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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- fixed camerapos setup.
This commit is contained in:
parent
d5af939119
commit
e7531bb579
4 changed files with 12 additions and 13 deletions
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@ -114,7 +114,7 @@ struct FDrawInfo : public HWDrawInfo
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// These should go into hwrenderer later.
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void SetViewMatrix(const FRotator &angles, float vx, float vy, float vz, bool mirror, bool planemirror);
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void SetupView(float vx, float vy, float vz, DAngle va, bool mirror, bool planemirror);
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void SetupView(float vx, float vy, float vz, bool mirror, bool planemirror);
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static FDrawInfo *StartDrawInfo(FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms);
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@ -316,7 +316,7 @@ void GLPortal::End(FDrawInfo *di, bool usestencil)
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// Restore the old view
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if (vp.camera != nullptr) vp.camera->renderflags = (vp.camera->renderflags & ~RF_MAYBEINVISIBLE) | savedvisibility;
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di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, vp.Angles.Yaw, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
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di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
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{
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ScopedColorMask colorMask(0, 0, 0, 0); // glColorMask(0, 0, 0, 0); // no graphics
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@ -370,7 +370,7 @@ void GLPortal::End(FDrawInfo *di, bool usestencil)
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// Restore the old view
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if (vp.camera != nullptr) vp.camera->renderflags = (vp.camera->renderflags & ~RF_MAYBEINVISIBLE) | savedvisibility;
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di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, vp.Angles.Yaw, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
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di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
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// This draws a valid z-buffer into the stencil's contents to ensure it
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// doesn't get overwritten by the level's geometry.
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@ -577,7 +577,7 @@ void GLSkyboxPortal::DrawContents(FDrawInfo *di)
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vp.ViewActor = origin;
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inskybox = true;
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di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, vp.Angles.Yaw, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
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di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
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di->SetViewArea();
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ClearClipper(di);
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@ -684,7 +684,7 @@ void GLSectorStackPortal::DrawContents(FDrawInfo *di)
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// avoid recursions!
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if (origin->plane != -1) screen->instack[origin->plane]++;
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di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, vp.Angles.Yaw, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
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di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
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SetupCoverage(di);
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ClearClipper(di);
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@ -740,7 +740,7 @@ void GLPlaneMirrorPortal::DrawContents(FDrawInfo *di)
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PlaneMirrorMode = origin->fC() < 0 ? -1 : 1;
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PlaneMirrorFlag++;
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di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, vp.Angles.Yaw, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
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di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
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ClearClipper(di);
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di->UpdateCurrentMapSection();
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@ -911,7 +911,7 @@ void GLMirrorPortal::DrawContents(FDrawInfo *di)
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vp.ViewActor = nullptr;
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MirrorFlag++;
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di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, vp.Angles.Yaw, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
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di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
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di->mClipper->Clear();
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@ -988,7 +988,7 @@ void GLLineToLinePortal::DrawContents(FDrawInfo *di)
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}
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vp.ViewActor = nullptr;
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di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, vp.Angles.Yaw, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
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di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
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ClearClipper(di);
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gl_RenderState.SetClipLine(glport->lines[0]->mDestination);
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@ -104,7 +104,7 @@ void FDrawInfo::SetViewMatrix(const FRotator &angles, float vx, float vy, float
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// Setup the view rotation matrix for the given viewpoint
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//
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//-----------------------------------------------------------------------------
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void FDrawInfo::SetupView(float vx, float vy, float vz, DAngle va, bool mirror, bool planemirror)
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void FDrawInfo::SetupView(float vx, float vy, float vz, bool mirror, bool planemirror)
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{
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auto &vp = Viewpoint;
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vp.SetViewAngle(r_viewwindow);
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@ -506,12 +506,11 @@ sector_t * FGLRenderer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * came
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// Stereo mode specific perspective projection
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di->VPUniforms.mProjectionMatrix = eye->GetProjection(fov, ratio, fovratio);
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vp.SetViewAngle(r_viewwindow);
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// Stereo mode specific viewpoint adjustment - temporarily shifts global ViewPos
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eye->GetViewShift(vp.HWAngles.Yaw.Degrees, viewShift);
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ScopedViewShifter viewShifter(vp.Pos, viewShift);
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di->SetViewMatrix(vp.HWAngles, vp.Pos.X, vp.Pos.Y, vp.Pos.Z, false, false);
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di->ApplyVPUniforms();
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di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, false, false);
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di->ProcessScene(toscreen);
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@ -230,7 +230,7 @@ void GLSkyPortal::DrawContents(FDrawInfo *di)
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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bool oldClamp = gl_RenderState.SetDepthClamp(true);
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di->SetupView(0, 0, 0, vp.Angles.Yaw, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
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di->SetupView(0, 0, 0, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
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gl_RenderState.SetVertexBuffer(GLRenderer->mSkyVBO);
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if (origin->texture[0] && origin->texture[0]->tex->bSkybox)
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