mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
Merge remote-tracking branch 'remotes/origin/master' into modern
# Conflicts: # src/d_main.cpp # src/hwrenderer/scene/hw_weapon.cpp
This commit is contained in:
commit
d2309af3d5
43 changed files with 221 additions and 235 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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@ -662,6 +662,7 @@ 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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@ -672,7 +673,7 @@ 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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// fullscreen toggle has been requested
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@ -681,7 +682,7 @@ void D_Display ()
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screen->ToggleFullscreen(fullscreen);
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V_OutputResized(screen->GetWidth(), screen->GetHeight());
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setmodeneeded = false;
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}
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}
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// change the view size if needed
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if (setsizeneeded)
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@ -694,8 +695,8 @@ void D_Display ()
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}
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else
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{
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R_ExecuteSetViewSize (r_viewpoint, r_viewwindow);
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}
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R_ExecuteSetViewSize (vp, r_viewwindow);
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}
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}
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// [RH] Allow temporarily disabling wipes
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@ -793,7 +794,7 @@ 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);
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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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@ -801,13 +802,13 @@ 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);
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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);
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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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@ -177,9 +177,9 @@ void DEarthquake::Tick ()
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//
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//==========================================================================
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double DEarthquake::GetModWave(double waveMultiplier) const
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double DEarthquake::GetModWave(double ticFrac, double waveMultiplier) const
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{
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double time = m_Countdown - r_viewpoint.TicFrac;
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double time = m_Countdown - ticFrac;
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return g_sin(waveMultiplier * time * (M_PI * 2 / TICRATE));
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}
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@ -292,7 +292,7 @@ double DEarthquake::GetFalloff(double dist) const
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//
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//==========================================================================
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int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jiggers)
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int DEarthquake::StaticGetQuakeIntensities(double ticFrac, AActor *victim, FQuakeJiggers &jiggers)
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{
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if (victim->player != NULL && (victim->player->cheats & CF_NOCLIP))
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{
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@ -339,12 +339,12 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
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}
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else
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{
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jiggers.RollWave = r * quake->GetModWave(quake->m_RollWave) * falloff * strength;
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jiggers.RollWave = r * quake->GetModWave(ticFrac, quake->m_RollWave) * falloff * strength;
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intensity.X *= quake->GetModWave(quake->m_WaveSpeed.X);
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intensity.Y *= quake->GetModWave(quake->m_WaveSpeed.Y);
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intensity.Z *= quake->GetModWave(quake->m_WaveSpeed.Z);
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intensity.X *= quake->GetModWave(ticFrac, quake->m_WaveSpeed.X);
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intensity.Y *= quake->GetModWave(ticFrac, quake->m_WaveSpeed.Y);
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intensity.Z *= quake->GetModWave(ticFrac, quake->m_WaveSpeed.Z);
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intensity *= strength * falloff;
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// [RH] This only gives effect to the last sine quake. I would
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@ -145,10 +145,10 @@ public:
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double m_RollIntensity, m_RollWave;
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double GetModIntensity(double intensity, bool fake = false) const;
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double GetModWave(double waveMultiplier) const;
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double GetModWave(double ticFrac, double waveMultiplier) const;
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double GetFalloff(double dist) const;
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static int StaticGetQuakeIntensities(AActor *viewer, FQuakeJiggers &jiggers);
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static int StaticGetQuakeIntensities(double ticFrac, AActor *viewer, FQuakeJiggers &jiggers);
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private:
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DEarthquake ();
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@ -397,10 +397,10 @@ public:
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void SetScale();
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virtual void Tick ();
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void CallTick();
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virtual void Draw (EHudState state);
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void CallDraw(EHudState state);
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void DrawBottomStuff (EHudState state);
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void DrawTopStuff (EHudState state);
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virtual void Draw (EHudState state, double ticFrac);
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void CallDraw(EHudState state, double ticFrac);
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void DrawBottomStuff (EHudState state);
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void DrawTopStuff (EHudState state);
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void FlashItem (const PClass *itemtype);
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void AttachToPlayer(player_t *player);
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DVector2 GetHUDScale() const;
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@ -1006,7 +1006,7 @@ void DBaseStatusBar::DrawMessages (int layer, int bottom)
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//
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//---------------------------------------------------------------------------
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void DBaseStatusBar::Draw (EHudState state)
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void DBaseStatusBar::Draw (EHudState state, double ticFrac)
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{
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// HUD_AltHud state is for popups only
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if (state == HUD_AltHud)
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@ -1048,18 +1048,19 @@ DEFINE_ACTION_FUNCTION(DBaseStatusBar, Draw)
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{
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PARAM_SELF_PROLOGUE(DBaseStatusBar);
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PARAM_INT(state);
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self->Draw((EHudState)state);
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PARAM_FLOAT(ticFrac);
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self->Draw((EHudState)state, ticFrac);
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return 0;
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}
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void DBaseStatusBar::CallDraw(EHudState state)
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void DBaseStatusBar::CallDraw(EHudState state, double ticFrac)
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{
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IFVIRTUAL(DBaseStatusBar, Draw)
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{
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VMValue params[] = { (DObject*)this, state, r_viewpoint.TicFrac };
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VMValue params[] = { (DObject*)this, state, ticFrac };
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VMCall(func, params, countof(params), nullptr, 0);
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}
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else Draw(state);
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else Draw(state, ticFrac);
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screen->ClearClipRect(); // make sure the scripts don't leave a valid clipping rect behind.
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BeginStatusBar(BaseSBarHorizontalResolution, BaseSBarVerticalResolution, BaseRelTop, false);
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}
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@ -314,27 +314,3 @@ void FModelVertexBuffer::SetupFrame(FModelRenderer *renderer, unsigned int frame
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}
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}
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}
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//===========================================================================
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//
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// gl_RenderModel
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//
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//===========================================================================
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void gl_RenderModel(GLSprite * spr, int mli)
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{
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FGLModelRenderer renderer(mli);
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renderer.RenderModel(spr->x, spr->y, spr->z, spr->modelframe, spr->actor);
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}
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//===========================================================================
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//
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// gl_RenderHUDModel
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//
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//===========================================================================
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void gl_RenderHUDModel(DPSprite *psp, float ofsX, float ofsY, int mli)
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{
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FGLModelRenderer renderer(mli);
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renderer.RenderHUDModel(psp, ofsX, ofsY);
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}
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@ -51,5 +51,3 @@ public:
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void DrawElements(int numIndices, size_t offset) override;
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};
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void gl_RenderModel(GLSprite * spr, int mli);
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void gl_RenderHUDModel(DPSprite *psp, float ofsx, float ofsy, int mli);
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@ -90,7 +90,6 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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mMirrorCount = 0;
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mPlaneMirrorCount = 0;
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mAngles = FRotator(0.f, 0.f, 0.f);
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mViewVector = FVector2(0,0);
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mVBO = nullptr;
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mSkyVBO = nullptr;
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mShaderManager = nullptr;
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@ -70,7 +70,6 @@ public:
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int mMirrorCount;
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int mPlaneMirrorCount;
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float mCurrentFoV;
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AActor *mViewActor;
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FShaderManager *mShaderManager;
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FSamplerManager *mSamplerManager;
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unsigned int mFBID;
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@ -106,7 +105,6 @@ public:
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FShadowMap mShadowMap;
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FRotator mAngles;
