mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- floatified the global view variables.
The software renderer still uses internal copies of the fixed point version.
This commit is contained in:
parent
a5e14425aa
commit
8680391e0b
14 changed files with 142 additions and 168 deletions
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@ -1953,13 +1953,13 @@ 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 = FIXED2DBL(viewz);
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double cmpz = ViewPos.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 = FIXED2DBL(viewx);
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secy = FIXED2DBL(viewy);
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secx = ViewPos.X;
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secy = ViewPos.Y;
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}
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else
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{
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@ -156,6 +156,11 @@ inline double AngleToFloat(unsigned f)
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return f * (90. / 0x40000000);
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}
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inline double AngleToFloat(int f)
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{
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return f * (90. / 0x40000000);
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}
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#define FLOAT2FIXED(f) FloatToFixed(f)
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#define FIXED2FLOAT(f) float(FixedToFloat(f))
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#define FIXED2DBL(f) FixedToFloat(f)
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@ -692,7 +692,7 @@ void P_DrawRailTrail(AActor *source, const DVector3 &start, const DVector3 &end,
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point = start + r * dir;
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dir.Z = dirz;
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S_Sound (DVector3(point.X, point.Y, viewz), CHAN_WEAPON, sound, 1, ATTN_NORM);
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S_Sound (DVector3(point.X, point.Y, ViewPos.Z), CHAN_WEAPON, sound, 1, ATTN_NORM);
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}
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}
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}
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@ -38,12 +38,12 @@ struct intercept_t
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inline int P_PointOnLineSidePrecise(double x, double y, const line_t *line)
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{
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return (y - line->v1->fY()) * line->Delta().X + (line->v1->fX() - x) * line->Delta().Y > -EQUAL_EPSILON;
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return (y - line->v1->fY()) * line->Delta().X + (line->v1->fX() - x) * line->Delta().Y > EQUAL_EPSILON;
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}
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inline int P_PointOnLineSidePrecise(const DVector2 &pt, const line_t *line)
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{
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return (pt.Y - line->v1->fY()) * line->Delta().X + (line->v1->fX() - pt.X) * line->Delta().Y > -EQUAL_EPSILON;
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return (pt.Y - line->v1->fY()) * line->Delta().X + (line->v1->fX() - pt.X) * line->Delta().Y > EQUAL_EPSILON;
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}
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inline int P_PointOnLineSide (double x, double y, const line_t *line)
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@ -73,12 +73,12 @@ inline int P_PointOnLineSide(const DVector2 & p, const line_t *line)
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inline int P_PointOnDivlineSide(double x, double y, const divline_t *line)
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{
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return (y - line->y) * line->dx + (line->x - x) * line->dy > -EQUAL_EPSILON;
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return (y - line->y) * line->dx + (line->x - x) * line->dy > EQUAL_EPSILON;
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}
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inline int P_PointOnDivlineSide(const DVector2 &pos, const divline_t *line)
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{
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return (pos.Y - line->y) * line->dx + (line->x - pos.X) * line->dy > -EQUAL_EPSILON;
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return (pos.Y - line->y) * line->dx + (line->x - pos.X) * line->dy > EQUAL_EPSILON;
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}
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//==========================================================================
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@ -180,10 +180,10 @@ 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 = %d", (int)viewx);
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p += snprintf (buffer+p, size-p, "\nviewy = %d", (int)viewy);
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p += snprintf (buffer+p, size-p, "\nviewz = %d", (int)viewz);
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p += snprintf (buffer+p, size-p, "\nviewangle = %x", (unsigned int)viewangle);
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p += snprintf (buffer+p, size-p, "\n\nviewx = %f", ViewPos.X);
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p += snprintf (buffer+p, size-p, "\nviewy = %f", ViewPos.Y);
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p += snprintf (buffer+p, size-p, "\nviewz = %f", ViewPos.Z);
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p += snprintf (buffer+p, size-p, "\nviewangle = %f", ViewAngle.Degrees);
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}
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}
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buffer[p++] = '\n';
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@ -38,6 +38,7 @@
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#include "p_lnspec.h"
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#include "p_setup.h"
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#include "r_local.h"
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#include "r_main.h"
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#include "r_plane.h"
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#include "r_draw.h"
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13
src/r_defs.h
13
src/r_defs.h
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@ -352,6 +352,12 @@ public:
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return TMulScale16(a,x, b,y, c,z) + d;
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}
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int PointOnSide(const DVector3 &pos) const
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{
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double v = a * pos.X + b * pos.Y + c * pos.Z;
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return v < -EQUAL_EPSILON ? -1 : v > EQUAL_EPSILON ? 1 : 0;
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}
