mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-10 06:42:08 +00:00
Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom.
This commit is contained in:
parent
5925a6a8c5
commit
08b03e6b19
10 changed files with 117 additions and 5 deletions
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@ -35,6 +35,7 @@
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#include <time.h>
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#include <time.h>
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#include <stdexcept>
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#include <stdexcept>
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#include <cstdint>
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#include "w_zip.h"
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#include "w_zip.h"
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#include "ancientzip.h"
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#include "ancientzip.h"
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#include "resourcefile.h"
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#include "resourcefile.h"
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@ -54,3 +54,11 @@ EXTERN_CVAR(Int, gl_shadowmap_filter)
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EXTERN_CVAR(Bool, gl_brightfog)
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EXTERN_CVAR(Bool, gl_brightfog)
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EXTERN_CVAR(Bool, gl_lightadditivesurfaces)
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EXTERN_CVAR(Bool, gl_lightadditivesurfaces)
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EXTERN_CVAR(Bool, gl_notexturefill)
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EXTERN_CVAR(Bool, gl_notexturefill)
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EXTERN_CVAR(Bool, r_isocam)
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EXTERN_CVAR(Int, r_isoviewpoint)
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EXTERN_CVAR(Float, r_iso_camdist)
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EXTERN_CVAR(Float, r_iso_dist)
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EXTERN_CVAR(Float, r_iso_pitch)
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EXTERN_CVAR(Bool, r_drawplayersprites)
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EXTERN_CVAR(Bool, r_orthographic)
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@ -146,11 +146,27 @@ float VREyeInfo::getShift() const
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return vr_swap_eyes ? -res : res;
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return vr_swap_eyes ? -res : res;
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}
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}
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VSMatrix VREyeInfo::GetProjection(float fov, float aspectRatio, float fovRatio) const
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VSMatrix VREyeInfo::GetProjection(float fov, float aspectRatio, float fovRatio, bool isocam) const
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{
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{
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VSMatrix result;
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VSMatrix result;
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if (mShiftFactor == 0)
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if (isocam) // Orthographic projection for isometric viewpoint
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{
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double zNear = -1.0; // screen->GetZNear();
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double zFar = screen->GetZFar();
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double fH = r_iso_dist * tan(DEG2RAD(fov) / 2) / fovRatio;
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double fW = fH * aspectRatio * mScaleFactor;
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double left = -fW;
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double right = fW;
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double bottom = -fH;
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double top = fH;
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VSMatrix fmat(1);
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fmat.ortho((float)left, (float)right, (float)bottom, (float)top, (float)zNear, (float)zFar);
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return fmat;
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}
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else if (mShiftFactor == 0)
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{
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{
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float fovy = (float)(2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovRatio)));
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float fovy = (float)(2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovRatio)));
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result.perspective(fovy, aspectRatio, screen->GetZNear(), screen->GetZFar());
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result.perspective(fovy, aspectRatio, screen->GetZNear(), screen->GetZFar());
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@ -27,7 +27,7 @@ struct VREyeInfo
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float mShiftFactor;
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float mShiftFactor;
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float mScaleFactor;
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float mScaleFactor;
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VSMatrix GetProjection(float fov, float aspectRatio, float fovRatio) const;
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VSMatrix GetProjection(float fov, float aspectRatio, float fovRatio, bool isocam) const;
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DVector3 GetViewShift(float yaw) const;
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DVector3 GetViewShift(float yaw) const;
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private:
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private:
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float getShift() const;
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float getShift() const;
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@ -324,6 +324,9 @@ public:
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// This only represents the thrust that the player applies himself.
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// This only represents the thrust that the player applies himself.
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// This avoids anomalies with such things as Boom ice and conveyors.
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// This avoids anomalies with such things as Boom ice and conveyors.