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FVector2 mViewVector;
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FFlatVertexBuffer *mVBO;
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FSkyVertexBuffer *mSkyVBO;
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@ -196,6 +196,7 @@ FDrawInfo *FDrawInfo::StartDrawInfo(GLSceneDrawer *drawer)
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di->mDrawer = drawer;
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di->mVBO = GLRenderer->mVBO;
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di->mClipper = &staticClipper;
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di->mClipper->SetViewpoint(r_viewpoint);
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staticClipper.Clear();
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di->StartScene();
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return di;
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@ -268,27 +268,22 @@ bool GLPortal::Start(bool usestencil, bool doquery, FDrawInfo *outer_di, FDrawIn
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}
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// save viewpoint
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savedViewPos = r_viewpoint.Pos;
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savedViewActorPos = r_viewpoint.ActorPos;
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savedshowviewer = r_viewpoint.showviewer;
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savedAngles = r_viewpoint.Angles;
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savedviewactor=GLRenderer->mViewActor;
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savedviewpath[0] = r_viewpoint.Path[0];
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savedviewpath[1] = r_viewpoint.Path[1];
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savedviewpoint = r_viewpoint;
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savedvisibility = r_viewpoint.camera ? r_viewpoint.camera->renderflags & RF_MAYBEINVISIBLE : ActorRenderFlags::FromInt(0);
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PrevPortal = GLRenderer->mCurrentPortal;
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GLRenderer->mCurrentPortal = this;
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if (PrevPortal != NULL) PrevPortal->PushState();
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if (PrevPortal != nullptr) PrevPortal->PushState();
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return true;
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}
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inline void GLPortal::ClearClipper(FDrawInfo *di)
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{
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DAngle angleOffset = deltaangle(savedAngles.Yaw, r_viewpoint.Angles.Yaw);
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FRenderViewpoint &oldvp = savedviewpoint;
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DAngle angleOffset = deltaangle(oldvp.Angles.Yaw, r_viewpoint.Angles.Yaw);
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di->mClipper->Clear();
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@ -296,8 +291,8 @@ inline void GLPortal::ClearClipper(FDrawInfo *di)
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di->mClipper->SafeAddClipRange(0,0xffffffff);
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for (unsigned int i = 0; i < lines.Size(); i++)
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{
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DAngle startAngle = (DVector2(lines[i].glseg.x2, lines[i].glseg.y2) - savedViewPos).Angle() + angleOffset;
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DAngle endAngle = (DVector2(lines[i].glseg.x1, lines[i].glseg.y1) - savedViewPos).Angle() + angleOffset;
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DAngle startAngle = (DVector2(lines[i].glseg.x2, lines[i].glseg.y2) - oldvp.Pos).Angle() + angleOffset;
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DAngle endAngle = (DVector2(lines[i].glseg.x1, lines[i].glseg.y1) - oldvp.Pos).Angle() + angleOffset;
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if (deltaangle(endAngle, startAngle) < 0)
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{
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@ -323,7 +318,7 @@ void GLPortal::End(bool usestencil)
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bool needdepth = NeedDepthBuffer();
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Clocker c(PortalAll);
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if (PrevPortal != NULL) PrevPortal->PopState();
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if (PrevPortal != nullptr) PrevPortal->PopState();
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GLRenderer->mCurrentPortal = PrevPortal;
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if (usestencil)
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@ -331,13 +326,7 @@ void GLPortal::End(bool usestencil)
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if (needdepth) FDrawInfo::EndDrawInfo();
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// Restore the old view
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r_viewpoint.Path[0] = savedviewpath[0];
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r_viewpoint.Path[1] = savedviewpath[1];
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r_viewpoint.Pos = savedViewPos;
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r_viewpoint.showviewer = savedshowviewer;
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r_viewpoint.ActorPos = savedViewActorPos;
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r_viewpoint.Angles = savedAngles;
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GLRenderer->mViewActor=savedviewactor;
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r_viewpoint = savedviewpoint;
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if (r_viewpoint.camera != nullptr) r_viewpoint.camera->renderflags = (r_viewpoint.camera->renderflags & ~RF_MAYBEINVISIBLE) | savedvisibility;
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drawer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
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@ -391,11 +380,7 @@ void GLPortal::End(bool usestencil)
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glDepthMask(true);
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}
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// Restore the old view
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r_viewpoint.showviewer = savedshowviewer;
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r_viewpoint.ActorPos = savedViewActorPos;
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r_viewpoint.Pos = savedViewPos;
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r_viewpoint.Angles = savedAngles;
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GLRenderer->mViewActor=savedviewactor;
|
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r_viewpoint = savedviewpoint;
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if (r_viewpoint.camera != nullptr) r_viewpoint.camera->renderflags |= savedvisibility;
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drawer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
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@ -472,7 +457,7 @@ void GLPortal::EndFrame(FDrawInfo *outer_di)
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// Only use occlusion query if there are more than 2 portals.
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// Otherwise there's too much overhead.
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// (And don't forget to consider the separating NULL pointers!)
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// (And don't forget to consider the separating nullptr pointers!)
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bool usequery = portals.Size() > 2 + (unsigned)renderdepth;
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while (portals.Pop(p) && p)
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|
@ -508,13 +493,13 @@ void GLPortal::EndFrame(FDrawInfo *outer_di)
|
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bool GLPortal::RenderFirstSkyPortal(int recursion, FDrawInfo *outer_di)
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{
|
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GLPortal * p;
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GLPortal * best = NULL;
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GLPortal * best = nullptr;
|
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unsigned bestindex=0;
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// Find the one with the highest amount of lines.
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// Normally this is also the one that saves the largest amount
|
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// of time by drawing it before the scene itself.
|
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for(int i = portals.Size()-1; i >= 0 && portals[i] != NULL; --i)
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for(int i = portals.Size()-1; i >= 0 && portals[i] != nullptr; --i)
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||||
{
|
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p=portals[i];
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if (p->lines.Size() > 0 && p->IsSky())
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@ -552,7 +537,7 @@ GLPortal * GLPortal::FindPortal(const void * src)
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int i=portals.Size()-1;
|
||||
|
||||
while (i>=0 && portals[i] && portals[i]->GetSource()!=src) i--;
|
||||
return i>=0? portals[i]:NULL;
|
||||
return i>=0? portals[i]:nullptr;
|
||||
}
|
||||
|
||||
|
||||
|
@ -601,7 +586,7 @@ void GLSkyboxPortal::DrawContents(FDrawInfo *di)
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if (r_viewpoint.Pos.Z < floorh + 4) r_viewpoint.Pos.Z = floorh + 4;
|
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if (r_viewpoint.Pos.Z > ceilh - 4) r_viewpoint.Pos.Z = ceilh - 4;
|
||||
|
||||
GLRenderer->mViewActor = origin;
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r_viewpoint.ViewActor = origin;
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inskybox = true;
|
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drawer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
|
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|
@ -639,7 +624,7 @@ void GLSkyboxPortal::DrawContents(FDrawInfo *di)
|
|||
|
||||
GLSectorStackPortal *FSectorPortalGroup::GetRenderState()
|
||||
{
|
||||
if (glportal == NULL) glportal = new GLSectorStackPortal(this);
|
||||
if (glportal == nullptr) glportal = new GLSectorStackPortal(this);
|
||||
return glportal;
|
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}
|
||||
|
||||
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@ -647,9 +632,9 @@ GLSectorStackPortal *FSectorPortalGroup::GetRenderState()
|
|||
|
||||
GLSectorStackPortal::~GLSectorStackPortal()
|
||||
{
|
||||
if (origin != NULL && origin->glportal == this)
|
||||
if (origin != nullptr && origin->glportal == this)
|
||||
{
|
||||
origin->glportal = NULL;
|
||||
origin->glportal = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -706,7 +691,7 @@ void GLSectorStackPortal::DrawContents(FDrawInfo *di)
|
|||
|
||||
r_viewpoint.Pos += origin->mDisplacement;
|
||||
r_viewpoint.ActorPos += origin->mDisplacement;
|
||||
GLRenderer->mViewActor = NULL;
|
||||
r_viewpoint.ViewActor = nullptr;
|
||||
|
||||
// avoid recursions!
|
||||
if (origin->plane != -1) screen->instack[origin->plane]++;
|
||||
|
@ -762,7 +747,7 @@ void GLPlaneMirrorPortal::DrawContents(FDrawInfo *di)
|
|||
|
||||
double planez = origin->ZatPoint(r_viewpoint.Pos);
|
||||
r_viewpoint.Pos.Z = 2 * planez - r_viewpoint.Pos.Z;
|
||||
GLRenderer->mViewActor = NULL;
|
||||
r_viewpoint.ViewActor = nullptr;
|
||||
PlaneMirrorMode = origin->fC() < 0 ? -1 : 1;
|
||||
|
||||
PlaneMirrorFlag++;
|
||||
|
@ -933,7 +918,7 @@ void GLMirrorPortal::DrawContents(FDrawInfo *di)
|
|||
}
|
||||
r_viewpoint.Angles.Yaw = linedef->Delta().Angle() * 2. - StartAngle;
|
||||
|
||||
GLRenderer->mViewActor = NULL;
|
||||
r_viewpoint.ViewActor = nullptr;
|
||||
|
||||
MirrorFlag++;
|
||||
drawer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
|
||||
|
@ -943,9 +928,7 @@ void GLMirrorPortal::DrawContents(FDrawInfo *di)
|
|||
angle_t af = drawer->FrustumAngle();
|
||||
if (af<ANGLE_180) di->mClipper->SafeAddClipRangeRealAngles(r_viewpoint.Angles.Yaw.BAMs()+af, r_viewpoint.Angles.Yaw.BAMs()-af);
|
||||
|
||||
angle_t a2 = linedef->v1->GetClipAngle();
|
||||
angle_t a1 = linedef->v2->GetClipAngle();
|
||||
di->mClipper->SafeAddClipRange(a1,a2);
|
||||
di->mClipper->SafeAddClipRange(linedef->v1, linedef->v2);
|
||||
|
||||
gl_RenderState.SetClipLine(linedef);
|
||||
gl_RenderState.EnableClipLine(true);
|
||||
|
@ -1014,7 +997,7 @@ void GLLineToLinePortal::DrawContents(FDrawInfo *di)
|
|||
di->CurrentMapSections.Set(sub->mapsection);
|
||||
}
|
||||
|
||||
GLRenderer->mViewActor = nullptr;
|
||||
r_viewpoint.ViewActor = nullptr;
|
||||
drawer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
|
||||
|
||||
ClearClipper(di);
|
||||
|
|
|
@ -37,6 +37,7 @@
|
|||
#define __GL_PORTAL_H
|
||||
|
||||
#include "tarray.h"
|
||||
#include "r_utility.h"
|
||||
#include "actor.h"
|
||||
#include "gl/renderer/gl_renderer.h"
|
||||
#include "gl/scene/gl_drawinfo.h"
|
||||
|
@ -69,13 +70,9 @@ public:
|
|||
private:
|
||||
void DrawPortalStencil();
|
||||
|
||||
DVector3 savedviewpath[2];
|
||||
DVector3 savedViewPos;
|
||||
DVector3 savedViewActorPos;
|
||||
DRotator savedAngles;
|
||||
bool savedshowviewer;
|
||||
AActor * savedviewactor;
|
||||
ActorRenderFlags savedvisibility;
|
||||
FRenderViewpoint savedviewpoint;
|
||||
GLPortal *PrevPortal;
|
||||
TArray<unsigned int> mPrimIndices;
|
||||
|
||||
|
|
|
@ -148,12 +148,13 @@ void GLSceneDrawer::Set3DViewport(bool mainview)
|
|||
|
||||
void GLSceneDrawer::SetViewAngle(DAngle viewangle)
|
||||
{
|
||||
FRenderViewpoint &vp = r_viewpoint;
|
||||
GLRenderer->mAngles.Yaw = float(270.0-viewangle.Degrees);
|
||||
DVector2 v = r_viewpoint.Angles.Yaw.ToVector();
|
||||
GLRenderer->mViewVector.X = v.X;
|
||||
GLRenderer->mViewVector.Y = v.Y;
|
||||
DVector2 v = vp.Angles.Yaw.ToVector();
|
||||
vp.ViewVector.X = v.X;
|
||||
vp.ViewVector.Y = v.Y;
|
||||
|
||||
R_SetViewAngle(r_viewpoint, r_viewwindow);
|
||||
vp.SetViewAngle(r_viewwindow);
|
||||
}
|
||||
|
||||
|
||||
|
@ -235,8 +236,6 @@ void GLSceneDrawer::CreateScene(FDrawInfo *di)
|
|||
validcount++; // used for processing sidedefs only once by the renderer.