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// Returns the value of z at (0,0) This is used by the 3D floor code which does not handle slopes
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fixed_t Zat0 () const
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{
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@ -375,6 +381,13 @@ public:
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return (d + a*pos.X + b*pos.Y) * ic / (-65536.0 * 65536.0);
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}
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// This is for the software renderer
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fixed_t ZatPointFixed(const DVector2 &pos) const
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{
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return xs_CRoundToInt((d + a*pos.X + b*pos.Y) * ic / (-65536.0));
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}
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double ZatPoint(const vertex_t *v) const
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{
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return FIXED2DBL(FixedMul(ic, -d - DMulScale16(a, v->fixX(), b, v->fixY())));
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@ -38,4 +38,8 @@
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#include "r_things.h"
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#include "r_draw.h"
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extern fixed_t viewx, viewy, viewz;
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extern angle_t viewangle;
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extern int viewpitch;
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#endif // __R_LOCAL_H__
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@ -68,6 +68,10 @@
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#define TEST_ANGLE 2468347904
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#endif
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fixed_t viewx, viewy, viewz;
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angle_t viewangle;
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int viewpitch;
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// TYPES -------------------------------------------------------------------
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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@ -550,6 +554,12 @@ void R_SetupColormap(player_t *player)
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void R_SetupFreelook()
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{
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viewx = FLOAT2FIXED(ViewPos.X);
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viewy = FLOAT2FIXED(ViewPos.Y);
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viewz = FLOAT2FIXED(ViewPos.Z);
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viewangle = ViewAngle.BAMs();
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viewpitch = ViewPitch.BAMs();
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{
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fixed_t dy;
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@ -727,6 +737,7 @@ void R_EnterPortal (PortalDrawseg* pds, int depth)
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viewx = FLOAT2FIXED((x1 + r * dx)*2 - x);
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viewy = FLOAT2FIXED((y1 + r * dy)*2 - y);
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}
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ViewAngle = pds->src->Delta().Angle();
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viewangle = 2*R_PointToAngle2 (pds->src->v1->fixX(), pds->src->v1->fixY(),
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pds->src->v2->fixX(), pds->src->v2->fixY()) - startang;
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@ -743,6 +754,7 @@ void R_EnterPortal (PortalDrawseg* pds, int depth)
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viewz = FLOAT2FIXED(view.Z);
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viewangle = va.BAMs();
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}
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ViewAngle = AngleToFloat(viewangle);
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viewsin = finesine[viewangle>>ANGLETOFINESHIFT];
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viewcos = finecosine[viewangle>>ANGLETOFINESHIFT];
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@ -821,6 +833,7 @@ void R_EnterPortal (PortalDrawseg* pds, int depth)
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viewx = startx;
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viewy = starty;
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viewz = startz;
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ViewAngle = AngleToFloat(viewangle);
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}
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//==========================================================================
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@ -1082,6 +1082,7 @@ void R_DrawHeightPlanes(fixed_t height)
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viewy = pl->viewy;
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viewz = pl->viewz;
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viewangle = pl->viewangle;
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ViewAngle = AngleToFloat(viewangle);
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MirrorFlags = pl->MirrorFlags;
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R_DrawSinglePlane (pl, pl->sky & 0x7FFFFFFF, pl->Additive, true);
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}
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@ -1092,6 +1093,7 @@ void R_DrawHeightPlanes(fixed_t height)
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viewy = oViewY;
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viewz = oViewZ;
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viewangle = oViewAngle;
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ViewAngle = AngleToFloat(viewangle);
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}
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@ -1248,11 +1250,12 @@ void R_DrawSkyBoxes ()
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{
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extralight = pl->extralight;
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R_SetVisibility (pl->visibility);
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viewx = pl->viewx - FLOAT2FIXED(sky->Mate->X() + sky->X());
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viewy = pl->viewy - FLOAT2FIXED(sky->Mate->Y() + sky->Y());
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viewx = pl->viewx + FLOAT2FIXED(-sky->Mate->X() + sky->X());
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viewy = pl->viewy + FLOAT2FIXED(-sky->Mate->Y() + sky->Y());
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viewz = pl->viewz;
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viewangle = pl->viewangle;
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}
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ViewAngle = AngleToFloat(viewangle);
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sky->bInSkybox = true;
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if (mate != NULL) mate->bInSkybox = true;
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R_SetVisibility (savedvisibility);
