Cleaning up implementation of isometric camera with optional orthographic projection.

All CVars, mapinfo variables, and playerinfo/playerpawn variables are gone.
A Camera actor named 'SpectatorCamera' is defined in warsrc/static/zscript/actors/shared/camera.zs

The following new flag bits were defined in the 'DViewPosition' struct for use with actor->ViewPos in src/playsim/actor.h:
	VPSF_ALLOWOUTOFBOUNDS =		1 << 3,			// Allow viewpoint to go out of bounds (hardware renderer only).
	VPSF_ORTHOGRAPHIC =		1 << 4,			// Use orthographic projection.
	VPSF_ISOMETRICSPRITES =		1 << 5,			// Displace sprites towards camera and don't billboard (drawn from isometric perspective).

Basically, spawn a SpectatorCamera actor with the appropriate flags and set it to player.camera.
See example template: https://www.mediafire.com/file/fv8rytayjt9l6g1/isometric_actor_wads.zip/file

Has been tested with multiplayer death and disconnection (and respawns). Not tested with portals.
Still only works with hardware renderer (mostly). But should be compatible with older mods and libraries.
This commit is contained in:
Dileep V. Reddy 2024-01-25 21:40:25 -07:00 committed by Rachael Alexanderson
parent a9c567ab9b
commit 25f1407228
16 changed files with 80 additions and 148 deletions

View file

@ -55,10 +55,4 @@ EXTERN_CVAR(Bool, gl_brightfog)
EXTERN_CVAR(Bool, gl_lightadditivesurfaces)
EXTERN_CVAR(Bool, gl_notexturefill)
EXTERN_CVAR(Bool, r_isocam)
EXTERN_CVAR(Int, r_isoviewpoint)
EXTERN_CVAR(Float, r_iso_camdist)
EXTERN_CVAR(Float, r_iso_dist)
EXTERN_CVAR(Float, r_iso_pitch)
EXTERN_CVAR(Bool, r_drawplayersprites)
EXTERN_CVAR(Bool, r_orthographic)

View file

@ -1803,8 +1803,6 @@ void FLevelLocals::Init()
flags3 = 0;
ImpactDecalCount = 0;
frozenstate = 0;
isocam_pitch = 30.f;
iso_dist = 300.f;
info = FindLevelInfo (MapName.GetChars());
@ -1835,12 +1833,6 @@ void FLevelLocals::Init()
if (info->gravity == DBL_MAX) gravity = 0;
else gravity = info->gravity * 35/TICRATE;
}
if (info->isocam_pitch < 0.f) isocam_pitch = 0.f;
else if (info->isocam_pitch > 89.f) isocam_pitch = 89.f;
else isocam_pitch = info->isocam_pitch;
if (info->iso_dist < 1.f) iso_dist = 1.f;
if (info->iso_dist > 1000.f) iso_dist = 1000.f;
else iso_dist = info->iso_dist;
if (info->aircontrol != 0.f)
{
aircontrol = info->aircontrol;

View file

@ -664,8 +664,6 @@ public:
double airfriction;
int airsupply;
int DefaultEnvironment; // Default sound environment.
float isocam_pitch;
float iso_dist;
DSeqNode *SequenceListHead;
@ -755,17 +753,6 @@ public:
return !(flags & LEVEL_FREELOOK_NO);
}
//==========================================================================
//
//
//==========================================================================
bool IsIsometricMode() const
{
return (flags3 & LEVEL3_ISOMETRICMODE);
// What to do about multiplayer flags? Add a dmflags3 bit?
}
node_t *HeadNode() const
{
return nodes.Size() == 0 ? nullptr : &nodes[nodes.Size() - 1];