|
||||
|
||||
di->mAngles = GLRenderer->mAngles;
|
||||
di->mViewVector = GLRenderer->mViewVector;
|
||||
di->mViewActor = GLRenderer->mViewActor;
|
||||
di->mShadowMap = &GLRenderer->mShadowMap;
|
||||
|
||||
di->RenderBSPNode (level.HeadNode());
|
||||
|
@ -560,14 +559,14 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, IntRect * bounds, fl
|
|||
GLRenderer->mAngles.Pitch = (float)RAD2DEG(asin(angy / alen));
|
||||
GLRenderer->mAngles.Roll.Degrees = r_viewpoint.Angles.Roll.Degrees;
|
||||
|
||||
if (camera->player && camera->player-players==consoleplayer &&
|
||||
((camera->player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)) && camera==camera->player->mo)
|
||||
if (camera->player && camera->player - players == consoleplayer &&
|
||||
((camera->player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)) && camera == camera->player->mo)
|
||||
{
|
||||
GLRenderer->mViewActor=NULL;
|
||||
r_viewpoint.ViewActor = nullptr;
|
||||
}
|
||||
else
|
||||
{
|
||||
GLRenderer->mViewActor=camera;
|
||||
r_viewpoint.ViewActor = camera;
|
||||
}
|
||||
|
||||
// 'viewsector' will not survive the rendering so it cannot be used anymore below.
|
||||
|
|
|
@ -79,6 +79,7 @@ void FDrawInfo::DrawSprite(GLSprite *sprite, int pass)
|
|||
bool additivefog = false;
|
||||
bool foglayer = false;
|
||||
int rel = sprite->fullbright? 0 : getExtraLight();
|
||||
auto &vp = r_viewpoint;
|
||||
|
||||
if (pass==GLPASS_TRANSLUCENT)
|
||||
{
|
||||
|
@ -112,7 +113,7 @@ void FDrawInfo::DrawSprite(GLSprite *sprite, int pass)
|
|||
// fog + fuzz don't work well without some fiddling with the alpha value!
|
||||
if (!sprite->Colormap.FadeColor.isBlack())
|
||||
{
|
||||
float dist=Dist2(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, sprite->x, sprite->y);
|
||||
float dist=Dist2(vp.Pos.X, vp.Pos.Y, sprite->x, sprite->y);
|
||||
int fogd = hw_GetFogDensity(sprite->lightlevel, sprite->Colormap.FadeColor, sprite->Colormap.FogDensity);
|
||||
|
||||
// this value was determined by trial and error and is scale dependent!
|
||||
|
@ -221,7 +222,7 @@ void FDrawInfo::DrawSprite(GLSprite *sprite, int pass)
|
|||
secplane_t *lowplane = i == (*lightlist).Size() - 1 ? &bottomp : &(*lightlist)[i + 1].plane;
|
||||
|
||||
int thislight = (*lightlist)[i].caster != nullptr ? hw_ClampLight(*(*lightlist)[i].p_lightlevel) : sprite->lightlevel;
|
||||
int thisll = sprite->actor == nullptr? thislight : (uint8_t)sprite->actor->Sector->CheckSpriteGlow(thislight, sprite->actor->InterpolatedPosition(r_viewpoint.TicFrac));
|
||||
int thisll = sprite->actor == nullptr? thislight : (uint8_t)sprite->actor->Sector->CheckSpriteGlow(thislight, sprite->actor->InterpolatedPosition(vp.TicFrac));
|
||||
|
||||
FColormap thiscm;
|
||||
thiscm.CopyFog(sprite->Colormap);
|
||||
|
@ -249,7 +250,8 @@ void FDrawInfo::DrawSprite(GLSprite *sprite, int pass)
|
|||
|
||||
FVector3 v[4];
|
||||
gl_RenderState.SetNormal(0, 0, 0);
|
||||
if (sprite->CalculateVertices(this, v))
|
||||
|
||||
if (sprite->CalculateVertices(this, v, &vp.Pos))
|
||||
{
|
||||
glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
glPolygonOffset(-1.0f, -128.0f);
|
||||
|
@ -276,7 +278,8 @@ void FDrawInfo::DrawSprite(GLSprite *sprite, int pass)
|
|||
}
|
||||
else
|
||||
{
|
||||
gl_RenderModel(sprite, sprite->dynlightindex);
|
||||
FGLModelRenderer renderer(sprite->dynlightindex);
|
||||
renderer.RenderModel(sprite->x, sprite->y, sprite->z, sprite->modelframe, sprite->actor, vp.TicFrac);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -66,7 +66,8 @@ void FDrawInfo::DrawPSprite (HUDSprite *huds)
|
|||
if (huds->mframe)
|
||||
{
|
||||
gl_RenderState.AlphaFunc(GL_GEQUAL, 0);
|
||||
gl_RenderHUDModel(huds->weapon, huds->mx, huds->my, huds->lightindex);
|
||||
FGLModelRenderer renderer(huds->lightindex);
|
||||
renderer.RenderHUDModel(huds->weapon, huds->mx, huds->my);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -353,6 +353,7 @@ void HWDrawInfo::RenderThings(subsector_t * sub, sector_t * sector)
|
|||
SetupSprite.Clock();
|
||||
sector_t * sec=sub->sector;
|
||||
// Handle all things in sector.
|
||||
auto &vp = r_viewpoint;
|
||||
for (auto p = sec->touching_renderthings; p != nullptr; p = p->m_snext)
|
||||
{
|
||||
auto thing = p->m_thing;
|
||||
|
@ -362,7 +363,7 @@ void HWDrawInfo::RenderThings(subsector_t * sub, sector_t * sector)
|
|||
FIntCVar *cvar = thing->GetInfo()->distancecheck;
|
||||
if (cvar != nullptr && *cvar >= 0)
|
||||
{
|
||||
double dist = (thing->Pos() - r_viewpoint.Pos).LengthSquared();
|
||||
double dist = (thing->Pos() - vp.Pos).LengthSquared();
|
||||
double check = (double)**cvar;
|
||||
if (dist >= check * check)
|
||||
{
|
||||
|
@ -383,7 +384,7 @@ void HWDrawInfo::RenderThings(subsector_t * sub, sector_t * sector)
|
|||
FIntCVar *cvar = thing->GetInfo()->distancecheck;
|
||||
if (cvar != nullptr && *cvar >= 0)
|
||||
{
|
||||
double dist = (thing->Pos() - r_viewpoint.Pos).LengthSquared();
|
||||
double dist = (thing->Pos() - vp.Pos).LengthSquared();
|
||||
double check = (double)**cvar;
|
||||
if (dist >= check * check)
|
||||
{
|
||||
|
|
|
@ -373,10 +373,10 @@ angle_t Clipper::AngleToPseudo(angle_t ang)
|
|||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
angle_t R_PointToPseudoAngle(double x, double y)
|
||||
angle_t Clipper::PointToPseudoAngle(double x, double y)
|
||||
{
|
||||
double vecx = x - r_viewpoint.Pos.X;
|
||||
double vecy = y - r_viewpoint.Pos.Y;
|
||||
double vecx = x - viewpoint->Pos.X;
|
||||
double vecy = y - viewpoint->Pos.Y;
|
||||
|
||||
if (vecx == 0 && vecy == 0)
|
||||
{
|
||||
|
@ -427,14 +427,15 @@ bool Clipper::CheckBox(const float *bspcoord)
|
|||
|
||||
// Find the corners of the box
|
||||
// that define the edges from current viewpoint.