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extralight = savedextralight;
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viewangle = savedangle;
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ViewAngle = AngleToFloat(viewangle);
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R_SetViewAngle ();
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CurrentPortalInSkybox = false;
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@ -802,7 +802,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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{
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// choose a different rotation based on player view
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spriteframe_t *sprframe = &SpriteFrames[tex->Rotations];
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angle_t ang = R_PointToAngle (fx, fy);
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angle_t ang = R_PointToAngle2 (viewx, viewy, fx, fy);
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angle_t rot;
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if (sprframe->Texture[0] == sprframe->Texture[1])
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{
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//picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0];
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// choose a different rotation based on player view
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spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + thing->frame];
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angle_t ang = R_PointToAngle (fx, fy);
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angle_t ang = R_PointToAngle2 (viewx, viewy, fx, fy);
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angle_t rot;
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if (sprframe->Texture[0] == sprframe->Texture[1])
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{
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@ -70,12 +70,15 @@ EXTERN_CVAR (Bool, cl_capfps)
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struct InterpolationViewer
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{
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struct instance
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{
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DVector3 Pos;
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DRotator Angles;
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};
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AActor *ViewActor;
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int otic;
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fixed_t oviewx, oviewy, oviewz;
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fixed_t nviewx, nviewy, nviewz;
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int oviewpitch, nviewpitch;
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angle_t oviewangle, nviewangle;
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instance Old, New;
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};
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// PRIVATE DATA DECLARATIONS -----------------------------------------------
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@ -102,11 +105,9 @@ DCanvas *RenderTarget; // [RH] canvas to render to
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int viewwindowx;
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int viewwindowy;
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fixed_t viewx;
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fixed_t viewy;
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fixed_t viewz;
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int viewpitch;
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angle_t viewangle;
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DVector3 ViewPos;
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DAngle ViewAngle;
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DAngle ViewPitch;
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extern "C"
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{
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@ -574,27 +575,20 @@ EXTERN_CVAR (Bool, cl_noprediction)
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void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *iview)
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{
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fixed_t frac = FLOAT2FIXED(Frac);
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if (NoInterpolateView)
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{
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InterpolationPath.Clear();
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NoInterpolateView = false;
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iview->oviewx = iview->nviewx;
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iview->oviewy = iview->nviewy;
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iview->oviewz = iview->nviewz;
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iview->oviewpitch = iview->nviewpitch;
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iview->oviewangle = iview->nviewangle;
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iview->Old = iview->New;
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}
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int oldgroup = R_PointInSubsector(iview->oviewx, iview->oviewy)->sector->PortalGroup;
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int newgroup = R_PointInSubsector(iview->nviewx, iview->nviewy)->sector->PortalGroup;
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int oldgroup = R_PointInSubsector(iview->Old.Pos)->sector->PortalGroup;
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int newgroup = R_PointInSubsector(iview->New.Pos)->sector->PortalGroup;
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fixed_t oviewangle = iview->oviewangle;
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fixed_t nviewangle = iview->nviewangle;
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if ((iview->oviewx != iview->nviewx || iview->oviewy != iview->nviewy) && InterpolationPath.Size() > 0)
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DAngle oviewangle = iview->Old.Angles.Yaw;
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DAngle nviewangle = iview->New.Angles.Yaw;
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if ((iview->Old.Pos.X != iview->New.Pos.X || iview->Old.Pos.Y != iview->New.Pos.Y) && InterpolationPath.Size() > 0)
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{
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viewx = iview->nviewx;
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viewy = iview->nviewy;
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viewz = iview->nviewz;
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DVector3 view = iview->New.Pos;
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// Interpolating through line portals is a messy affair.
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// What needs be done is to store the portal transitions of the camera actor as waypoints
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@ -602,49 +596,47 @@ void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *ivie
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// Needless to say, this doesn't work for chasecam mode.
