This commit is contained in:
raa-eruanna 2016-09-14 03:15:56 -04:00
commit b17b7446cb
8 changed files with 86 additions and 63 deletions

View file

@ -422,7 +422,7 @@ void
VSMatrix::computeNormalMatrix(const FLOATTYPE *aMatrix) VSMatrix::computeNormalMatrix(const FLOATTYPE *aMatrix)
{ {
FLOATTYPE mMat3x3[9]; double mMat3x3[9];
mMat3x3[0] = aMatrix[0]; mMat3x3[0] = aMatrix[0];
mMat3x3[1] = aMatrix[1]; mMat3x3[1] = aMatrix[1];
@ -436,7 +436,7 @@ VSMatrix::computeNormalMatrix(const FLOATTYPE *aMatrix)
mMat3x3[7] = aMatrix[9]; mMat3x3[7] = aMatrix[9];
mMat3x3[8] = aMatrix[10]; mMat3x3[8] = aMatrix[10];
FLOATTYPE det, invDet; double det, invDet;
det = mMat3x3[0] * (mMat3x3[4] * mMat3x3[8] - mMat3x3[5] * mMat3x3[7]) + det = mMat3x3[0] * (mMat3x3[4] * mMat3x3[8] - mMat3x3[5] * mMat3x3[7]) +
mMat3x3[1] * (mMat3x3[5] * mMat3x3[6] - mMat3x3[8] * mMat3x3[3]) + mMat3x3[1] * (mMat3x3[5] * mMat3x3[6] - mMat3x3[8] * mMat3x3[3]) +

View file

@ -120,7 +120,7 @@ angle_t FGLRenderer::FrustumAngle()
// ok, this is a gross hack that barely works... // ok, this is a gross hack that barely works...
// but at least it doesn't overestimate too much... // but at least it doesn't overestimate too much...
double floatangle=2.0+(45.0+((tilt/1.9)))*mCurrentFoV*48.0/BaseRatioSizes[WidescreenRatio][3]/90.0; double floatangle=2.0+(45.0+((tilt/1.9)))*mCurrentFoV*48.0/AspectMultiplier(WidescreenRatio)/90.0;
angle_t a1 = DAngle(floatangle).BAMs(); angle_t a1 = DAngle(floatangle).BAMs();
if (a1>=ANGLE_180) return 0xffffffff; if (a1>=ANGLE_180) return 0xffffffff;
return a1; return a1;
@ -917,14 +917,10 @@ void FGLRenderer::RenderView (player_t* player)
NoInterpolateView = saved_niv; NoInterpolateView = saved_niv;
// I stopped using BaseRatioSizes here because the information there wasn't well presented.
// 4:3 16:9 16:10 17:10 5:4
static float ratios[]={1.333333f, 1.777777f, 1.6f, 1.7f, 1.25f, 1.7f, 2.333333f};
// now render the main view // now render the main view
float fovratio; float fovratio;
float ratio = ratios[WidescreenRatio]; float ratio = WidescreenRatio;
if (! Is54Aspect(WidescreenRatio)) if (WidescreenRatio >= 1.3f)
{ {
fovratio = 1.333333f; fovratio = 1.333333f;
} }