|
||||
boxpos = (r_viewpoint.Pos.X <= bspcoord[BOXLEFT] ? 0 : r_viewpoint.Pos.X < bspcoord[BOXRIGHT ] ? 1 : 2) +
|
||||
(r_viewpoint.Pos.Y >= bspcoord[BOXTOP ] ? 0 : r_viewpoint.Pos.Y > bspcoord[BOXBOTTOM] ? 4 : 8);
|
||||
auto &vp = viewpoint;
|
||||
boxpos = (vp->Pos.X <= bspcoord[BOXLEFT] ? 0 : vp->Pos.X < bspcoord[BOXRIGHT ] ? 1 : 2) +
|
||||
(vp->Pos.Y >= bspcoord[BOXTOP ] ? 0 : vp->Pos.Y > bspcoord[BOXBOTTOM] ? 4 : 8);
|
||||
|
||||
if (boxpos == 5) return true;
|
||||
|
||||
check = checkcoord[boxpos];
|
||||
angle1 = R_PointToPseudoAngle (bspcoord[check[0]], bspcoord[check[1]]);
|
||||
angle2 = R_PointToPseudoAngle (bspcoord[check[2]], bspcoord[check[3]]);
|
||||
angle1 = PointToPseudoAngle (bspcoord[check[0]], bspcoord[check[1]]);
|
||||
angle2 = PointToPseudoAngle (bspcoord[check[2]], bspcoord[check[3]]);
|
||||
|
||||
return SafeCheckRange(angle2, angle1);
|
||||
}
|
||||
|
|
|
@ -6,14 +6,6 @@
|
|||
#include "r_utility.h"
|
||||
#include "memarena.h"
|
||||
|
||||
angle_t R_PointToPseudoAngle(double x, double y);
|
||||
|
||||
// Used to speed up angle calculations during clipping
|
||||
inline angle_t vertex_t::GetClipAngle()
|
||||
{
|
||||
return R_PointToPseudoAngle(p.X, p.Y);
|
||||
}
|
||||
|
||||
class ClipNode
|
||||
{
|
||||
friend class Clipper;
|
||||
|
@ -37,6 +29,7 @@ class Clipper
|
|||
ClipNode * clipnodes = nullptr;
|
||||
ClipNode * cliphead = nullptr;
|
||||
ClipNode * silhouette = nullptr; // will be preserved even when RemoveClipRange is called
|
||||
const FRenderViewpoint *viewpoint = nullptr;
|
||||
bool blocked = false;
|
||||
|
||||
static angle_t AngleToPseudo(angle_t ang);
|
||||
|
@ -78,6 +71,11 @@ public:
|
|||
c->next = c->prev = NULL;
|
||||
return c;
|
||||
}
|
||||
|
||||
void SetViewpoint(const FRenderViewpoint &vp)
|
||||
{
|
||||
viewpoint = &vp;
|
||||
}
|
||||
|
||||
void SetSilhouette();
|
||||
|
||||
|
@ -105,6 +103,13 @@ public:
|
|||
AddClipRange(startangle, endangle);
|
||||
}
|
||||
}
|
||||
|
||||
void SafeAddClipRange(const vertex_t *v1, const vertex_t *v2)
|
||||
{
|
||||
angle_t a2 = PointToPseudoAngle(v1->p.X, v1->p.Y);
|
||||
angle_t a1 = PointToPseudoAngle(v2->p.X, v2->p.Y);
|
||||
SafeAddClipRange(a1,a2);
|
||||
}
|
||||
|
||||
void SafeAddClipRangeRealAngles(angle_t startangle, angle_t endangle)
|
||||
{
|
||||
|
@ -141,13 +146,15 @@ public:
|
|||
{
|
||||
return blocked;
|
||||
}
|
||||
|
||||
angle_t PointToPseudoAngle(double x, double y);
|
||||
|
||||
bool CheckBox(const float *bspcoord);
|
||||
|
||||
// Used to speed up angle calculations during clipping
|
||||
inline angle_t GetClipAngle(vertex_t *v)
|
||||
{
|
||||
return unsigned(v->angletime) == starttime ? v->viewangle : (v->angletime = starttime, v->viewangle = R_PointToPseudoAngle(v->p.X, v->p.Y));
|
||||
return unsigned(v->angletime) == starttime ? v->viewangle : (v->angletime = starttime, v->viewangle = PointToPseudoAngle(v->p.X, v->p.Y));
|
||||
}
|
||||
|
||||
};
|
||||
|
|
|
@ -95,8 +95,6 @@ struct HWDrawInfo
|
|||
std::atomic<int> spriteindex;
|
||||
IPortal *mClipPortal;
|
||||
FRotator mAngles;
|
||||
FVector2 mViewVector;
|
||||
AActor *mViewActor;
|
||||
IShadowMap *mShadowMap;
|
||||
Clipper *mClipper;
|
||||
|
||||
|
|
|
@ -121,7 +121,7 @@ inline void SortNode::AddToEqual(SortNode *child)
|
|||
{
|
||||
child->UnlinkFromChain();
|
||||
child->equal=equal;
|
||||
equal=child;
|
||||
equal=child;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -269,7 +269,7 @@ void HWDrawList::SortWallIntoPlane(SortNode * head, SortNode * sort)
|
|||
GLFlat * fh = flats[drawitems[head->itemindex].index];
|
||||
GLWall * ws = walls[drawitems[sort->itemindex].index];
|
||||
|
||||
bool ceiling = fh->z > r_viewpoint.Pos.Z;
|
||||
bool ceiling = fh->z > SortZ;
|
||||
|
||||
if ((ws->ztop[0] > fh->z || ws->ztop[1] > fh->z) && (ws->zbottom[0] < fh->z || ws->zbottom[1] < fh->z))
|
||||
{
|
||||
|
@ -327,7 +327,7 @@ void HWDrawList::SortSpriteIntoPlane(SortNode * head, SortNode * sort)
|
|||
GLFlat * fh = flats[drawitems[head->itemindex].index];
|
||||
GLSprite * ss = sprites[drawitems[sort->itemindex].index];
|
||||
|
||||
bool ceiling = fh->z > r_viewpoint.Pos.Z;
|
||||
bool ceiling = fh->z > SortZ;
|
||||
|
||||
auto hiz = ss->z1 > ss->z2 ? ss->z1 : ss->z2;
|
||||
auto loz = ss->z1 < ss->z2 ? ss->z1 : ss->z2;
|
||||
|
@ -688,6 +688,7 @@ SortNode * HWDrawList::DoSort(HWDrawInfo *di, SortNode * head)
|
|||
//==========================================================================
|
||||
void HWDrawList::Sort(HWDrawInfo *di)
|
||||
{
|
||||
SortZ = r_viewpoint.Pos.Z;
|
||||
MakeSortList();
|
||||
sorted = DoSort(di, SortNodes[SortNodeStart]);
|
||||
}
|
||||
|
|
|
@ -61,6 +61,7 @@ struct HWDrawList
|
|||
TArray<GLSprite*> sprites;
|
||||
TArray<GLDrawItem> drawitems;
|
||||
int SortNodeStart;
|
||||
float SortZ;
|
||||
SortNode * sorted;
|
||||
|
||||
public:
|
||||
|
|
|
@ -384,7 +384,7 @@ public:
|
|||
|
||||
void SplitSprite(HWDrawInfo *di, sector_t * frontsector, bool translucent);
|
||||
void PerformSpriteClipAdjustment(AActor *thing, const DVector2 &thingpos, float spriteheight);
|
||||
bool CalculateVertices(HWDrawInfo *di, FVector3 *v);
|
||||
bool CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp);
|
||||
|
||||
public:
|
||||
|
||||
|
|
|
@ -394,15 +394,16 @@ sector_t * hw_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool bac
|
|||
//-----------------------------------------------------------------------------
|
||||
void HWDrawInfo::SetViewArea()
|
||||
{
|
||||
auto &vp = r_viewpoint;
|
||||
// The render_sector is better suited to represent the current position in GL
|
||||
r_viewpoint.sector = R_PointInSubsector(r_viewpoint.Pos)->render_sector;
|
||||
vp.sector = R_PointInSubsector(vp.Pos)->render_sector;
|
||||
|
||||
// Get the heightsec state from the render sector, not the current one!
|
||||
if (r_viewpoint.sector->GetHeightSec())
|
||||
if (vp.sector->GetHeightSec())
|
||||
{
|
||||
in_area = r_viewpoint.Pos.Z <= r_viewpoint.sector->heightsec->floorplane.ZatPoint(r_viewpoint.Pos) ? area_below :
|
||||
(r_viewpoint.Pos.Z > r_viewpoint.sector->heightsec->ceilingplane.ZatPoint(r_viewpoint.Pos) &&
|
||||
!(r_viewpoint.sector->heightsec->MoreFlags&SECMF_FAKEFLOORONLY)) ? area_above : area_normal;
|
||||
in_area = vp.Pos.Z <= vp.sector->heightsec->floorplane.ZatPoint(vp.Pos) ? area_below :
|
||||
(vp.Pos.Z > vp.sector->heightsec->ceilingplane.ZatPoint(vp.Pos) &&
|
||||
!(vp.sector->heightsec->MoreFlags&SECMF_FAKEFLOORONLY)) ? area_above : area_normal;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -306,6 +306,7 @@ void GLFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector)
|
|||
dynlightindex = -1;
|
||||
|
||||
uint8_t &srf = di->sectorrenderflags[sector->sectornum];
|
||||
auto &vp = r_viewpoint;
|
||||
|
||||
//
|
||||
//
|
||||
|
@ -314,7 +315,7 @@ void GLFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector)
|
|||
//
|
||||
//
|
||||
//
|
||||
if (frontsector->floorplane.ZatPoint(r_viewpoint.Pos) <= r_viewpoint.Pos.Z)
|
||||
if (frontsector->floorplane.ZatPoint(vp.Pos) <= vp.Pos.Z)
|
||||
{
|
||||
// process the original floor first.