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if (!r_showviewer)
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{
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fixed_t pathlen = 0;
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fixed_t zdiff = 0;
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fixed_t totalzdiff = 0;
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angle_t adiff = 0;
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angle_t totaladiff = 0;
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fixed_t oviewz = iview->oviewz;
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fixed_t nviewz = iview->nviewz;
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DVector3a oldpos = { {FIXED2DBL(iview->oviewx), FIXED2DBL(iview->oviewy), 0.}, 0. };
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DVector3a newpos = { {FIXED2DBL(iview->nviewx), FIXED2DBL(iview->nviewy), 0. }, 0. };
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double pathlen = 0;
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double zdiff = 0;
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double totalzdiff = 0;
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DAngle adiff = 0.;
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DAngle totaladiff = 0.;
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double oviewz = iview->Old.Pos.Z;
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double nviewz = iview->New.Pos.Z;
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DVector3a oldpos = { { iview->Old.Pos.X, iview->Old.Pos.Y, 0 }, 0. };
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DVector3a newpos = { { iview->New.Pos.X, iview->New.Pos.Y, 0 }, 0. };
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InterpolationPath.Push(newpos); // add this to the array to simplify the loops below
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for (unsigned i = 0; i < InterpolationPath.Size(); i += 2)
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{
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DVector3a &start = i == 0 ? oldpos : InterpolationPath[i - 1];
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DVector3a &end = InterpolationPath[i];
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pathlen += FLOAT2FIXED((end.pos-start.pos).Length());
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totalzdiff += FLOAT2FIXED(start.pos.Z);
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totaladiff += start.angle.BAMs();
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pathlen += (end.pos-start.pos).Length();
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totalzdiff += start.pos.Z;
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totaladiff += start.angle;
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}
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fixed_t interpolatedlen = FixedMul(frac, pathlen);
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double interpolatedlen = Frac * pathlen;
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for (unsigned i = 0; i < InterpolationPath.Size(); i += 2)
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{
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DVector3a &start = i == 0 ? oldpos : InterpolationPath[i - 1];
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DVector3a &end = InterpolationPath[i];
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fixed_t fraglen = FLOAT2FIXED((end.pos - start.pos).Length());
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zdiff += FLOAT2FIXED(start.pos.Z);
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adiff += start.angle.BAMs();
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double fraglen = (end.pos - start.pos).Length();
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zdiff += start.pos.Z;
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adiff += start.angle;
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if (fraglen <= interpolatedlen)
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{
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interpolatedlen -= fraglen;
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}
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else
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{
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double fragfrac = FIXED2DBL(FixedDiv(interpolatedlen, fraglen));
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double fragfrac = interpolatedlen / fraglen;