View file

@ -135,7 +135,6 @@ void GLSprite::CalculateVertices(FVector3 *v)
// [Nash] is a flat sprite // [Nash] is a flat sprite
const bool isFlatSprite = (actor != nullptr) && (spritetype == RF_WALLSPRITE || spritetype == RF_FLATSPRITE); const bool isFlatSprite = (actor != nullptr) && (spritetype == RF_WALLSPRITE || spritetype == RF_FLATSPRITE);
const bool dontFlip = (actor != nullptr) && (actor->renderflags & RF_DONTFLIP);
const bool useOffsets = (actor != nullptr) && !(actor->renderflags & RF_ROLLCENTER); const bool useOffsets = (actor != nullptr) && !(actor->renderflags & RF_ROLLCENTER);
// [Nash] check for special sprite drawing modes // [Nash] check for special sprite drawing modes
@ -176,37 +175,8 @@ void GLSprite::CalculateVertices(FVector3 *v)
yawvecY = actor->Angles.Yaw.Sin(); yawvecY = actor->Angles.Yaw.Sin();
} }
// [MC] This is the only thing that I changed in Nash's submission which
// was constantly applying roll to everything. That was wrong. Flat sprites
// with roll literally look like paper thing space ships trying to swerve.
// However, it does well with wall sprites.
// Also, renamed FLOORSPRITE to FLATSPRITE because that's technically incorrect.
// I plan on adding proper FLOORSPRITEs which can actually curve along sloped
// 3D floors later... if possible.
// Here we need some form of priority in order to work.
if (spritetype == RF_FLATSPRITE)
{
float pitchDegrees = -actor->Angles.Pitch.Degrees;
DVector3 apos = { x, y, z };
DVector3 diff = ViewPos - apos;
DAngle angto = diff.Angle();
angto = deltaangle(actor->Angles.Yaw, angto);
bool noFlipSprite = (!dontFlip || (fabs(angto) < 90.));
mat.Rotate(0, 1, 0, (noFlipSprite) ? 0 : 180);
mat.Rotate(-yawvecY, 0, yawvecX, (noFlipSprite) ? -pitchDegrees : pitchDegrees);
if (drawRollSpriteActor)
{
if (useOffsets) mat.Translate(xx, zz, yy);
mat.Rotate(yawvecX, 0, yawvecY, (noFlipSprite) ? -rollDegrees : rollDegrees);
if (useOffsets) mat.Translate(-xx, -zz, -yy);
}
}
// [fgsfds] Rotate the sprite about the sight vector (roll) // [fgsfds] Rotate the sprite about the sight vector (roll)
else if (spritetype == RF_WALLSPRITE) if (spritetype == RF_WALLSPRITE)
{ {
mat.Rotate(0, 1, 0, 0); mat.Rotate(0, 1, 0, 0);
if (drawRollSpriteActor) if (drawRollSpriteActor)
@ -405,7 +375,13 @@ void GLSprite::Draw(int pass)
gl_RenderState.Apply(); gl_RenderState.Apply();
FVector3 v[4]; FVector3 v[4];
CalculateVertices(v); if (actor != nullptr && (actor->renderflags & RF_SPRITETYPEMASK) == RF_FLATSPRITE)
{
}
else
{
CalculateVertices(v);
}
FQuadDrawer qd; FQuadDrawer qd;
@ -461,7 +437,7 @@ inline void GLSprite::PutSprite(bool translucent)
{ {
int list; int list;
// [BB] Allow models to be drawn in the GLDL_TRANSLUCENT pass. // [BB] Allow models to be drawn in the GLDL_TRANSLUCENT pass.
if (translucent || !modelframe) if (translucent || actor == nullptr || (!modelframe && (actor->renderflags & RF_SPRITETYPEMASK) != RF_WALLSPRITE))
{ {
list = GLDL_TRANSLUCENT; list = GLDL_TRANSLUCENT;
} }
@ -711,7 +687,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
x = thingpos.X; x = thingpos.X;
z = thingpos.Z; z = thingpos.Z;
y = thingpos.Y; y = thingpos.Y;
if (spritetype != RF_FLATSPRITE) z -= thing->Floorclip; if (spritetype == RF_FACESPRITE) z -= thing->Floorclip; // wall and flat sprites are to be considered level geometry so this may not apply.
// [RH] Make floatbobbing a renderer-only effect. // [RH] Make floatbobbing a renderer-only effect.
if (thing->flags2 & MF2_FLOATBOB) if (thing->flags2 & MF2_FLOATBOB)
@ -727,9 +703,19 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
DAngle ang = (thingpos - ViewPos).Angle(); DAngle ang = (thingpos - ViewPos).Angle();
FTextureID patch; FTextureID patch;
if (thing->flags7 & MF7_SPRITEANGLE) if (thing->flags7 & MF7_SPRITEANGLE)
{
patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (thing->SpriteAngle).BAMs(), &mirror); patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (thing->SpriteAngle).BAMs(), &mirror);
else }
else if (!(thing->renderflags & RF_FLATSPRITE))
{
patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (ang - (thing->Angles.Yaw + thing->SpriteRotation)).BAMs(), &mirror); patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (ang - (thing->Angles.Yaw + thing->SpriteRotation)).BAMs(), &mirror);
}
else
{
// Flat sprites cannot rotate in a predictable manner.
patch = gl_GetSpriteFrame(spritenum, thing->frame, 0, 0, &mirror);
}
if (!patch.isValid()) return; if (!patch.isValid()) return;
int type = thing->renderflags & RF_SPRITETYPEMASK; int type = thing->renderflags & RF_SPRITETYPEMASK;
gltexture = FMaterial::ValidateTexture(patch, (type == RF_FACESPRITE), false); gltexture = FMaterial::ValidateTexture(patch, (type == RF_FACESPRITE), false);
@ -781,6 +767,9 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
break; break;
case RF_FLATSPRITE: case RF_FLATSPRITE:
// needs careful rethinking
return;
case RF_WALLSPRITE: case RF_WALLSPRITE:
viewvecX = thing->Angles.Yaw.Cos(); viewvecX = thing->Angles.Yaw.Cos();
viewvecY = thing->Angles.Yaw.Sin(); viewvecY = thing->Angles.Yaw.Sin();
@ -910,8 +899,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
// This is a non-translucent sprite (i.e. STYLE_Normal or equivalent) // This is a non-translucent sprite (i.e. STYLE_Normal or equivalent)
trans=1.f; trans=1.f;
if (!gl_sprite_blend || modelframe || (thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
if (!gl_sprite_blend || modelframe)
{ {
RenderStyle.SrcAlpha = STYLEALPHA_One; RenderStyle.SrcAlpha = STYLEALPHA_One;
RenderStyle.DestAlpha = STYLEALPHA_Zero; RenderStyle.DestAlpha = STYLEALPHA_Zero;