|
||||
|
||||
|
@ -374,7 +375,7 @@ void GLFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector)
|
|||
//
|
||||
//
|
||||
//
|
||||
if (frontsector->ceilingplane.ZatPoint(r_viewpoint.Pos) >= r_viewpoint.Pos.Z)
|
||||
if (frontsector->ceilingplane.ZatPoint(vp.Pos) >= vp.Pos.Z)
|
||||
{
|
||||
// process the original ceiling first.
|
||||
|
||||
|
@ -465,7 +466,7 @@ void GLFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector)
|
|||
double ff_top = rover->top.plane->ZatPoint(sector->centerspot);
|
||||
if (ff_top < lastceilingheight)
|
||||
{
|
||||
if (r_viewpoint.Pos.Z <= rover->top.plane->ZatPoint(r_viewpoint.Pos))
|
||||
if (vp.Pos.Z <= rover->top.plane->ZatPoint(vp.Pos))
|
||||
{
|
||||
SetFrom3DFloor(rover, true, !!(rover->flags&FF_FOG));
|
||||
Colormap.FadeColor = frontsector->Colormap.FadeColor;
|
||||
|
@ -479,7 +480,7 @@ void GLFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector)
|
|||
double ff_bottom = rover->bottom.plane->ZatPoint(sector->centerspot);
|
||||
if (ff_bottom < lastceilingheight)
|
||||
{
|
||||
if (r_viewpoint.Pos.Z <= rover->bottom.plane->ZatPoint(r_viewpoint.Pos))
|
||||
if (vp.Pos.Z <= rover->bottom.plane->ZatPoint(vp.Pos))
|
||||
{
|
||||
SetFrom3DFloor(rover, false, !(rover->flags&FF_FOG));
|
||||
Colormap.FadeColor = frontsector->Colormap.FadeColor;
|
||||
|
@ -505,7 +506,7 @@ void GLFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector)
|
|||
double ff_bottom = rover->bottom.plane->ZatPoint(sector->centerspot);
|
||||
if (ff_bottom > lastfloorheight || (rover->flags&FF_FIX))
|
||||
{
|
||||
if (r_viewpoint.Pos.Z >= rover->bottom.plane->ZatPoint(r_viewpoint.Pos))
|
||||
if (vp.Pos.Z >= rover->bottom.plane->ZatPoint(vp.Pos))
|
||||
{
|
||||
SetFrom3DFloor(rover, false, !(rover->flags&FF_FOG));
|
||||
Colormap.FadeColor = frontsector->Colormap.FadeColor;
|
||||
|
@ -526,7 +527,7 @@ void GLFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector)
|
|||
double ff_top = rover->top.plane->ZatPoint(sector->centerspot);
|
||||
if (ff_top > lastfloorheight)
|
||||
{
|
||||
if (r_viewpoint.Pos.Z >= rover->top.plane->ZatPoint(r_viewpoint.Pos))
|
||||
if (vp.Pos.Z >= rover->top.plane->ZatPoint(vp.Pos))
|
||||
{
|
||||
SetFrom3DFloor(rover, true, !!(rover->flags&FF_FOG));
|
||||
Colormap.FadeColor = frontsector->Colormap.FadeColor;
|
||||
|
|
|
@ -154,8 +154,9 @@ void GLWall::SkyPlane(HWDrawInfo *di, sector_t *sector, int plane, bool allowref
|
|||
}
|
||||
else if (allowreflect && sector->GetReflect(plane) > 0)
|
||||
{
|
||||
if ((plane == sector_t::ceiling && r_viewpoint.Pos.Z > sector->ceilingplane.fD()) ||
|
||||
(plane == sector_t::floor && r_viewpoint.Pos.Z < -sector->floorplane.fD())) return;
|
||||
auto vpz = r_viewpoint.Pos.Z;
|
||||
if ((plane == sector_t::ceiling && vpz > sector->ceilingplane.fD()) ||
|
||||
(plane == sector_t::floor && vpz < -sector->floorplane.fD())) return;
|
||||
ptype = PORTALTYPE_PLANEMIRROR;
|
||||
planemirror = plane == sector_t::ceiling ? §or->ceilingplane : §or->floorplane;
|
||||
}
|
||||
|
|
|
@ -68,7 +68,7 @@ EXTERN_CVAR(Float, transsouls)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
bool GLSprite::CalculateVertices(HWDrawInfo *di, FVector3 *v)
|
||||
bool GLSprite::CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp)
|
||||
{
|
||||
if (actor != nullptr && (actor->renderflags & RF_SPRITETYPEMASK) == RF_FLATSPRITE)
|
||||
{
|
||||
|
@ -146,8 +146,8 @@ bool GLSprite::CalculateVertices(HWDrawInfo *di, FVector3 *v)
|
|||
{
|
||||
// [CMB] Rotate relative to camera XY position, not just camera direction,
|
||||
// which is nicer in VR
|
||||
float xrel = xcenter - r_viewpoint.Pos.X;
|
||||
float yrel = ycenter - r_viewpoint.Pos.Y;
|
||||
float xrel = xcenter - vp->X;
|
||||
float yrel = ycenter - vp->Y;
|
||||
float absAngleDeg = RAD2DEG(atan2(-yrel, xrel));
|
||||
float counterRotationDeg = 270. - di->mAngles.Yaw.Degrees; // counteracts existing sprite rotation
|
||||
float relAngleDeg = counterRotationDeg + absAngleDeg;
|
||||
|
@ -403,7 +403,8 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
|
|||
return;
|
||||
}
|
||||
|
||||
AActor *camera = r_viewpoint.camera;
|
||||
auto &vp = r_viewpoint;
|
||||
AActor *camera = vp.camera;
|
||||
|
||||
if (thing->renderflags & RF_INVISIBLE || !thing->RenderStyle.IsVisible(thing->Alpha))
|
||||
{
|
||||
|
@ -425,26 +426,26 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
|
|||
}
|
||||
|
||||
// [RH] Interpolate the sprite's position to make it look smooth
|
||||
DVector3 thingpos = thing->InterpolatedPosition(r_viewpoint.TicFrac);
|
||||
DVector3 thingpos = thing->InterpolatedPosition(vp.TicFrac);
|
||||
if (thruportal == 1) thingpos += level.Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup);
|
||||
|
||||
// Some added checks if the camera actor is not supposed to be seen. It can happen that some portal setup has this actor in view in which case it may not be skipped here
|
||||
if (thing == camera && !r_viewpoint.showviewer)
|
||||
if (thing == camera && !vp.showviewer)
|
||||
{
|
||||
DVector3 thingorigin = thing->Pos();
|
||||
if (thruportal == 1) thingorigin += level.Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup);
|
||||
if (fabs(thingorigin.X - r_viewpoint.ActorPos.X) < 2 && fabs(thingorigin.Y - r_viewpoint.ActorPos.Y) < 2) return;
|
||||
if (fabs(thingorigin.X - vp.ActorPos.X) < 2 && fabs(thingorigin.Y - vp.ActorPos.Y) < 2) return;
|
||||
}
|
||||
// Thing is invisible if close to the camera.
|
||||
if (thing->renderflags & RF_MAYBEINVISIBLE)
|
||||
{
|
||||
if (fabs(thingpos.X - r_viewpoint.Pos.X) < 32 && fabs(thingpos.Y - r_viewpoint.Pos.Y) < 32) return;
|
||||
if (fabs(thingpos.X - vp.Pos.X) < 32 && fabs(thingpos.Y - vp.Pos.Y) < 32) return;
|
||||
}
|
||||
|
||||
// Too close to the camera. This doesn't look good if it is a sprite.
|
||||
if (fabs(thingpos.X - r_viewpoint.Pos.X) < 2 && fabs(thingpos.Y - r_viewpoint.Pos.Y) < 2)
|
||||
if (fabs(thingpos.X - vp.Pos.X) < 2 && fabs(thingpos.Y - vp.Pos.Y) < 2)
|
||||
{
|
||||
if (r_viewpoint.Pos.Z >= thingpos.Z - 2 && r_viewpoint.Pos.Z <= thingpos.Z + thing->Height + 2)
|
||||
if (vp.Pos.Z >= thingpos.Z - 2 && vp.Pos.Z <= thingpos.Z + thing->Height + 2)
|
||||
{
|
||||
// exclude vertically moving objects from this check.
|
||||
if (!thing->Vel.isZero())
|
||||
|
@ -460,13 +461,13 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
|
|||
// don't draw first frame of a player missile
|
||||
if (thing->flags&MF_MISSILE)
|
||||
{
|
||||
if (!(thing->flags7 & MF7_FLYCHEAT) && thing->target == di->mViewActor && di->mViewActor != nullptr)
|
||||
if (!(thing->flags7 & MF7_FLYCHEAT) && thing->target == vp.ViewActor && vp.ViewActor != nullptr)
|
||||
{
|
||||
double speed = thing->Vel.Length();
|
||||
if (speed >= thing->target->radius / 2)
|
||||
{
|
||||
double clipdist = clamp(thing->Speed, thing->target->radius, thing->target->radius * 2);
|
||||
if ((thingpos - r_viewpoint.Pos).LengthSquared() < clipdist * clipdist) return;
|
||||
if ((thingpos - vp.Pos).LengthSquared() < clipdist * clipdist) return;
|
||||
}
|
||||
}
|
||||
thing->flags7 |= MF7_FLYCHEAT; // do this only once for the very first frame, but not if it gets into range again.