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oviewz += zdiff;
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nviewz -= totalzdiff - zdiff;
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oviewangle += adiff;
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nviewangle -= totaladiff - adiff;
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DVector2 viewpos = start.pos + (fragfrac * (end.pos - start.pos));
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viewx = FLOAT2FIXED(viewpos.X);
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viewy = FLOAT2FIXED(viewpos.Y);
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viewz = oviewz + FixedMul(frac, nviewz - oviewz);
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ViewPos = { viewpos, oviewz + Frac * (nviewz - oviewz) };
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break;
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}
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}
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@ -654,17 +646,15 @@ void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *ivie
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else
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{
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DVector2 disp = Displacements.getOffset(oldgroup, newgroup);
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viewx = iview->oviewx + FixedMul(frac, iview->nviewx - iview->oviewx - FLOAT2FIXED(disp.X));
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viewy = iview->oviewy + FixedMul(frac, iview->nviewy - iview->oviewy - FLOAT2FIXED(disp.Y));
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viewz = iview->oviewz + FixedMul(frac, iview->nviewz - iview->oviewz);
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ViewPos = iview->Old.Pos + (iview->New.Pos - iview->Old.Pos - disp) * Frac;
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}
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if (player != NULL &&
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!(player->cheats & CF_INTERPVIEW) &&
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player - players == consoleplayer &&
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camera == player->mo &&
|
||||
!demoplayback &&
|
||||
iview->nviewx == camera->_f_X() &&
|
||||
iview->nviewy == camera->_f_Y() &&
|
||||
iview->New.Pos.X == camera->X() &&
|
||||
iview->New.Pos.Y == camera->Y() &&
|
||||
!(player->cheats & (CF_TOTALLYFROZEN|CF_FROZEN)) &&
|
||||
player->playerstate == PST_LIVE &&
|
||||
player->mo->reactiontime == 0 &&
|
||||
|
@ -673,53 +663,26 @@ void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *ivie
|
|||
(!netgame || !cl_noprediction) &&
|
||||
!LocalKeyboardTurner)
|
||||
{
|
||||
viewangle = nviewangle + (LocalViewAngle & 0xFFFF0000);
|
||||
|
||||
fixed_t delta = player->centering ? 0 : -(signed)(LocalViewPitch & 0xFFFF0000);
|
||||
|
||||
viewpitch = iview->nviewpitch;
|
||||
if (delta > 0)
|
||||
{
|
||||
// Avoid overflowing viewpitch (can happen when a netgame is stalled)
|
||||
if (viewpitch > INT_MAX - delta)
|
||||
{
|
||||
viewpitch = player->MaxPitch.BAMs();
|
||||
}
|
||||
else
|
||||
{
|
||||
viewpitch = MIN<int>(viewpitch + delta, player->MaxPitch.BAMs());
|
||||
}
|
||||
}
|
||||
else if (delta < 0)
|
||||
{
|
||||
// Avoid overflowing viewpitch (can happen when a netgame is stalled)
|
||||
if (viewpitch < INT_MIN - delta)
|
||||
{
|
||||
viewpitch = player->MinPitch.BAMs();
|
||||
}
|
||||
else
|
||||
{
|
||||
viewpitch = MAX<int>(viewpitch + delta, player->MinPitch.BAMs());
|
||||
}
|
||||
}
|
||||
ViewAngle = (nviewangle + AngleToFloat(LocalViewAngle & 0xFFFF0000)).Normalized180();
|
||||
DAngle delta = player->centering ? DAngle(0.) : AngleToFloat(int(LocalViewPitch & 0xFFFF0000));
|
||||
ViewPitch = clamp<DAngle>((iview->New.Angles.Pitch - delta).Normalized180(), player->MinPitch, player->MaxPitch);
|
||||
}
|
||||
else
|
||||
{
|
||||
viewpitch = iview->oviewpitch + FixedMul (frac, iview->nviewpitch - iview->oviewpitch);
|
||||
viewangle = oviewangle + FixedMul (frac, nviewangle - oviewangle);
|
||||
ViewPitch = (iview->Old.Angles.Pitch + (iview->New.Angles.Pitch - iview->Old.Angles.Pitch) * Frac).Normalized180();
|
||||
ViewAngle = (oviewangle + (nviewangle - oviewangle) * Frac).Normalized180();
|
||||
}
|
||||
|
||||
// Due to interpolation this is not necessarily the same as the sector the camera is in.
|
||||
viewsector = R_PointInSubsector(viewx, viewy)->sector;
|
||||