View file

@ -81,8 +81,6 @@ void FGLRenderer::DrawPSprite (player_t * player,DPSprite *psp, float sx, float
float scale; float scale;
float scalex; float scalex;
float ftexturemid; float ftexturemid;
// 4:3 16:9 16:10 17:10 5:4 17:10 21:9
static float xratio[] = {1.f, 3.f/4, 5.f/6, 40.f/51, 1.f, 40.f/51, 4.f/7};
// [BB] In the HUD model step we just render the model and break out. // [BB] In the HUD model step we just render the model and break out.
if ( hudModelStep ) if ( hudModelStep )
@ -108,7 +106,7 @@ void FGLRenderer::DrawPSprite (player_t * player,DPSprite *psp, float sx, float
tex->GetSpriteRect(&r); tex->GetSpriteRect(&r);
// calculate edges of the shape // calculate edges of the shape
scalex = xratio[WidescreenRatio] * vw / 320; scalex = (320.0f / (240.0f * WidescreenRatio)) * vw / 320;
tx = sx - (160 - r.left); tx = sx - (160 - r.left);
x1 = tx * scalex + vw/2; x1 = tx * scalex + vw/2;

View file

@ -45,17 +45,38 @@ QuadStereo::QuadStereo(double ipdMeters)
// Check whether quad-buffered stereo is supported in the current context // Check whether quad-buffered stereo is supported in the current context
// We are assuming the OpenGL context is already current at this point, // We are assuming the OpenGL context is already current at this point,
// i.e. this constructor is called "just in time". // i.e. this constructor is called "just in time".
GLboolean supportsStereo, supportsBuffered;
glGetBooleanv(GL_STEREO, &supportsStereo);
glGetBooleanv(GL_DOUBLEBUFFER, &supportsBuffered);
bQuadStereoSupported = supportsStereo && supportsBuffered;
leftEye.bQuadStereoSupported = bQuadStereoSupported;
rightEye.bQuadStereoSupported = bQuadStereoSupported;
eye_ptrs.Push(&leftEye); // First initialize to mono-ish initial state
// If stereo is not supported, just draw scene once (left eye view only) bQuadStereoSupported = leftEye.bQuadStereoSupported = rightEye.bQuadStereoSupported = false;
if (bQuadStereoSupported) { eye_ptrs.Push(&leftEye); // We ALWAYS want to show at least this one view...
eye_ptrs.Push(&rightEye); // We will possibly advance to true stereo mode in the Setup() method...
}
// Sometimes the stereo render context is not ready immediately at start up
/* private */
void QuadStereo::checkInitialRenderContextState()
{
// Keep trying until we see at least one good OpenGL context to render to
static bool bDecentContextWasFound = false;
if (!bDecentContextWasFound) {
// I'm using a "random" OpenGL call (glGetFramebufferAttachmentParameteriv)
// that appears to correlate with whether the context is ready
GLint attachmentType = GL_NONE;
glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_FRONT_LEFT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
if (attachmentType != GL_NONE) // Finally, a useful OpenGL context
{
// This block will be executed exactly ONCE during a game run
bDecentContextWasFound = true; // now we can stop checking every frame...
// Now check whether this context supports hardware stereo
GLboolean supportsStereo, supportsBuffered;