View file

@ -295,8 +295,6 @@ void level_info_t::Reset()
outsidefogdensity = 0;
skyfog = 0;
pixelstretch = 1.2f;
isocam_pitch = 30.f;
iso_dist = 300.f;
specialactions.Clear();
DefaultEnvironment = 0;
@ -1218,20 +1216,6 @@ DEFINE_MAP_OPTION(gravity, true)
info->gravity = parse.sc.Float;
}
DEFINE_MAP_OPTION(isocam_pitch, true)
{
parse.ParseAssign();
parse.sc.MustGetFloat();
info->isocam_pitch = parse.sc.Float;
}
DEFINE_MAP_OPTION(iso_dist, true)
{
parse.ParseAssign();
parse.sc.MustGetFloat();
info->iso_dist = parse.sc.Float;
}
DEFINE_MAP_OPTION(nogravity, true)
{
info->gravity = DBL_MAX;
@ -1835,9 +1819,6 @@ MapFlagHandlers[] =
{ "disableskyboxao", MITYPE_CLRFLAG3, LEVEL3_SKYBOXAO, 0 },
{ "avoidmelee", MITYPE_SETFLAG3, LEVEL3_AVOIDMELEE, 0 },
{ "attenuatelights", MITYPE_SETFLAG3, LEVEL3_ATTENUATE, 0 },
{ "isometricmode", MITYPE_SETFLAG3, LEVEL3_ISOMETRICMODE, 0 },
{ "orthographic", MITYPE_SETFLAG3, LEVEL3_ORTHOGRAPHIC, 0 },
{ "isometricsprites", MITYPE_SETFLAG3, LEVEL3_ISOMETRICSPRITES, 0 },
{ "nobotnodes", MITYPE_IGNORE, 0, 0 }, // Skulltag option: nobotnodes
{ "nopassover", MITYPE_COMPATFLAG, COMPATF_NO_PASSMOBJ, 0 },
{ "passover", MITYPE_CLRCOMPATFLAG, COMPATF_NO_PASSMOBJ, 0 },

View file

@ -270,10 +270,6 @@ enum ELevelFlags : unsigned int
LEVEL3_AVOIDMELEE = 0x00020000, // global flag needed for proper MBF support.
LEVEL3_NOJUMPDOWN = 0x00040000, // only for MBF21. Inverse of MBF's dog_jumping flag.
LEVEL3_LIGHTCREATED = 0x00080000, // a light had been created in the last frame
LEVEL3_ISOMETRICMODE = 0x00100000, // render map in isometric camera mode
LEVEL3_ORTHOGRAPHIC = 0x00200000, // render with orthographic projection (only in isometric camera mode)
LEVEL3_ISOMETRICSPRITES = 0x00400000, // displace isometrically drawn sprites towards isometric camera
};
@ -380,9 +376,6 @@ struct level_info_t
int skyfog;
float pixelstretch;
float isocam_pitch;
float iso_dist;
// Redirection: If any player is carrying the specified item, then
// you go to the RedirectMap instead of this one.
FName RedirectType;

View file

@ -692,6 +692,9 @@ enum EViewPosFlags // [MC] Flags for SetViewPos.
{
VPSF_ABSOLUTEOFFSET = 1 << 1, // Don't include angles.
VPSF_ABSOLUTEPOS = 1 << 2, // Use absolute position.
VPSF_ALLOWOUTOFBOUNDS = 1 << 3, // Allow viewpoint to go out of bounds (hardware renderer only).
VPSF_ORTHOGRAPHIC = 1 << 4, // Use orthographic projection.
VPSF_ISOMETRICSPRITES = 1 << 5, // Displace sprites towards camera and don't billboard (drawn from isometric perspective).
};
enum EAnimOverrideFlags

View file

@ -324,8 +324,6 @@ public:
// This only represents the thrust that the player applies himself.
// This avoids anomalies with such things as Boom ice and conveyors.
DVector2 Vel = { 0,0 };
// Used by isometric camera (See RenderViewpoint() in src/rendering/hwrenderer/hw_entrypoint.cpp)
int isoyaw = 225; // degrees
bool centering = false;
uint8_t turnticks = 0;

View file

@ -270,7 +270,6 @@ void player_t::CopyFrom(player_t &p, bool copyPSP)
deltaviewheight = p.deltaviewheight;
bob = p.bob;
Vel = p.Vel;
isoyaw = p.isoyaw;
centering = p.centering;
turnticks = p.turnticks;
attackdown = p.attackdown;
@ -1636,7 +1635,6 @@ void player_t::Serialize(FSerializer &arc)
("deltaviewheight", deltaviewheight)
("bob", bob)
("vel", Vel)
("isoyaw", isoyaw)
("centering", centering)
("health", health)
("inventorytics", inventorytics)
@ -1744,7 +1742,6 @@ DEFINE_FIELD_X(PlayerInfo, player_t, viewheight)
DEFINE_FIELD_X(PlayerInfo, player_t, deltaviewheight)
DEFINE_FIELD_X(PlayerInfo, player_t, bob)
DEFINE_FIELD_X(PlayerInfo, player_t, Vel)
DEFINE_FIELD_X(PlayerInfo, player_t, isoyaw)
DEFINE_FIELD_X(PlayerInfo, player_t, centering)
DEFINE_FIELD_X(PlayerInfo, player_t, turnticks)
DEFINE_FIELD_X(PlayerInfo, player_t, attackdown)