|
||||
|
@ -479,7 +480,7 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
|
|||
}
|
||||
// disabled because almost none of the actual game code is even remotely prepared for this. If desired, use the INTERPOLATE flag.
|
||||
if (thing->renderflags & RF_INTERPOLATEANGLES)
|
||||
Angles = thing->InterpolatedAngles(r_viewpoint.TicFrac);
|
||||
Angles = thing->InterpolatedAngles(vp.TicFrac);
|
||||
else
|
||||
Angles = thing->Angles;
|
||||
|
||||
|
@ -506,7 +507,7 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
|
|||
// [RH] Make floatbobbing a renderer-only effect.
|
||||
if (thing->flags2 & MF2_FLOATBOB)
|
||||
{
|
||||
float fz = thing->GetBobOffset(r_viewpoint.TicFrac);
|
||||
float fz = thing->GetBobOffset(vp.TicFrac);
|
||||
z += fz;
|
||||
}
|
||||
|
||||
|
@ -514,7 +515,7 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
|
|||
if (!modelframe)
|
||||
{
|
||||
bool mirror;
|
||||
DAngle ang = (thingpos - r_viewpoint.Pos).Angle();
|
||||
DAngle ang = (thingpos - vp.Pos).Angle();
|
||||
FTextureID patch;
|
||||
// [ZZ] add direct picnum override
|
||||
if (isPicnumOverride)
|
||||
|
@ -531,7 +532,7 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
|
|||
int rot;
|
||||
if (!(thing->renderflags & RF_FLATSPRITE) || thing->flags7 & MF7_SPRITEANGLE)
|
||||
{
|
||||
sprangle = thing->GetSpriteAngle(ang, r_viewpoint.TicFrac);
|
||||
sprangle = thing->GetSpriteAngle(ang, vp.TicFrac);
|
||||
rot = -1;
|
||||
}
|
||||
else
|
||||
|
@ -596,8 +597,8 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
|
|||
switch (spritetype)
|
||||
{
|
||||
case RF_FACESPRITE:
|
||||
viewvecX = di->mViewVector.X;
|
||||
viewvecY = di->mViewVector.Y;
|
||||
viewvecX = vp.ViewVector.X;
|
||||
viewvecY = vp.ViewVector.Y;
|
||||
|
||||
x1 = x - viewvecY*leftfac;
|
||||
x2 = x - viewvecY*rightfac;
|
||||
|
@ -632,7 +633,7 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
|
|||
gltexture = nullptr;
|
||||
}
|
||||
|
||||
depth = FloatToFixed((x - r_viewpoint.Pos.X) * r_viewpoint.TanCos + (y - r_viewpoint.Pos.Y) * r_viewpoint.TanSin);
|
||||
depth = FloatToFixed((x - vp.Pos.X) * vp.TanCos + (y - vp.Pos.Y) * vp.TanSin);
|
||||
|
||||
// light calculation
|
||||
|
||||
|
@ -923,7 +924,8 @@ void GLSprite::ProcessParticle (HWDrawInfo *di, particle_t *particle, sector_t *
|
|||
}
|
||||
}
|
||||
|
||||
double timefrac = r_viewpoint.TicFrac;
|
||||
auto &vp = r_viewpoint;
|
||||
double timefrac = vp.TicFrac;
|
||||
if (paused || bglobal.freeze || (level.flags2 & LEVEL2_FROZEN))
|
||||
timefrac = 0.;
|
||||
float xvf = (particle->Vel.X) * timefrac;
|
||||
|
@ -940,8 +942,8 @@ void GLSprite::ProcessParticle (HWDrawInfo *di, particle_t *particle, sector_t *
|
|||
else factor = 1 / 7.f;
|
||||
float scalefac=particle->size * factor;
|
||||
|
||||
float viewvecX = di->mViewVector.X;
|
||||
float viewvecY = di->mViewVector.Y;
|
||||
float viewvecX = vp.ViewVector.X;
|
||||
float viewvecY = vp.ViewVector.Y;
|
||||
|
||||
x1=x+viewvecY*scalefac;
|
||||
x2=x-viewvecY*scalefac;
|
||||
|
@ -950,7 +952,7 @@ void GLSprite::ProcessParticle (HWDrawInfo *di, particle_t *particle, sector_t *
|
|||
z1=z-scalefac;
|
||||
z2=z+scalefac;
|
||||
|
||||
depth = FloatToFixed((x - r_viewpoint.Pos.X) * r_viewpoint.TanCos + (y - r_viewpoint.Pos.Y) * r_viewpoint.TanSin);
|
||||
depth = FloatToFixed((x - vp.Pos.X) * vp.TanCos + (y - vp.Pos.Y) * vp.TanSin);
|
||||
|
||||
actor=nullptr;
|
||||
this->particle=particle;
|
||||
|
@ -980,6 +982,7 @@ void HWDrawInfo::ProcessActorsInPortal(FLinePortalSpan *glport, area_t in_area)
|
|||
TMap<AActor*, bool> processcheck;
|
||||
if (glport->validcount == validcount) return; // only process once per frame
|
||||
glport->validcount = validcount;
|
||||
auto &vp = r_viewpoint;
|
||||
for (auto port : glport->lines)
|
||||
{
|
||||
line_t *line = port->mOrigin;
|
||||
|
@ -1003,9 +1006,9 @@ void HWDrawInfo::ProcessActorsInPortal(FLinePortalSpan *glport, area_t in_area)
|
|||
DVector3 newpos = savedpos;
|
||||
sector_t fakesector;
|
||||
|
||||
if (!r_viewpoint.showviewer && th == r_viewpoint.camera)
|
||||
if (!vp.showviewer && th == vp.camera)
|
||||
{
|
||||
if (fabs(savedpos.X - r_viewpoint.ActorPos.X) < 2 && fabs(savedpos.Y - r_viewpoint.ActorPos.Y) < 2)
|
||||
if (fabs(savedpos.X - vp.ActorPos.X) < 2 && fabs(savedpos.Y - vp.ActorPos.Y) < 2)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
|
|
@ -443,10 +443,11 @@ bool GLWall::DoHorizon(HWDrawInfo *di, seg_t * seg,sector_t * fs, vertex_t * v1,
|
|||
ztop[1] = ztop[0] = fs->GetPlaneTexZ(sector_t::ceiling);
|
||||
zbottom[1] = zbottom[0] = fs->GetPlaneTexZ(sector_t::floor);
|
||||
|
||||
if (r_viewpoint.Pos.Z < fs->GetPlaneTexZ(sector_t::ceiling))
|
||||
auto vpz = r_viewpoint.Pos.Z;
|
||||
if (vpz < fs->GetPlaneTexZ(sector_t::ceiling))
|
||||
{
|
||||
if (r_viewpoint.Pos.Z > fs->GetPlaneTexZ(sector_t::floor))
|
||||
zbottom[1] = zbottom[0] = r_viewpoint.Pos.Z;
|
||||
if (vpz > fs->GetPlaneTexZ(sector_t::floor))
|
||||
zbottom[1] = zbottom[0] = vpz;
|
||||
|
||||
if (fs->GetTexture(sector_t::ceiling) == skyflatnum)
|
||||
{
|
||||
|
@ -474,7 +475,7 @@ bool GLWall::DoHorizon(HWDrawInfo *di, seg_t * seg,sector_t * fs, vertex_t * v1,
|
|||
ztop[1] = ztop[0] = zbottom[0];
|
||||
}
|
||||
|
||||
if (r_viewpoint.Pos.Z > fs->GetPlaneTexZ(sector_t::floor))
|
||||
if (vpz > fs->GetPlaneTexZ(sector_t::floor))
|
||||
{
|
||||
zbottom[1] = zbottom[0] = fs->GetPlaneTexZ(sector_t::floor);
|
||||
if (fs->GetTexture(sector_t::floor) == skyflatnum)
|
||||
|
|
|
@ -76,10 +76,10 @@ static bool isBright(DPSprite *psp)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
static WeaponPosition GetWeaponPosition(player_t *player)
|
||||
static WeaponPosition GetWeaponPosition(player_t *player, double ticFrac)
|
||||
{
|
||||
WeaponPosition w;
|
||||
P_BobWeapon(player, &w.bobx, &w.boby, r_viewpoint.TicFrac);
|
||||
P_BobWeapon(player, &w.bobx, &w.boby, ticFrac);
|
||||
|
||||
// Interpolate the main weapon layer once so as to be able to add it to other layers.