viewsector = R_PointInSubsector(ViewPos)->sector;
|
||||
bool moved = false;
|
||||
while (!viewsector->PortalBlocksMovement(sector_t::ceiling))
|
||||
{
|
||||
AActor *point = viewsector->SkyBoxes[sector_t::ceiling];
|
||||
if (viewz > FLOAT2FIXED(point->specialf1))
|
||||
if (ViewPos.Z > point->specialf1)
|
||||
{
|
||||
viewx += FLOAT2FIXED(point->Scale.X);
|
||||
viewy += FLOAT2FIXED(point->Scale.Y);
|
||||
viewsector = R_PointInSubsector(viewx, viewy)->sector;
|
||||
ViewPos += point->Scale;
|
||||
viewsector = R_PointInSubsector(ViewPos)->sector;
|
||||
moved = true;
|
||||
}
|
||||
else break;
|
||||
|
@ -729,11 +692,10 @@ void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *ivie
|
|||
while (!viewsector->PortalBlocksMovement(sector_t::floor))
|
||||
{
|
||||
AActor *point = viewsector->SkyBoxes[sector_t::floor];
|
||||
if (viewz < FLOAT2FIXED(point->specialf1))
|
||||
if (ViewPos.Z < point->specialf1)
|
||||
{
|
||||
viewx += FLOAT2FIXED(point->Scale.X);
|
||||
viewy += FLOAT2FIXED(point->Scale.Y);
|
||||
viewsector = R_PointInSubsector(viewx, viewy)->sector;
|
||||
ViewPos += point->Scale;
|
||||
viewsector = R_PointInSubsector(ViewPos)->sector;
|
||||
moved = true;
|
||||
}
|
||||
else break;
|
||||
|
@ -761,10 +723,8 @@ void R_ResetViewInterpolation ()
|
|||
|
||||
void R_SetViewAngle ()
|
||||
{
|
||||
angle_t ang = viewangle >> ANGLETOFINESHIFT;
|
||||
|
||||
viewsin = finesine[ang];
|
||||
viewcos = finecosine[ang];
|
||||
viewsin = FLOAT2FIXED(ViewAngle.Sin());
|
||||
viewcos = FLOAT2FIXED(ViewAngle.Cos());
|
||||
|
||||
viewtansin = FixedMul (FocalTangent, viewsin);
|
||||
viewtancos = FixedMul (FocalTangent, viewcos);
|
||||
|
@ -787,7 +747,8 @@ static InterpolationViewer *FindPastViewer (AActor *actor)
|
|||
}
|
||||
|
||||
// Not found, so make a new one
|
||||
InterpolationViewer iview = { NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
|
||||
InterpolationViewer iview;
|
||||
memset(&iview, 0, sizeof(iview));
|
||||
iview.ViewActor = actor;
|
||||
iview.otic = -1;
|
||||
InterpolationPath.Clear();
|
||||
|
@ -851,11 +812,7 @@ void R_RebuildViewInterpolation(player_t *player)
|
|||
|
||||
InterpolationViewer *iview = FindPastViewer(player->camera);
|
||||
|
||||
iview->oviewx = iview->nviewx;
|
||||
iview->oviewy = iview->nviewy;
|
||||
iview->oviewz = iview->nviewz;
|
||||
iview->oviewpitch = iview->nviewpitch;
|
||||
iview->oviewangle = iview->nviewangle;
|
||||
iview->Old = iview->New;
|
||||
InterpolationPath.Clear();
|
||||
}
|
||||
|
||||
|
@ -955,52 +912,39 @@ void R_SetupFrame (AActor *actor)
|
|||
if (iview->otic != -1 && nowtic > iview->otic)
|
||||
{
|
||||
iview->otic = nowtic;
|
||||
iview->oviewx = iview->nviewx;
|
||||
iview->oviewy = iview->nviewy;
|
||||
iview->oviewz = iview->nviewz;
|
||||
iview->oviewpitch = iview->nviewpitch;
|
||||
iview->oviewangle = iview->nviewangle;
|
||||
iview->Old = iview->New;
|
||||
}
|
||||
|
||||
if (player != NULL && gamestate != GS_TITLELEVEL &&
|
||||
((player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)))
|
||||
{
|
||||
sector_t *oldsector = R_PointInSubsector(iview->oviewx, iview->oviewy)->sector;
|
||||
sector_t *oldsector = R_PointInSubsector(iview->Old.Pos)->sector;
|
||||
// [RH] Use chasecam view
|
||||
DVector3 campos;
|
||||
P_AimCamera (camera, campos, viewsector, unlinked);
|
||||
iview->nviewx = FLOAT2FIXED(campos.X);
|
||||
iview->nviewy = FLOAT2FIXED(campos.Y);
|
||||
iview->nviewz = FLOAT2FIXED(campos.Z);
|
||||
P_AimCamera (camera, campos, viewsector, unlinked); // fixme: This needs to translate the angle, too.
|
||||
iview->New.Pos = campos;
|
||||
r_showviewer = true;
|
||||
// Interpolating this is a very complicated thing because nothing keeps track of the aim camera's movement, so whenever we detect a portal transition
|
||||
// it's probably best to just reset the interpolation for this move.
|
||||
// Note that this can still cause problems with unusually linked portals
|
||||
if (viewsector->PortalGroup != oldsector->PortalGroup || (unlinked && P_AproxDistance(iview->oviewx - iview->nviewx, iview->oviewy - iview->nviewy) > 256 * FRACUNIT))
|
||||
if (viewsector->PortalGroup != oldsector->PortalGroup || (unlinked && ((iview->New.Pos.XY() - iview->Old.Pos.XY()).LengthSquared()) > 256*256))
|
||||
{
|
||||
iview->otic = nowtic;
|
||||
iview->oviewx = iview->nviewx;
|
||||
iview->oviewy = iview->nviewy;
|
||||
iview->oviewz = iview->nviewz;
|
||||
iview->oviewpitch = iview->nviewpitch;
|
||||
iview->oviewangle = iview->nviewangle;
|
||||
