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- removed some references to r_viewpoint in game code
Mainly to reduce number of search results.
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parent
86975a71e8
commit
548ccb1df4
6 changed files with 32 additions and 26 deletions
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@ -2123,13 +2123,14 @@ void AM_drawSubsectors()
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double secx;
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double secy;
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double seczb, seczt;
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double cmpz = r_viewpoint.Pos.Z;
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auto &vp = r_viewpoint;
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double cmpz = vp.Pos.Z;
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if (players[consoleplayer].camera && sec == players[consoleplayer].camera->Sector)
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{
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// For the actual camera sector use the current viewpoint as reference.
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secx = r_viewpoint.Pos.X;
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secy = r_viewpoint.Pos.Y;
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secx = vp.Pos.X;
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secy = vp.Pos.Y;
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}
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else
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{
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@ -679,6 +679,7 @@ void D_Display ()
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players[consoleplayer].camera = players[consoleplayer].mo;
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}
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auto &vp = r_viewpoint;
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if (viewactive)
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{
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DAngle fov = 90.f;
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@ -689,7 +690,7 @@ void D_Display ()
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fov = cam->player->FOV;
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else fov = cam->CameraFOV;
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}
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R_SetFOV(r_viewpoint, fov);
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R_SetFOV(vp, fov);
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}
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// [RH] change the screen mode if needed
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@ -718,7 +719,7 @@ void D_Display ()
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// change the view size if needed
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if (setsizeneeded && StatusBar != NULL)
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{
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R_ExecuteSetViewSize (r_viewpoint, r_viewwindow);
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R_ExecuteSetViewSize (vp, r_viewwindow);
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}
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setmodeneeded = false;
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@ -817,7 +818,7 @@ void D_Display ()
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{
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StatusBar->DrawCrosshair();
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}
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StatusBar->CallDraw (HUD_AltHud, r_viewpoint.TicFrac);
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StatusBar->CallDraw (HUD_AltHud, vp.TicFrac);
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StatusBar->DrawTopStuff (HUD_AltHud);
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}
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else
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@ -825,13 +826,13 @@ void D_Display ()
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{
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EHudState state = DrawFSHUD ? HUD_Fullscreen : HUD_None;
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StatusBar->DrawBottomStuff (state);
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StatusBar->CallDraw (state, r_viewpoint.TicFrac);
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StatusBar->CallDraw (state, vp.TicFrac);
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StatusBar->DrawTopStuff (state);
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}
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else
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{
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StatusBar->DrawBottomStuff (HUD_StatusBar);
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StatusBar->CallDraw (HUD_StatusBar, r_viewpoint.TicFrac);
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StatusBar->CallDraw (HUD_StatusBar, vp.TicFrac);
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StatusBar->DrawTopStuff (HUD_StatusBar);
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}
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//stb.Unclock();
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@ -857,12 +857,13 @@ void DStaticEventHandler::WorldTick()
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static FRenderEvent E_SetupRenderEvent()
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{
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FRenderEvent e;
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e.ViewPos = r_viewpoint.Pos;
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e.ViewAngle = r_viewpoint.Angles.Yaw;
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e.ViewPitch = r_viewpoint.Angles.Pitch;
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e.ViewRoll = r_viewpoint.Angles.Roll;
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e.FracTic = r_viewpoint.TicFrac;
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e.Camera = r_viewpoint.camera;
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auto &vp = r_viewpoint;
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e.ViewPos = vp.Pos;
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e.ViewAngle = vp.Angles.Yaw;
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e.ViewPitch = vp.Angles.Pitch;
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e.ViewRoll = vp.Angles.Roll;
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e.FracTic = vp.TicFrac;
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e.Camera = vp.camera;
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return e;
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}
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@ -169,10 +169,11 @@ static int DoomSpecificInfo (char *buffer, char *end)
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}
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else
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{
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p += snprintf (buffer+p, size-p, "\n\nviewx = %f", r_viewpoint.Pos.X);
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p += snprintf (buffer+p, size-p, "\nviewy = %f", r_viewpoint.Pos.Y);
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p += snprintf (buffer+p, size-p, "\nviewz = %f", r_viewpoint.Pos.Z);
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p += snprintf (buffer+p, size-p, "\nviewangle = %f", r_viewpoint.Angles.Yaw.Degrees);
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auto &vp = r_viewpoint;
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p += snprintf (buffer+p, size-p, "\n\nviewx = %f", vp.Pos.X);
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p += snprintf (buffer+p, size-p, "\nviewy = %f", vp.Pos.Y);
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p += snprintf (buffer+p, size-p, "\nviewz = %f", vp.Pos.Z);
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p += snprintf (buffer+p, size-p, "\nviewangle = %f", vp.Angles.Yaw.Degrees);
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}
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}
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buffer[p++] = '\n';
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@ -1341,12 +1341,13 @@ void DFrameBuffer::DrawBlend(sector_t * viewsector)
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// don't draw sector based blends when any fullbright screen effect is active.
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if (!fullbright)
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{
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const auto &vpp = r_viewpoint.Pos;
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if (!viewsector->e->XFloor.ffloors.Size())
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{
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if (viewsector->GetHeightSec())
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{
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auto s = viewsector->heightsec;
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blendv = s->floorplane.PointOnSide(r_viewpoint.Pos) < 0 ? s->bottommap : s->ceilingplane.PointOnSide(r_viewpoint.Pos) < 0 ? s->topmap : s->midmap;
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blendv = s->floorplane.PointOnSide(vpp) < 0 ? s->bottommap : s->ceilingplane.PointOnSide(vpp) < 0 ? s->topmap : s->midmap;
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}
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}
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else
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@ -1357,11 +1358,11 @@ void DFrameBuffer::DrawBlend(sector_t * viewsector)
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{
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double lightbottom;
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if (i < lightlist.Size() - 1)
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lightbottom = lightlist[i + 1].plane.ZatPoint(r_viewpoint.Pos);
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lightbottom = lightlist[i + 1].plane.ZatPoint(vpp);
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else
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lightbottom = viewsector->floorplane.ZatPoint(r_viewpoint.Pos);
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lightbottom = viewsector->floorplane.ZatPoint(vpp);
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if (lightbottom < r_viewpoint.Pos.Z && (!lightlist[i].caster || !(lightlist[i].caster->flags&FF_FADEWALLS)))
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if (lightbottom < vpp.Z && (!lightlist[i].caster || !(lightlist[i].caster->flags&FF_FADEWALLS)))
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{
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// 3d floor 'fog' is rendered as a blending value
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blendv = lightlist[i].blend;
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@ -1105,10 +1105,11 @@ void DoomSpecificInfo (char *buffer, size_t bufflen)
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}
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else
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{
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buffer += mysnprintf (buffer, buffend - buffer, "\r\n\r\nviewx = %f", r_viewpoint.Pos.X);
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buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewy = %f", r_viewpoint.Pos.Y);
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buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewz = %f", r_viewpoint.Pos.Z);
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buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewangle = %f", r_viewpoint.Angles.Yaw);
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auto &vp = r_viewpoint;
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buffer += mysnprintf (buffer, buffend - buffer, "\r\n\r\nviewx = %f", vp.Pos.X);
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buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewy = %f", vp.Pos.Y);
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buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewz = %f", vp.Pos.Z);
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buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewangle = %f", vp.Angles.Yaw);
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}
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}
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*buffer++ = '\r';
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