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DVector2 Vel = { 0,0 };
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DVector2 Vel = { 0,0 };
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// Used by isometric camera (% 8 cardinal directions) (See RenderViewpoint() in src/rendering/hwrenderer/hw_entrypoint.cpp)
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int isoviewpoint = 1;
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int isoyaw = 225; // degrees
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bool centering = false;
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bool centering = false;
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uint8_t turnticks = 0;
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uint8_t turnticks = 0;
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@ -270,6 +270,8 @@ void player_t::CopyFrom(player_t &p, bool copyPSP)
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deltaviewheight = p.deltaviewheight;
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deltaviewheight = p.deltaviewheight;
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bob = p.bob;
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bob = p.bob;
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Vel = p.Vel;
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Vel = p.Vel;
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isoviewpoint = p.isoviewpoint;
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isoyaw = p.isoyaw;
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centering = p.centering;
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centering = p.centering;
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turnticks = p.turnticks;
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turnticks = p.turnticks;
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attackdown = p.attackdown;
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attackdown = p.attackdown;
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@ -1635,6 +1637,8 @@ void player_t::Serialize(FSerializer &arc)
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("deltaviewheight", deltaviewheight)
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("deltaviewheight", deltaviewheight)
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("bob", bob)
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("bob", bob)
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("vel", Vel)
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("vel", Vel)
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("isoviewpoint", isoviewpoint)
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("isoyaw", isoyaw)
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("centering", centering)
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("centering", centering)
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("health", health)
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("health", health)
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("inventorytics", inventorytics)
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("inventorytics", inventorytics)
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@ -1742,6 +1746,8 @@ DEFINE_FIELD_X(PlayerInfo, player_t, viewheight)
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DEFINE_FIELD_X(PlayerInfo, player_t, deltaviewheight)
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DEFINE_FIELD_X(PlayerInfo, player_t, deltaviewheight)
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DEFINE_FIELD_X(PlayerInfo, player_t, bob)
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DEFINE_FIELD_X(PlayerInfo, player_t, bob)
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DEFINE_FIELD_X(PlayerInfo, player_t, Vel)
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DEFINE_FIELD_X(PlayerInfo, player_t, Vel)
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DEFINE_FIELD_X(PlayerInfo, player_t, isoviewpoint)
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DEFINE_FIELD_X(PlayerInfo, player_t, isoyaw)
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DEFINE_FIELD_X(PlayerInfo, player_t, centering)
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DEFINE_FIELD_X(PlayerInfo, player_t, centering)
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DEFINE_FIELD_X(PlayerInfo, player_t, turnticks)
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DEFINE_FIELD_X(PlayerInfo, player_t, turnticks)
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DEFINE_FIELD_X(PlayerInfo, player_t, attackdown)
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DEFINE_FIELD_X(PlayerInfo, player_t, attackdown)
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@ -162,8 +162,37 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
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di->Viewpoint.FieldOfView = DAngle::fromDeg(fov); // Set the real FOV for the current scene (it's not necessarily the same as the global setting in r_viewpoint)
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di->Viewpoint.FieldOfView = DAngle::fromDeg(fov); // Set the real FOV for the current scene (it's not necessarily the same as the global setting in r_viewpoint)
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// Stereo mode specific perspective projection
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// Switch viewpoint for isometric camera
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di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio);
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if(r_isocam && camera->player != NULL)
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{
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float camdist = r_iso_dist;
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if (r_orthographic) camdist = r_iso_camdist;
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float camheight = camdist*FAngle::fromDeg(r_iso_pitch).Tan();
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camheight -= 0.5*camera->player->viewheight;
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int myisoviewpoint = 1;
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if (r_isoviewpoint > 0 && r_isoviewpoint < 9) myisoviewpoint = r_isoviewpoint - 1;
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else myisoviewpoint = camera->player->isoviewpoint % 8;
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if (myisoviewpoint < 0) myisoviewpoint = 0;
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if (r_isoviewpoint < 9) camera->player->isoyaw = 45.0 * myisoviewpoint; // The eight cardinal directions
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vp.Pos.X -= camdist * DAngle::fromDeg(camera->player->isoyaw).Cos();
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vp.Pos.Y -= camdist * DAngle::fromDeg(camera->player->isoyaw).Sin();
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vp.Pos.Z += camheight;
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vp.HWAngles.Pitch = FAngle::fromDeg(r_iso_pitch);
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vp.Angles.Pitch = DAngle::fromDeg(r_iso_pitch);
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vp.Angles.Yaw = DAngle::fromDeg(camera->player->isoyaw);
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vp.Angles.Roll = DAngle::fromDeg(0);
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vp.showviewer = true; // Draw player sprite
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r_drawplayersprites = false; // Don't draw first-person hands/weapons
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// Stereo mode specific perspective projection
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di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio, r_orthographic);
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}
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else // Regular first-person viewpoint
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{
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vp.showviewer = false;
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r_drawplayersprites = true; // Restore first-person hands/weapons
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// Stereo mode specific perspective projection
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di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio, false);
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}
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// Stereo mode specific viewpoint adjustment
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// Stereo mode specific viewpoint adjustment
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vp.Pos += eye.GetViewShift(vp.HWAngles.Yaw.Degrees());
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vp.Pos += eye.GetViewShift(vp.HWAngles.Yaw.Degrees());
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di->SetupView(RenderState, vp.Pos.X, vp.Pos.Y, vp.Pos.Z, false, false);
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di->SetupView(RenderState, vp.Pos.X, vp.Pos.Y, vp.Pos.Z, false, false);
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@ -477,7 +477,9 @@ bool HWSprite::CalculateVertices(HWDrawInfo* di, FVector3* v, DVector3* vp)
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// Rotate the sprite about the vector starting at the center of the sprite
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// Rotate the sprite about the vector starting at the center of the sprite
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// triangle strip and with direction orthogonal to where the player is looking
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// triangle strip and with direction orthogonal to where the player is looking
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// in the x/y plane.
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// in the x/y plane.