View file

@ -162,40 +162,14 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
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)
// Switch viewpoint for isometric camera
if((r_isocam || (camera->Level->flags3 & LEVEL3_ISOMETRICMODE)) && camera->player != NULL)
{
float camdist = camera->Level->iso_dist;
float isocam_pitch = camera->Level->isocam_pitch;
if (r_isoviewpoint > 0)
{
isocam_pitch = r_iso_pitch;
camdist = r_iso_dist;
camera->player->isoyaw = 45.0 * (r_isoviewpoint - 1); // The eight cardinal directions
}
float inv_iso_dist = 1.0f/camdist; // camdist can change in next line
bool iso_ortho = ((r_isoviewpoint > 0) && r_orthographic) || ((r_isoviewpoint == 0) && camera->Level->flags3 & LEVEL3_ORTHOGRAPHIC);
if (iso_ortho) camdist = r_iso_camdist;
vp.Pos.X -= camdist * DAngle::fromDeg(camera->player->isoyaw).Cos();
vp.Pos.Y -= camdist * DAngle::fromDeg(camera->player->isoyaw).Sin();
vp.Pos.Z += camdist * FAngle::fromDeg(isocam_pitch).Tan() - 0.5 * camera->player->viewheight;
vp.HWAngles.Pitch = FAngle::fromDeg(isocam_pitch);
vp.Angles.Pitch = DAngle::fromDeg(isocam_pitch);
vp.Angles.Yaw = DAngle::fromDeg(camera->player->isoyaw);
vp.Angles.Roll = DAngle::fromDeg(0);
vp.showviewer = true; // Draw player sprite
r_drawplayersprites = false; // Don't draw first-person hands/weapons
// Stereo mode specific perspective projection
if (!iso_ortho) inv_iso_dist = 1.0f;
di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio * inv_iso_dist, iso_ortho);
}
else // Regular first-person viewpoint
{
vp.showviewer = false;
r_drawplayersprites = true; // Restore first-person hands/weapons
// Stereo mode specific perspective projection
di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio, false);
}
if(mainview && (camera->ViewPos != NULL) && (camera->ViewPos->Offset.XY().Length() > 0)) r_drawplayersprites = false;
else r_drawplayersprites = true; // Restore first-person hands/weapons
// Stereo mode specific perspective projection
float inv_iso_dist = 1.0f;
bool iso_ortho = (camera->ViewPos != NULL) && (camera->ViewPos->Flags & VPSF_ORTHOGRAPHIC);
if (iso_ortho && (camera->ViewPos->Offset.XY().Length() > 0)) inv_iso_dist = 3.0f/camera->ViewPos->Offset.XY().Length();
di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio * inv_iso_dist, iso_ortho);
// Stereo mode specific viewpoint adjustment
vp.Pos += eye.GetViewShift(vp.HWAngles.Yaw.Degrees());
di->SetupView(RenderState, vp.Pos.X, vp.Pos.Y, vp.Pos.Z, false, false);

