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https://github.com/ZDoom/gzdoom-gles.git
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- made R_SetViewAngle a member of r_viewpoint
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2c655322c3
commit
753cd0aede
5 changed files with 20 additions and 14 deletions
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@ -148,12 +148,13 @@ void GLSceneDrawer::Set3DViewport(bool mainview)
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void GLSceneDrawer::SetViewAngle(DAngle viewangle)
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{
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FRenderViewpoint &vp = r_viewpoint;
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GLRenderer->mAngles.Yaw = float(270.0-viewangle.Degrees);
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DVector2 v = r_viewpoint.Angles.Yaw.ToVector();
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DVector2 v = vp.Angles.Yaw.ToVector();
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GLRenderer->mViewVector.X = v.X;
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GLRenderer->mViewVector.Y = v.Y;
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R_SetViewAngle(r_viewpoint, r_viewwindow);
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vp.SetViewAngle(r_viewwindow);
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}
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@ -88,7 +88,7 @@ void PolyDrawSectorPortal::SaveGlobals()
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viewpoint.camera = nullptr;
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viewpoint.sector = Portal->mDestination;
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R_SetViewAngle(viewpoint, viewwindow);
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viewpoint.SetViewAngle(viewwindow);
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Portal->mFlags |= PORTSF_INSKYBOX;
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if (Portal->mPartner > 0) level.sectorPortals[Portal->mPartner].mFlags |= PORTSF_INSKYBOX;
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@ -114,7 +114,7 @@ void PolyDrawSectorPortal::RestoreGlobals()
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//PolyRenderer::Instance()->Light.SetVisibility(savedvisibility);
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R_SetViewAngle(viewpoint, viewwindow);
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viewpoint.SetViewAngle(viewwindow);
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}
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/////////////////////////////////////////////////////////////////////////////
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@ -236,7 +236,7 @@ void PolyDrawLinePortal::SaveGlobals()
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viewpoint.camera = nullptr;
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viewpoint.sector = R_PointInSubsector(viewpoint.Pos)->sector;
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R_SetViewAngle(viewpoint, viewwindow);
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viewpoint.SetViewAngle(viewwindow);
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}
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void PolyDrawLinePortal::RestoreGlobals()
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@ -254,5 +254,5 @@ void PolyDrawLinePortal::RestoreGlobals()
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viewpoint.camera->renderflags &= ~RF_INVISIBLE;
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}
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R_SetViewAngle(viewpoint, viewwindow);
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viewpoint.SetViewAngle(viewwindow);
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}
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@ -602,13 +602,13 @@ void R_ResetViewInterpolation ()
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//
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//==========================================================================
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void R_SetViewAngle (FRenderViewpoint &viewpoint, const FViewWindow &viewwindow)
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void FRenderViewpoint::SetViewAngle (const FViewWindow &viewwindow)
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{
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viewpoint.Sin = viewpoint.Angles.Yaw.Sin();
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viewpoint.Cos = viewpoint.Angles.Yaw.Cos();
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Sin = Angles.Yaw.Sin();
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Cos = Angles.Yaw.Cos();
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viewpoint.TanSin = viewwindow.FocalTangent * viewpoint.Sin;
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viewpoint.TanCos = viewwindow.FocalTangent * viewpoint.Cos;
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TanSin = viewwindow.FocalTangent * Sin;
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TanCos = viewwindow.FocalTangent * Cos;
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}
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//==========================================================================
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@ -844,7 +844,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
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}
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R_InterpolateView (viewpoint, player, viewpoint.TicFrac, iview);
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R_SetViewAngle (viewpoint, viewwindow);
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viewpoint.SetViewAngle (viewwindow);
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interpolator.DoInterpolations (viewpoint.TicFrac);
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@ -5,6 +5,7 @@
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#include "vectors.h"
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class FSerializer;
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struct FViewWindow;
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//
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// Stuff from r_main.h that's needed outside the rendering code.
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@ -36,6 +37,10 @@ struct FRenderViewpoint
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int extralight; // extralight to be added to this viewpoint
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bool showviewer; // show the camera actor?
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void SetViewAngle(const FViewWindow &viewwindow);
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};
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extern FRenderViewpoint r_viewpoint;
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@ -172,7 +172,7 @@ namespace swrenderer
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Thread->Viewport->viewpoint.camera = nullptr;
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Thread->Viewport->viewpoint.sector = port->mDestination;
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assert(Thread->Viewport->viewpoint.sector != nullptr);
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R_SetViewAngle(Thread->Viewport->viewpoint, Thread->Viewport->viewwindow);
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Thread->Viewport->viewpoint.SetViewAngle(Thread->Viewport->viewwindow);
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Thread->Viewport->SetupPolyViewport(Thread);
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Thread->OpaquePass->ClearSeenSprites();
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Thread->Clip3D->ClearFakeFloors();
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@ -260,7 +260,7 @@ namespace swrenderer
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Thread->Light->SetVisibility(Thread->Viewport.get(), savedvisibility);
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Thread->Viewport->viewpoint.extralight = savedextralight;
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Thread->Viewport->viewpoint.Angles = savedangles;
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R_SetViewAngle(Thread->Viewport->viewpoint, Thread->Viewport->viewwindow);
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Thread->Viewport->viewpoint.SetViewAngle(Thread->Viewport->viewwindow);
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Thread->Viewport->SetupPolyViewport(Thread);
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CurrentPortalInSkybox = false;
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