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if(r_isocam) mat.Translate(0.0, z2 - zcenter, 0.0);
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mat.Rotate(-sin(angleRad), 0, cos(angleRad), -HWAngles.Pitch.Degrees());
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mat.Rotate(-sin(angleRad), 0, cos(angleRad), -HWAngles.Pitch.Degrees());
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if(r_isocam) mat.Translate(0.0, zcenter - z2, 0.0);
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}
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}
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mat.Translate(-center.X, -center.Z, -center.Y); // retreat from sprite center
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mat.Translate(-center.X, -center.Z, -center.Y); // retreat from sprite center
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@ -900,6 +902,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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{
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{
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bool mirror = false;
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bool mirror = false;
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DAngle ang = (thingpos - vp.Pos).Angle();
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DAngle ang = (thingpos - vp.Pos).Angle();
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if(r_isocam) ang = vp.Angles.Yaw;
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FTextureID patch;
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FTextureID patch;
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// [ZZ] add direct picnum override
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// [ZZ] add direct picnum override
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if (isPicnumOverride)
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if (isPicnumOverride)
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@ -1019,6 +1022,20 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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x2 = x - viewvecY*rightfac;
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x2 = x - viewvecY*rightfac;
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y1 = y + viewvecX*leftfac;
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y1 = y + viewvecX*leftfac;
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y2 = y + viewvecX*rightfac;
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y2 = y + viewvecX*rightfac;
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if(thing->radius > 0 && r_isocam) // If sprites are drawn from an isometric perspective
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{
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float signX = 1.0;
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float signY = 1.0;
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if(viewvecX < 0) signX = -1.0;
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if(viewvecY < 0) signY = -1.0;
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if(viewvecX == 0) signX = 0.0;
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if(viewvecY == 0) signY = 0.0;
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x1 -= signX * thing->radius;
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x2 -= signX * thing->radius;
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y1 -= signY * thing->radius;
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y2 -= signY * thing->radius;
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}
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break;
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break;
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}
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}
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case RF_FLATSPRITE:
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case RF_FLATSPRITE:
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@ -1059,6 +1076,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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}
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}
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depth = (float)((x - vp.Pos.X) * vp.TanCos + (y - vp.Pos.Y) * vp.TanSin);
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depth = (float)((x - vp.Pos.X) * vp.TanCos + (y - vp.Pos.Y) * vp.TanSin);
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if(r_isocam) depth = depth * vp.Angles.Pitch.Cos() - vp.Angles.Pitch.Sin() * z2; // Helps with stacking actors with small xy offsets
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if (isSpriteShadow) depth += 1.f/65536.f; // always sort shadows behind the sprite.
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if (isSpriteShadow) depth += 1.f/65536.f; // always sort shadows behind the sprite.
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// light calculation
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// light calculation
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@ -101,6 +101,35 @@ CVAR (Bool, r_deathcamera, false, CVAR_ARCHIVE)
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CVAR (Int, r_clearbuffer, 0, 0)
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CVAR (Int, r_clearbuffer, 0, 0)
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CVAR (Bool, r_drawvoxels, true, 0)
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CVAR (Bool, r_drawvoxels, true, 0)
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CVAR (Bool, r_drawplayersprites, true, 0) // [RH] Draw player sprites?
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CVAR (Bool, r_drawplayersprites, true, 0) // [RH] Draw player sprites?
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CVARD (Bool, r_isocam, false, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "render from isometric viewpoint.")
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CVARD (Bool, r_orthographic, true, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "render orthographic projection. Only used with r_isocam")
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CUSTOM_CVARD(Float, r_iso_pitch, 30.0f, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "pitch for isometric camera: 0 to 89 degrees.")
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{
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if (self < 0.f)
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self = 0.f;
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else if (self > 89.f)
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self = 89.f;
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}
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CUSTOM_CVAR(Float, r_iso_camdist, 1000.0f, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT)
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{
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// Keep this large to avoid texture clipping, not used if r_orthographic is false
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if (self < 1000.f)
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self = 1000.f;
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}
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CUSTOM_CVARD(Int, r_isoviewpoint, 0, CVAR_ARCHIVE, "Isometric viewpoint angle. 1 to 8 for cardinal directions. 0 for ignore and use player->isoviewpoint. 9 for continuous use player->isoyaw.")
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{
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if (self < 0)
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self = 0;
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else if (self > 9)
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self = 9;
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}
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CUSTOM_CVARD(Float, r_iso_dist, 300.0, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "how far the isometric camera (r_isocam) is in the XY plane")
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{
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if (self < 0.f)
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self = 0.f;
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else if (self > 1000.f)
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self = 1000.f;
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}
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CUSTOM_CVAR(Float, r_quakeintensity, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CUSTOM_CVAR(Float, r_quakeintensity, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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{
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if (self < 0.f) self = 0.f;
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if (self < 0.f) self = 0.f;
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@ -2744,6 +2744,8 @@ struct PlayerInfo native play // self is what internally is known as player_t
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native double deltaviewheight;
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native double deltaviewheight;
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native double bob;
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native double bob;
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native vector2 vel;
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native vector2 vel;
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native int isoviewpoint;
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native int isoyaw;
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native bool centering;
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native bool centering;
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native uint8 turnticks;
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native uint8 turnticks;
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native bool attackdown;
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native bool attackdown;
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