View file

@ -477,9 +477,7 @@ bool HWSprite::CalculateVertices(HWDrawInfo* di, FVector3* v, DVector3* vp)
// Rotate the sprite about the vector starting at the center of the sprite
// triangle strip and with direction orthogonal to where the player is looking
// in the x/y plane.
if(r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE)) mat.Translate(0.0, z2 - center.Z, 0.0);
mat.Rotate(-sin(angleRad), 0, cos(angleRad), -HWAngles.Pitch.Degrees());
if(r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE)) mat.Translate(0.0, center.Z - z2, 0.0);
}
mat.Translate(-center.X, -center.Z, -center.Y); // retreat from sprite center
@ -491,7 +489,7 @@ bool HWSprite::CalculateVertices(HWDrawInfo* di, FVector3* v, DVector3* vp)
}
else // traditional "Y" billboard mode
{
if (doRoll || !offset.isZero())
if (doRoll || !offset.isZero() || ((di->Viewpoint.camera->ViewPos != NULL) && (di->Viewpoint.camera->ViewPos->Flags & VPSF_ISOMETRICSPRITES)))
{
mat.MakeIdentity();
@ -509,6 +507,16 @@ bool HWSprite::CalculateVertices(HWDrawInfo* di, FVector3* v, DVector3* vp)
mat.Translate(-center.X, -center.Z, -center.Y);
}
if ((di->Viewpoint.camera->ViewPos != NULL) && (di->Viewpoint.camera->ViewPos->Flags & VPSF_ISOMETRICSPRITES))
{
float angleRad = (FAngle::fromDeg(270.) - HWAngles.Yaw).Radians();
mat.Translate(center.X, center.Z, center.Y);
mat.Translate(0.0, z2 - center.Z, 0.0);
mat.Rotate(-sin(angleRad), 0, cos(angleRad), -HWAngles.Pitch.Degrees());
mat.Translate(0.0, center.Z - z2, 0.0);
mat.Translate(-center.X, -center.Z, -center.Y);
}
v[0] = mat * FVector3(x1, z1, y1);
v[1] = mat * FVector3(x2, z1, y2);
v[2] = mat * FVector3(x1, z2, y1);
@ -902,7 +910,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
{
bool mirror = false;
DAngle ang = (thingpos - vp.Pos).Angle();
if(r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE)) ang = vp.Angles.Yaw;
if((di->Viewpoint.camera->ViewPos != NULL) && (di->Viewpoint.camera->ViewPos->Flags & VPSF_ISOMETRICSPRITES)) ang = vp.Angles.Yaw;
FTextureID patch;
// [ZZ] add direct picnum override
if (isPicnumOverride)
@ -1022,7 +1030,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
x2 = x - viewvecY*rightfac;
y1 = y + viewvecX*leftfac;
y2 = y + viewvecX*rightfac;
if(di->Level->flags3 & LEVEL3_ISOMETRICSPRITES && (r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE))) // If sprites are drawn from an isometric perspective
if((di->Viewpoint.camera->ViewPos != NULL) && (di->Viewpoint.camera->ViewPos->Flags & VPSF_ISOMETRICSPRITES)) // If sprites are drawn from an isometric perspective
{
float signX = 1.0;
float signY = 1.0;
@ -1076,7 +1084,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
}
depth = (float)((x - vp.Pos.X) * vp.TanCos + (y - vp.Pos.Y) * vp.TanSin);
if(r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE)) depth = depth * vp.PitchCos - vp.PitchSin * z2; // Helps with stacking actors with small xy offsets
if(((di->Viewpoint.camera->ViewPos != NULL) && (di->Viewpoint.camera->ViewPos->Flags & VPSF_ISOMETRICSPRITES))) depth = depth * vp.PitchCos - vp.PitchSin * z2; // Helps with stacking actors with small xy offsets
if (isSpriteShadow) depth += 1.f/65536.f; // always sort shadows behind the sprite.
// light calculation

View file

@ -66,6 +66,7 @@
#include "i_system.h"
#include "v_draw.h"
#include "i_interface.h"
#include "d_main.h"
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
@ -101,35 +102,6 @@ CVAR (Bool, r_deathcamera, false, CVAR_ARCHIVE)
CVAR (Int, r_clearbuffer, 0, 0)
CVAR (Bool, r_drawvoxels, true, 0)
CVAR (Bool, r_drawplayersprites, true, 0) // [RH] Draw player sprites?
CVARD (Bool, r_isocam, false, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "render from isometric viewpoint.")
CVARD (Bool, r_orthographic, true, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "render orthographic projection. Only used with r_isocam")
CUSTOM_CVARD(Float, r_iso_pitch, 30.0f, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "pitch for isometric camera: 0 to 89 degrees. Used only if r_isoviewpoint > 0.")
{
if (self < 0.f)
self = 0.f;
else if (self > 89.f)
self = 89.f;
}
CUSTOM_CVAR(Float, r_iso_camdist, 1000.0f, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT)
{
// Keep this large to avoid texture clipping, not used if r_orthographic is false
if (self < 1000.f)
self = 1000.f;
}
CUSTOM_CVARD(Int, r_isoviewpoint, 0, CVAR_ARCHIVE, "Isometric viewpoint angle. 1 to 8 for cardinal directions using r_iso_pitch and r_iso_dist. 0 for ignore and use player->isoyaw, level->isocam_pitch and level->iso_dist (from mapinfo).")
{
if (self < 0)
self = 0;
else if (self > 8)
self = 8;
}
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. Used only if r_isoviewpoint > 0.")
{
if (self < 0.f)
self = 0.f;
else if (self > 1000.f)
self = 1000.f;
}
CUSTOM_CVAR(Float, r_quakeintensity, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 0.f) self = 0.f;
@ -983,7 +955,11 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
// Interpolation still happens with everything else though and seems to work fine.
DefaultDraw = false;
viewpoint.NoPortalPath = true;
P_AdjustViewPos(mo, orig, next, viewpoint.sector, unlinked, VP, &viewpoint);
// Allow VPSF_ALLOWOUTOFBOUNDS camera viewpoints to go out of bounds when using HW renderer
if (!(VP->Flags & VPSF_ALLOWOUTOFBOUNDS) || !V_IsHardwareRenderer())
{
P_AdjustViewPos(mo, orig, next, viewpoint.sector, unlinked, VP, &viewpoint);
}
if (viewpoint.sector->PortalGroup != oldsector->PortalGroup || (unlinked && ((iview->New.Pos.XY() - iview->Old.Pos.XY()).LengthSquared()) > 256 * 256))
{
@ -1030,7 +1006,10 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
viewpoint.SetViewAngle (viewwindow);
// Keep the view within the sector's floor and ceiling
if (viewpoint.sector->PortalBlocksMovement(sector_t::ceiling))
// But allow VPSF_ALLOWOUTOFBOUNDS camera viewpoints to go out of bounds when using hardware renderer
bool disembodied = false;
if (viewpoint.camera->ViewPos != NULL) disembodied = viewpoint.camera->ViewPos->Flags & VPSF_ALLOWOUTOFBOUNDS;
if (viewpoint.sector->PortalBlocksMovement(sector_t::ceiling) && (!disembodied || !V_IsHardwareRenderer()))
{
double theZ = viewpoint.sector->ceilingplane.ZatPoint(viewpoint.Pos) - 4;
if (viewpoint.Pos.Z > theZ)
@ -1039,7 +1018,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
}
}
if (viewpoint.sector->PortalBlocksMovement(sector_t::floor))
if (viewpoint.sector->PortalBlocksMovement(sector_t::floor) && (!disembodied || !V_IsHardwareRenderer()))
{
double theZ = viewpoint.sector->floorplane.ZatPoint(viewpoint.Pos) + 4;
if (viewpoint.Pos.Z < theZ)