glGetBooleanv(GL_STEREO, &supportsStereo);
glGetBooleanv(GL_DOUBLEBUFFER, &supportsBuffered);
bQuadStereoSupported = supportsStereo && supportsBuffered;
leftEye.bQuadStereoSupported = bQuadStereoSupported;
rightEye.bQuadStereoSupported = bQuadStereoSupported;
if (bQuadStereoSupported)
eye_ptrs.Push(&rightEye); // Use the other eye too, if we can do stereo
}
} }
} }
@ -81,11 +102,18 @@ void QuadStereo::Present() const
{ {
GLRenderer->mBuffers->BindOutputFB(); GLRenderer->mBuffers->BindOutputFB();
GLRenderer->ClearBorders(); GLRenderer->ClearBorders();
GLRenderer->mBuffers->BindEyeTexture(1, 0); GLRenderer->mBuffers->BindEyeTexture(0, 0);
GLRenderer->DrawPresentTexture(GLRenderer->mOutputLetterbox, true); GLRenderer->DrawPresentTexture(GLRenderer->mOutputLetterbox, true);
} }
} }
void QuadStereo::SetUp() const
{
Stereo3DMode::SetUp();
// Maybe advance to true stereo mode (ONCE), after the stereo context is finally ready
const_cast<QuadStereo*>(this)->checkInitialRenderContextState();
}
/* static */ /* static */
const QuadStereo& QuadStereo::getInstance(float ipd) const QuadStereo& QuadStereo::getInstance(float ipd)
{ {

View file

@ -69,11 +69,13 @@ class QuadStereo : public Stereo3DMode
public: public:
QuadStereo(double ipdMeters); QuadStereo(double ipdMeters);
void Present() const override; void Present() const override;
void SetUp() const override;
static const QuadStereo& getInstance(float ipd); static const QuadStereo& getInstance(float ipd);
private: private:
QuadStereoLeftPose leftEye; QuadStereoLeftPose leftEye;
QuadStereoRightPose rightEye; QuadStereoRightPose rightEye;
bool bQuadStereoSupported; bool bQuadStereoSupported;
void checkInitialRenderContextState();
}; };

View file

@ -192,12 +192,23 @@ void OpenGLFrameBuffer::Update()
DrawRateStuff(); DrawRateStuff();
GLRenderer->Flush(); GLRenderer->Flush();
GLRenderer->SetOutputViewport(nullptr);
Swap(); Swap();
swapped = false; swapped = false;
Unlock(); Unlock();
CheckBench(); CheckBench();
if (!IsFullscreen())
{
int clientWidth = GetClientWidth();
int clientHeight = GetClientHeight();
if (clientWidth > 0 && clientHeight > 0 && (Width != clientWidth || Height != clientHeight))
{
Resize(clientWidth, clientHeight);
V_OutputResized(Width, Height);
}
}
GLRenderer->SetOutputViewport(nullptr);
} }

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@ -494,7 +494,7 @@ NSOpenGLPixelFormat* CreatePixelFormat(const OpenGLProfile profile)
attributes[i++] = NSOpenGLPFAAllowOfflineRenderers; attributes[i++] = NSOpenGLPFAAllowOfflineRenderers;
} }
if (NSAppKitVersionNumber >= AppKit10_7 && OpenGLProfile::Core == profile) if (NSAppKitVersionNumber >= AppKit10_7 && OpenGLProfile::Core == profile && 1 == vid_renderer)
{ {
NSOpenGLPixelFormatAttribute profile = NSOpenGLProfileVersion3_2Core; NSOpenGLPixelFormatAttribute profile = NSOpenGLProfileVersion3_2Core;
const char* const glversion = Args->CheckValue("-glversion"); const char* const glversion = Args->CheckValue("-glversion");