iview->Old = iview->New;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
iview->nviewx = camera->_f_X();
|
||||
iview->nviewy = camera->_f_Y();
|
||||
iview->nviewz = FLOAT2FIXED(camera->player ? camera->player->viewz : camera->Z() + camera->GetCameraHeight());
|
||||
iview->New.Pos = { camera->Pos().XY(), camera->player ? camera->player->viewz : camera->Z() + camera->GetCameraHeight() };
|
||||
viewsector = camera->Sector;
|
||||
r_showviewer = false;
|
||||
}
|
||||
iview->nviewpitch = camera->Angles.Pitch.BAMs();
|
||||
iview->New.Angles = camera->Angles;
|
||||
if (camera->player != 0)
|
||||
{
|
||||
player = camera->player;
|
||||
}
|
||||
|
||||
iview->nviewangle = camera->Angles.Yaw.BAMs();
|
||||
if (iview->otic == -1 || r_NoInterpolate)
|
||||
{
|
||||
R_ResetViewInterpolation ();
|
||||
|
@ -1014,13 +958,6 @@ void R_SetupFrame (AActor *actor)
|
|||
}
|
||||
R_InterpolateView (player, r_TicFracF, iview);
|
||||
|
||||
#ifdef TEST_X
|
||||
viewx = TEST_X;
|
||||
viewy = TEST_Y;
|
||||
viewz = TEST_Z;
|
||||
viewangle = TEST_ANGLE;
|
||||
#endif
|
||||
|
||||
R_SetViewAngle ();
|
||||
|
||||
interpolator.DoInterpolations (r_TicFracF);
|
||||
|
@ -1028,19 +965,19 @@ void R_SetupFrame (AActor *actor)
|
|||
// Keep the view within the sector's floor and ceiling
|
||||
if (viewsector->PortalBlocksMovement(sector_t::ceiling))
|
||||
{
|
||||
fixed_t theZ = viewsector->ceilingplane.ZatPoint(viewx, viewy) - 4 * FRACUNIT;
|
||||
if (viewz > theZ)
|
||||
double theZ = viewsector->ceilingplane.ZatPoint(ViewPos) - 4;
|
||||
if (ViewPos.Z > theZ)
|
||||
{
|
||||
viewz = theZ;
|
||||
ViewPos.Z = theZ;
|
||||
}
|
||||
}
|
||||
|
||||
if (viewsector->PortalBlocksMovement(sector_t::floor))
|
||||
{
|
||||
fixed_t theZ = viewsector->floorplane.ZatPoint(viewx, viewy) + 4 * FRACUNIT;
|
||||
if (viewz < theZ)
|
||||
double theZ = viewsector->floorplane.ZatPoint(ViewPos) + 4;
|
||||
if (ViewPos.Z < theZ)
|
||||
{
|
||||
viewz = theZ;
|
||||
ViewPos.Z = theZ;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1058,32 +995,30 @@ void R_SetupFrame (AActor *actor)
|
|||
{
|
||||
an = camera->Angles.Yaw;
|
||||
double power = QuakePower(quakefactor, jiggers.RelIntensity.X, jiggers.RelOffset.X, jiggers.Falloff, jiggers.WFalloff);
|
||||
viewx += FLOAT2FIXED(an.Cos() * power);
|
||||
viewy += FLOAT2FIXED(an.Sin() * power);
|
||||
ViewPos += an.ToVector(power);
|
||||
}
|
||||
if (jiggers.RelIntensity.Y != 0 || jiggers.RelOffset.Y != 0)
|
||||
{
|
||||
an = camera->Angles.Yaw + 90;
|
||||
double power = QuakePower(quakefactor, jiggers.RelIntensity.Y, jiggers.RelOffset.Y, jiggers.Falloff, jiggers.WFalloff);
|
||||
viewx += FLOAT2FIXED(an.Cos() * power);
|
||||
viewy += FLOAT2FIXED(an.Sin() * power);
|
||||
ViewPos += an.ToVector(power);
|
||||
}
|
||||
// FIXME: Relative Z is not relative
|
||||
if (jiggers.RelIntensity.Z != 0 || jiggers.RelOffset.Z != 0)
|
||||
{
|
||||
viewz += FLOAT2FIXED(QuakePower(quakefactor, jiggers.RelIntensity.Z, jiggers.RelOffset.Z, jiggers.Falloff, jiggers.WFalloff));
|
||||
ViewPos.Z += QuakePower(quakefactor, jiggers.RelIntensity.Z, jiggers.RelOffset.Z, jiggers.Falloff, jiggers.WFalloff);
|
||||
}
|
||||
if (jiggers.Intensity.X != 0 || jiggers.Offset.X != 0)
|
||||
{
|
||||
viewx += FLOAT2FIXED(QuakePower(quakefactor, jiggers.Intensity.X, jiggers.Offset.X, jiggers.Falloff, jiggers.WFalloff));
|
||||
ViewPos.Z += QuakePower(quakefactor, jiggers.Intensity.X, jiggers.Offset.X, jiggers.Falloff, jiggers.WFalloff);
|
||||
}
|
||||
if (jiggers.Intensity.Y != 0 || jiggers.Offset.Y != 0)
|
||||
{
|
||||
viewy += FLOAT2FIXED(QuakePower(quakefactor, jiggers.Intensity.Y, jiggers.Offset.Y, jiggers.Falloff, jiggers.WFalloff));
|
||||
ViewPos.Z += QuakePower(quakefactor, jiggers.Intensity.Y, jiggers.Offset.Y, jiggers.Falloff, jiggers.WFalloff);
|
||||
}
|
||||
if (jiggers.Intensity.Z != 0 || jiggers.Offset.Z != 0)
|
||||
{
|
||||
viewz += FLOAT2FIXED(QuakePower(quakefactor, jiggers.Intensity.Z, jiggers.Offset.Z, jiggers.Falloff, jiggers.WFalloff));
|
||||
ViewPos.Z += QuakePower(quakefactor, jiggers.Intensity.Z, jiggers.Offset.Z, jiggers.Falloff, jiggers.WFalloff);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1102,7 +1037,7 @@ void R_SetupFrame (AActor *actor)
|
|||
secplane_t *plane;
|
||||
int viewside;
|
||||
plane = (i < lightlist.Size()-1) ? &lightlist[i+1].plane : &viewsector->floorplane;
|
||||
viewside = plane->PointOnSide(viewx, viewy, viewz);
|
||||
viewside = plane->PointOnSide(ViewPos);
|
||||
// Reverse the direction of the test if the plane was downward facing.