View file

@ -1693,22 +1693,6 @@ DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetXOffset, SetXOffset)
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
ACTION_RETURN_BOOL(self->IsFreelookAllowed());
}
//==========================================================================
//
//
//==========================================================================
static int IsIsometricMode(FLevelLocals *self)
{
return self->IsIsometricMode();
}
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, IsIsometricMode, IsIsometricMode)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
ACTION_RETURN_BOOL(self->IsIsometricMode());
}
//==========================================================================
//

View file

@ -2744,7 +2744,6 @@ struct PlayerInfo native play // self is what internally is known as player_t
native double deltaviewheight;
native double bob;
native vector2 vel;
native int isoyaw;
native bool centering;
native uint8 turnticks;
native bool attackdown;

View file

@ -128,3 +128,44 @@ class AimingCamera : SecurityCamera
}
}
class SpectatorCamera : Actor
{
default
{
+NOBLOCKMAP
+NOGRAVITY
+NOSECTOR
+NOINTERACTION
RenderStyle "None";
CameraHeight 0;
}
void Init(double dist, double yaw, double inpitch, int inflags)
{
if((inflags & VPSF_ORTHOGRAPHIC) || ((inflags == -1) && (ViewPos.Flags & VPSF_ORTHOGRAPHIC))) dist *= 3.0;
SetViewPos((-dist*Cos(yaw), -dist*Sin(yaw), dist*Tan(inpitch)-0.5*players[consoleplayer].mo.height), inflags);
// CameraHeight = players[consoleplayer].mo.viewheight; // Not used
LookAtSelf(inpitch);
}
void LookAtSelf(double inpitch)
{
if(ViewPos.Offset != (0., 0., 0.))
{
Vector3 negviewpos = (-1.0) * ViewPos.Offset;
angle = negviewpos.Angle();
pitch = inpitch;
}
}
override void Tick()
{
if(player != NULL)
{
cameraFOV = player.FOV;
SetOrigin(player.mo.pos, true);
}
}
}

View file

@ -420,6 +420,9 @@ enum EViewPosFlags
{
VPSF_ABSOLUTEOFFSET = 1 << 1, // Don't include angles.
VPSF_ABSOLUTEPOS = 1 << 2, // Use absolute position.
VPSF_ALLOWOUTOFBOUNDS = 1 << 3, // Allow viewpoint to go out of bounds (hardware renderer only).
VPSF_ORTHOGRAPHIC = 1 << 4, // Use orthographic projection.
VPSF_ISOMETRICSPRITES = 1 << 5, // Displace sprites towards camera and don't billboard (drawn from isometric perspective).
};
// Flags for A_TakeInventory and A_TakeFromTarget

View file

@ -490,7 +490,6 @@ struct LevelLocals native
native bool IsJumpingAllowed() const;
native bool IsCrouchingAllowed() const;
native bool IsFreelookAllowed() const;
native bool IsIsometricMode() const;
native void StartIntermission(Name type, int state) const;
native play SpotState GetSpotState(bool create = true);
native int FindUniqueTid(int start = 0, int limit = 0);