431,11 +431,11 @@ FTextureID gl_GetSpriteFrame(unsigned sprite, int frame, int rot, angle_t ang, b
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{
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if (sprframe->Texture[0] == sprframe->Texture[1])
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{
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rot = (ang + (angle_t)(ANGLE_45/2)*9) >> 28;
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rot = (ang + (angle_t)(ANGLE_90/4)*9) >> 28;
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}
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else
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{
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rot = (ang + (angle_t)(ANGLE_45/2)*9-(angle_t)(ANGLE_180/16)) >> 28;
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rot = (ang + (angle_t)(ANGLE_90/4)*9-(angle_t)(ANGLE_180/16)) >> 28;
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}
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}
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if (mirror) *mirror = !!(sprframe->Flip&(1<<rot));
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@ -64,8 +64,8 @@ static float avertexnormals[NUMVERTEXNORMALS][3] = {
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static void UnpackVector(unsigned short packed, float vec[3])
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{
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float yaw = (packed & 511) / 512.0f * 2 * PI;
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float pitch = ((packed >> 9) / 127.0f - 0.5f) * PI;
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float yaw = (packed & 511) / 512.0f * 2 * M_PI;
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float pitch = ((packed >> 9) / 127.0f - 0.5f) * M_PI;
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float cosp = (float) cos(pitch);
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vec[VX] = (float) cos(yaw) * cosp;
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@ -60,8 +60,8 @@ static void UnpackVector(unsigned short packed, float & nx, float & ny, float &
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{
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double lat = ( packed >> 8 ) & 0xff;
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double lng = ( packed & 0xff );
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lat *= PI/128;
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lng *= PI/128;
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lat *= M_PI/128;
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lng *= M_PI/128;
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nx = cos(lat) * sin(lng);
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ny = sin(lat) * sin(lng);
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@ -2,7 +2,6 @@
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#define __GL_CLIPPER
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#include "doomtype.h"
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#include "tables.h"
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#include "xs_Float.h"
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#include "r_utility.h"
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@ -229,7 +229,7 @@ struct FDrawInfo
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FDrawInfo * next;
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GLDrawList drawlists[GLDL_TYPES];
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GLDrawList *dldrawlists; // only gets allocated when needed.
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GLDrawList *dldrawlists = NULL; // only gets allocated when needed.
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FDrawInfo();
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~FDrawInfo();
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@ -793,7 +793,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
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SetViewArea();
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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 = clamp(ViewPitch.Normalized180().Radians(), -PI / 2, PI / 2);
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double radPitch = ViewPitch.Normalized180().Radians();
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double angx = cos(radPitch);
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double angy = sin(radPitch) * glset.pixelstretch;
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double alen = sqrt(angx*angx + angy*angy);
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@ -922,7 +922,7 @@ void FGLRenderer::RenderView (player_t* player)
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TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
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GLRenderer->mLightCount = ((it.Next()) != NULL);
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sector_t * viewsector = RenderViewpoint(player->camera, NULL, FieldOfView * 360.0f / FINEANGLES, ratio, fovratio, true, true);
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sector_t * viewsector = RenderViewpoint(player->camera, NULL, FieldOfView.Degrees, ratio, fovratio, true, true);
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All.Unclock();
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}
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@ -952,7 +952,7 @@ void FGLRenderer::WriteSavePic (player_t *player, FILE *file, int width, int hei
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GLRenderer->mLightCount = ((it.Next()) != NULL);
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sector_t *viewsector = RenderViewpoint(players[consoleplayer].camera, &bounds,
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FieldOfView * 360.0f / FINEANGLES, 1.6f, 1.6f, true, false);
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FieldOfView.Degrees, 1.6f, 1.6f, true, false);
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glDisable(GL_STENCIL_TEST);
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gl_RenderState.SetFixedColormap(CM_DEFAULT);
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gl_RenderState.SetSoftLightLevel(-1);
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