|
||||
if ((w.weapon = player->FindPSprite(PSP_WEAPON)) != nullptr)
|
||||
|
@ -91,8 +91,8 @@ static WeaponPosition GetWeaponPosition(player_t *player)
|
|||
}
|
||||
else
|
||||
{
|
||||
w.wx = (float)(w.weapon->oldx + (w.weapon->x - w.weapon->oldx) * r_viewpoint.TicFrac);
|
||||
w.wy = (float)(w.weapon->oldy + (w.weapon->y - w.weapon->oldy) * r_viewpoint.TicFrac);
|
||||
w.wx = (float)(w.weapon->oldx + (w.weapon->x - w.weapon->oldx) * ticFrac);
|
||||
w.wy = (float)(w.weapon->oldy + (w.weapon->y - w.weapon->oldy) * ticFrac);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -109,7 +109,7 @@ static WeaponPosition GetWeaponPosition(player_t *player)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
static FVector2 BobWeapon(WeaponPosition &weap, DPSprite *psp)
|
||||
static FVector2 BobWeapon(WeaponPosition &weap, DPSprite *psp, double ticFrac)
|
||||
{
|
||||
if (psp->firstTic)
|
||||
{ // Can't interpolate the first tic.
|
||||
|
@ -118,8 +118,8 @@ static FVector2 BobWeapon(WeaponPosition &weap, DPSprite *psp)
|
|||
psp->oldy = psp->y;
|
||||
}
|
||||
|
||||
float sx = float(psp->oldx + (psp->x - psp->oldx) * r_viewpoint.TicFrac);
|
||||
float sy = float(psp->oldy + (psp->y - psp->oldy) * r_viewpoint.TicFrac);
|
||||
float sx = float(psp->oldx + (psp->x - psp->oldx) * ticFrac);
|
||||
float sy = float(psp->oldy + (psp->y - psp->oldy) * ticFrac);
|
||||
|
||||
if (psp->Flags & PSPF_ADDBOB)
|
||||
{
|
||||
|
@ -169,14 +169,14 @@ static WeaponLighting GetWeaponLighting(sector_t *viewsector, const DVector3 &po
|
|||
|
||||
if (i<lightlist.Size() - 1)
|
||||
{
|
||||
lightbottom = lightlist[i + 1].plane.ZatPoint(r_viewpoint.Pos);
|
||||
lightbottom = lightlist[i + 1].plane.ZatPoint(pos);
|
||||
}
|
||||
else
|
||||
{
|
||||
lightbottom = viewsector->floorplane.ZatPoint(r_viewpoint.Pos);
|
||||
lightbottom = viewsector->floorplane.ZatPoint(pos);
|
||||
}
|
||||
|
||||
if (lightbottom<r_viewpoint.Pos.Z)
|
||||
if (lightbottom < pos.Z)
|
||||
{
|
||||
l.cm = lightlist[i].extra_colormap;
|
||||
l.lightlevel = hw_ClampLight(*lightlist[i].p_lightlevel);
|
||||
|
@ -426,8 +426,10 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
|
|||
AActor * playermo = players[consoleplayer].camera;
|
||||
player_t * player = playermo->player;
|
||||
const bool hudModelStep = IsHUDModelForPlayerAvailable(player);
|
||||
|
||||
auto &vp = r_viewpoint;
|
||||
|
||||
AActor *camera = r_viewpoint.camera;
|
||||
AActor *camera = vp.camera;
|
||||
|
||||
// this is the same as the software renderer
|
||||
if (!player ||
|
||||
|
@ -437,8 +439,8 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
|
|||
(r_deathcamera && camera->health <= 0))
|
||||
return;
|
||||
|
||||
WeaponPosition weap = GetWeaponPosition(camera->player);
|
||||
WeaponLighting light = GetWeaponLighting(viewsector, r_viewpoint.Pos, isFullbrightScene(), in_area, camera->Pos());
|
||||
WeaponPosition weap = GetWeaponPosition(camera->player, vp.TicFrac);
|
||||
WeaponLighting light = GetWeaponLighting(viewsector, vp.Pos, isFullbrightScene(), in_area, camera->Pos());
|
||||
|
||||
// hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change
|
||||
// light mode here to draw the weapon sprite.
|
||||
|
@ -460,7 +462,7 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
|
|||
|
||||
if (!hudsprite.GetWeaponRenderStyle(psp, camera, viewsector, light)) continue;
|
||||
|
||||
FVector2 spos = BobWeapon(weap, psp);
|
||||
FVector2 spos = BobWeapon(weap, psp, vp.TicFrac);
|
||||
|
||||
hudsprite.dynrgb[0] = hudsprite.dynrgb[1] = hudsprite.dynrgb[2] = 0;
|
||||
hudsprite.lightindex = -1;
|
||||
|
|
|
@ -160,8 +160,9 @@ void CheckBench()
|
|||
|
||||
FString compose;
|
||||
|
||||
auto &vp = r_viewpoint;
|
||||
compose.Format("Map %s: \"%s\",\nx = %1.4f, y = %1.4f, z = %1.4f, angle = %1.4f, pitch = %1.4f\n",
|
||||
level.MapName.GetChars(), level.LevelName.GetChars(), r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw.Degrees, r_viewpoint.Angles.Pitch.Degrees);
|
||||
level.MapName.GetChars(), level.LevelName.GetChars(), vp.Pos.X, vp.Pos.Y, vp.Pos.Z, vp.Angles.Yaw.Degrees, vp.Angles.Pitch.Degrees);
|
||||
|
||||
AppendRenderStats(compose);
|
||||
AppendRenderTimes(compose);
|
||||
|
|
|
@ -37,7 +37,7 @@ void PolyRenderModel(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_
|
|||
{
|
||||
PolyModelRenderer renderer(thread, worldToClip, stencilValue);
|
||||
renderer.AddLights(actor);
|
||||
renderer.RenderModel(x, y, z, smf, actor);
|
||||
renderer.RenderModel(x, y, z, smf, actor, r_viewpoint.TicFrac);
|
||||
PolyTriangleDrawer::SetModelVertexShader(thread->DrawQueue, -1, -1, 0.0f);
|
||||
}
|
||||
|
||||
|
|
|
@ -88,7 +88,7 @@ void PolyDrawSectorPortal::SaveGlobals()
|
|||
|
||||
viewpoint.camera = nullptr;
|
||||
viewpoint.sector = Portal->mDestination;
|
||||
R_SetViewAngle(viewpoint, viewwindow);
|
||||
viewpoint.SetViewAngle(viewwindow);
|
||||
|
||||
Portal->mFlags |= PORTSF_INSKYBOX;
|
||||
if (Portal->mPartner > 0) level.sectorPortals[Portal->mPartner].mFlags |= PORTSF_INSKYBOX;
|
||||
|
@ -114,7 +114,7 @@ void PolyDrawSectorPortal::RestoreGlobals()
|
|||
|
||||
//PolyRenderer::Instance()->Light.SetVisibility(savedvisibility);
|
||||
|
||||
R_SetViewAngle(viewpoint, viewwindow);
|
||||
viewpoint.SetViewAngle(viewwindow);
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
@ -236,7 +236,7 @@ void PolyDrawLinePortal::SaveGlobals()
|
|||
viewpoint.camera = nullptr;
|
||||
viewpoint.sector = R_PointInSubsector(viewpoint.Pos)->sector;
|
||||
|
||||
R_SetViewAngle(viewpoint, viewwindow);
|
||||
viewpoint.SetViewAngle(viewwindow);
|
||||
}
|
||||
|
||||
void PolyDrawLinePortal::RestoreGlobals()
|
||||
|
@ -254,5 +254,5 @@ void PolyDrawLinePortal::RestoreGlobals()
|
|||
viewpoint.camera->renderflags &= ~RF_INVISIBLE;
|
||||
}
|
||||
|
||||
R_SetViewAngle(viewpoint, viewwindow);
|
||||
viewpoint.SetViewAngle(viewwindow);
|
||||
}
|
||||
|
|
|
@ -169,10 +169,11 @@ static int DoomSpecificInfo (char *buffer, char *end)
|
|||
}
|
||||
else
|
||||
{
|
||||
p += snprintf (buffer+p, size-p, "\n\nviewx = %f", r_viewpoint.Pos.X);
|
||||
p += snprintf (buffer+p, size-p, "\nviewy = %f", r_viewpoint.Pos.Y);
|
||||
p += snprintf (buffer+p, size-p, "\nviewz = %f", r_viewpoint.Pos.Z);
|
||||
p += snprintf (buffer+p, size-p, "\nviewangle = %f", r_viewpoint.Angles.Yaw.Degrees);
|
||||
auto &vp = r_viewpoint;
|
||||
p += snprintf (buffer+p, size-p, "\n\nviewx = %f", vp.Pos.X);
|
||||
p += snprintf (buffer+p, size-p, "\nviewy = %f", vp.Pos.Y);
|
||||
p += snprintf (buffer+p, size-p, "\nviewz = %f", vp.Pos.Z);
|
||||
p += snprintf (buffer+p, size-p, "\nviewangle = %f", vp.Angles.Yaw.Degrees);
|
||||
}
|
||||
}
|
||||
buffer[p++] = '\n';
|
||||
|
|
|
@ -54,7 +54,7 @@ extern TDeletingArray<FVoxelDef *> VoxelDefs;
|
|||
|
||||
DeletingModelArray Models;
|
||||
|
||||
void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *smf, AActor *actor)
|
||||
void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *smf, AActor *actor, double ticFrac)
|
||||
{
|
||||
// Setup transformation.