|
||||
// We want to know if the view is above it, whatever its orientation may be.
|
||||
if (plane->fC() < 0)
|
||||
|
@ -1124,9 +1059,9 @@ void R_SetupFrame (AActor *actor)
|
|||
const sector_t *s = viewsector->GetHeightSec();
|
||||
if (s != NULL)
|
||||
{
|
||||
newblend = s->floorplane.PointOnSide(viewx, viewy, viewz) < 0
|
||||
newblend = s->floorplane.PointOnSide(ViewPos) < 0
|
||||
? s->bottommap
|
||||
: s->ceilingplane.PointOnSide(viewx, viewy, viewz) < 0
|
||||
: s->ceilingplane.PointOnSide(ViewPos) < 0
|
||||
? s->topmap
|
||||
: s->midmap;
|
||||
if (APART(newblend) == 0 && newblend >= numfakecmaps)
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
#define __R_UTIL_H
|
||||
|
||||
#include "r_state.h"
|
||||
#include "vectors.h"
|
||||
//
|
||||
// Stuff from r_main.h that's needed outside the rendering code.
|
||||
|
||||
|
@ -11,10 +12,9 @@
|
|||
|
||||
extern DCanvas *RenderTarget;
|
||||
|
||||
extern fixed_t viewx;
|
||||
extern fixed_t viewy;
|
||||
extern fixed_t viewz;
|
||||
extern int viewpitch;
|
||||
extern DVector3 ViewPos;
|
||||
extern DAngle ViewAngle;
|
||||
extern DAngle ViewPitch;
|
||||
|
||||
extern "C" int centerx, centerxwide;
|
||||
extern "C" int centery;
|
||||
|
@ -65,7 +65,6 @@ inline int R_PointOnSide(const DVector2 &pos, const node_t *node)
|
|||
}
|
||||
|
||||
angle_t R_PointToAngle2 (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2);
|
||||
inline angle_t R_PointToAngle (fixed_t x, fixed_t y) { return R_PointToAngle2 (viewx, viewy, x, y); }
|
||||
inline angle_t R_PointToAnglePrecise (fixed_t viewx, fixed_t viewy, fixed_t x, fixed_t y)
|
||||
{
|
||||
return xs_RoundToUInt(g_atan2(double(y-viewy), double(x-viewx)) * (ANGLE_180/M_PI));
|
||||
|
|
|
@ -1080,10 +1080,10 @@ void DoomSpecificInfo (char *buffer, size_t bufflen)
|
|||
}
|
||||
else
|
||||
{
|
||||
buffer += mysnprintf (buffer, buffend - buffer, "\r\n\r\nviewx = %d", viewx);
|
||||
buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewy = %d", viewy);
|
||||
buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewz = %d", viewz);
|
||||
buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewangle = %x", viewangle);
|
||||
buffer += mysnprintf (buffer, buffend - buffer, "\r\n\r\nviewx = %f", ViewPos.X);
|
||||
buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewy = %f", ViewPos.Y);
|
||||
buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewz = %f", ViewPos.Z);
|
||||
buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewangle = %f", ViewAngle);
|
||||
}
|
||||
}
|
||||
*buffer++ = '\r';
|
||||
|
|
Loading…
Reference in a new issue