|
||||
|
||||
|
@ -128,7 +128,7 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
|
|||
if (actor->renderflags & RF_INTERPOLATEANGLES)
|
||||
{
|
||||
// [Nash] use interpolated angles
|
||||
DRotator Angles = actor->InterpolatedAngles(r_viewpoint.TicFrac);
|
||||
DRotator Angles = actor->InterpolatedAngles(ticFrac);
|
||||
angle = Angles.Yaw.Degrees;
|
||||
}
|
||||
|
||||
|
|
|
@ -60,7 +60,7 @@ class FModelRenderer
|
|||
public:
|
||||
virtual ~FModelRenderer() { }
|
||||
|
||||
void RenderModel(float x, float y, float z, FSpriteModelFrame *modelframe, AActor *actor);
|
||||
void RenderModel(float x, float y, float z, FSpriteModelFrame *modelframe, AActor *actor, double ticFrac);
|
||||
void RenderHUDModel(DPSprite *psp, float ofsx, float ofsy);
|
||||
|
||||
virtual ModelRendererType GetType() const = 0;
|
||||
|
|
|
@ -180,8 +180,6 @@ struct vertex_t
|
|||
{
|
||||
p.Zero();
|
||||
}
|
||||
|
||||
angle_t GetClipAngle();
|
||||
};
|
||||
|
||||
// Forward of LineDefs, for Sectors.
|
||||
|
|
|
@ -602,13 +602,13 @@ void R_ResetViewInterpolation ()
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void R_SetViewAngle (FRenderViewpoint &viewpoint, const FViewWindow &viewwindow)
|
||||
void FRenderViewpoint::SetViewAngle (const FViewWindow &viewwindow)
|
||||
{
|
||||
viewpoint.Sin = viewpoint.Angles.Yaw.Sin();
|
||||
viewpoint.Cos = viewpoint.Angles.Yaw.Cos();
|
||||
Sin = Angles.Yaw.Sin();
|
||||
Cos = Angles.Yaw.Cos();
|
||||
|
||||
viewpoint.TanSin = viewwindow.FocalTangent * viewpoint.Sin;
|
||||
viewpoint.TanCos = viewwindow.FocalTangent * viewpoint.Cos;
|
||||
TanSin = viewwindow.FocalTangent * Sin;
|
||||
TanCos = viewwindow.FocalTangent * Cos;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -844,7 +844,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
|
|||
}
|
||||
R_InterpolateView (viewpoint, player, viewpoint.TicFrac, iview);
|
||||
|
||||
R_SetViewAngle (viewpoint, viewwindow);
|
||||
viewpoint.SetViewAngle (viewwindow);
|
||||
|
||||
interpolator.DoInterpolations (viewpoint.TicFrac);
|
||||
|
||||
|
@ -872,7 +872,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
|
|||
FQuakeJiggers jiggers;
|
||||
|
||||
memset(&jiggers, 0, sizeof(jiggers));
|
||||
if (DEarthquake::StaticGetQuakeIntensities(viewpoint.camera, jiggers) > 0)
|
||||
if (DEarthquake::StaticGetQuakeIntensities(viewpoint.TicFrac, viewpoint.camera, jiggers) > 0)
|
||||
{
|
||||
double quakefactor = r_quakeintensity;
|
||||
DAngle an;
|
||||
|
|
|
@ -5,6 +5,7 @@
|
|||
#include "vectors.h"
|
||||
|
||||
class FSerializer;
|
||||
struct FViewWindow;
|
||||
//
|
||||
// Stuff from r_main.h that's needed outside the rendering code.
|
||||
|
||||
|
@ -20,6 +21,8 @@ struct FRenderViewpoint
|
|||
DVector3 Pos; // Camera position
|
||||
DVector3 ActorPos; // Camera actor's position
|
||||
DRotator Angles; // Camera angles
|
||||
DVector2 ViewVector; // HWR only: direction the camera is facing.
|
||||
AActor *ViewActor; // either the same as camera or nullptr
|
||||
|
||||
DVector3 Path[2]; // View path for portal calculations
|
||||
double Cos; // cos(Angles.Yaw)
|
||||
|
@ -36,6 +39,10 @@ struct FRenderViewpoint
|
|||
|
||||
int extralight; // extralight to be added to this viewpoint
|
||||
bool showviewer; // show the camera actor?
|
||||
|
||||
|
||||
void SetViewAngle(const FViewWindow &viewwindow);
|
||||
|
||||
};
|
||||
|
||||
extern FRenderViewpoint r_viewpoint;
|
||||
|
|
|
@ -172,7 +172,7 @@ namespace swrenderer
|
|||
Thread->Viewport->viewpoint.camera = nullptr;
|
||||
Thread->Viewport->viewpoint.sector = port->mDestination;
|
||||
assert(Thread->Viewport->viewpoint.sector != nullptr);
|
||||
R_SetViewAngle(Thread->Viewport->viewpoint, Thread->Viewport->viewwindow);
|
||||
Thread->Viewport->viewpoint.SetViewAngle(Thread->Viewport->viewwindow);
|
||||
Thread->Viewport->SetupPolyViewport(Thread);
|
||||
Thread->OpaquePass->ClearSeenSprites();
|
||||
Thread->Clip3D->ClearFakeFloors();
|
||||
|
@ -260,7 +260,7 @@ namespace swrenderer
|
|||
Thread->Light->SetVisibility(Thread->Viewport.get(), savedvisibility);
|
||||
Thread->Viewport->viewpoint.extralight = savedextralight;
|
||||
Thread->Viewport->viewpoint.Angles = savedangles;
|
||||
R_SetViewAngle(Thread->Viewport->viewpoint, Thread->Viewport->viewwindow);
|
||||
Thread->Viewport->viewpoint.SetViewAngle(Thread->Viewport->viewwindow);
|
||||
Thread->Viewport->SetupPolyViewport(Thread);
|
||||
|
||||
CurrentPortalInSkybox = false;
|
||||
|
|
|
@ -76,7 +76,7 @@ namespace swrenderer
|
|||
{
|
||||
SWModelRenderer renderer(thread, clip3DFloor, &WorldToClip, MirrorWorldToClip);
|
||||
renderer.AddLights(actor);
|
||||
renderer.RenderModel(x, y, z, smf, actor);
|
||||
renderer.RenderModel(x, y, z, smf, actor, r_viewpoint.TicFrac);
|
||||
PolyTriangleDrawer::SetModelVertexShader(thread->DrawQueue, -1, -1, 0.0f);
|
||||
}
|
||||
|
||||
|
|
|
@ -1342,12 +1342,13 @@ void DFrameBuffer::DrawBlend(sector_t * viewsector)
|
|||
// don't draw sector based blends when any fullbright screen effect is active.
|
||||
if (!fullbright)
|
||||
{
|
||||
const auto &vpp = r_viewpoint.Pos;
|
||||
if (!viewsector->e->XFloor.ffloors.Size())
|
||||
{
|
||||
if (viewsector->GetHeightSec())
|
||||
{
|
||||
auto s = viewsector->heightsec;
|
||||
blendv = s->floorplane.PointOnSide(r_viewpoint.Pos) < 0 ? s->bottommap : s->ceilingplane.PointOnSide(r_viewpoint.Pos) < 0 ? s->topmap : s->midmap;
|
||||
blendv = s->floorplane.PointOnSide(vpp) < 0 ? s->bottommap : s->ceilingplane.PointOnSide(vpp) < 0 ? s->topmap : s->midmap;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -1358,11 +1359,11 @@ void DFrameBuffer::DrawBlend(sector_t * viewsector)
|
|||
{
|
||||
double lightbottom;
|
||||
if (i < lightlist.Size() - 1)
|
||||
lightbottom = lightlist[i + 1].plane.ZatPoint(r_viewpoint.Pos);
|
||||
lightbottom = lightlist[i + 1].plane.ZatPoint(vpp);
|
||||
else
|
||||
lightbottom = viewsector->floorplane.ZatPoint(r_viewpoint.Pos);
|
||||
lightbottom = viewsector->floorplane.ZatPoint(vpp);
|
||||
|
||||
if (lightbottom < r_viewpoint.Pos.Z && (!lightlist[i].caster || !(lightlist[i].caster->flags&FF_FADEWALLS)))
|
||||
if (lightbottom < vpp.Z && (!lightlist[i].caster || !(lightlist[i].caster->flags&FF_FADEWALLS)))
|
||||
{
|
||||
// 3d floor 'fog' is rendered as a blending value
|
||||
blendv = lightlist[i].blend;
|
||||
|
|
|
@ -1105,10 +1105,11 @@ void DoomSpecificInfo (char *buffer, size_t bufflen)
|
|||
}
|
||||
else
|
||||
{
|
||||
buffer += mysnprintf (buffer, buffend - buffer, "\r\n\r\nviewx = %f", r_viewpoint.Pos.X);
|
||||
buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewy = %f", r_viewpoint.Pos.Y);
|
||||
buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewz = %f", r_viewpoint.Pos.Z);
|
||||
buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewangle = %f", r_viewpoint.Angles.Yaw);
|
||||
auto &vp = r_viewpoint;
|
||||
buffer += mysnprintf (buffer, buffend - buffer, "\r\n\r\nviewx = %f", vp.Pos.X);
|
||||
buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewy = %f", vp.Pos.Y);
|
||||
buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewz = %f", vp.Pos.Z);
|
||||
buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewangle = %f", vp.Angles.Yaw);
|
||||
}
|
||||
}
|
||||
*buffer++ = '\r';
|
||||
|
|
Loading…
Reference in a new issue