mirror of
https://github.com/ZDoom/gzdoom.git
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- reverting pull request #2361 - apparently pull request #2364 changed some behaviour and these two do not play nice together. One or the other unfortunately has to be rolled back to allow GZDoom to build properly again.
Revert "Restored r_orthographic behavior." This reverts commit26908f5bc5
. Revert "Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars." This reverts commitdc897eacc0
. Revert "Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom." This reverts commitd2c2c93cf1
.
This commit is contained in:
parent
26908f5bc5
commit
af08413e10
17 changed files with 5 additions and 186 deletions
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@ -35,7 +35,6 @@
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#include <time.h>
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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 "ancientzip.h"
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#include "resourcefile.h"
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@ -54,11 +54,3 @@ EXTERN_CVAR(Int, gl_shadowmap_filter)
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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_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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@ -146,27 +146,11 @@ float VREyeInfo::getShift() const
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return vr_swap_eyes ? -res : res;
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}
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VSMatrix VREyeInfo::GetProjection(float fov, float aspectRatio, float fovRatio, bool iso_ortho) const
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VSMatrix VREyeInfo::GetProjection(float fov, float aspectRatio, float fovRatio) const
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{
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VSMatrix result;
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if (iso_ortho) // 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 = 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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if (mShiftFactor == 0)
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{
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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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@ -27,7 +27,7 @@ struct VREyeInfo
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float mShiftFactor;
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float mScaleFactor;
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VSMatrix GetProjection(float fov, float aspectRatio, float fovRatio, bool iso_ortho) const;
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VSMatrix GetProjection(float fov, float aspectRatio, float fovRatio) const;
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DVector3 GetViewShift(float yaw) const;
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private:
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float getShift() const;
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@ -1803,8 +1803,6 @@ void FLevelLocals::Init()
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flags3 = 0;
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ImpactDecalCount = 0;
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frozenstate = 0;
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isocam_pitch = 30.f;
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iso_dist = 300.f;
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info = FindLevelInfo (MapName.GetChars());
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@ -1835,12 +1833,6 @@ void FLevelLocals::Init()
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if (info->gravity == DBL_MAX) gravity = 0;
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else gravity = info->gravity * 35/TICRATE;
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}
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if (info->isocam_pitch < 0.f) isocam_pitch = 0.f;
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else if (info->isocam_pitch > 89.f) isocam_pitch = 89.f;
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else isocam_pitch = info->isocam_pitch;
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if (info->iso_dist < 1.f) iso_dist = 1.f;
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if (info->iso_dist > 1000.f) iso_dist = 1000.f;
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else iso_dist = info->iso_dist;
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if (info->aircontrol != 0.f)
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{
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aircontrol = info->aircontrol;
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@ -664,8 +664,6 @@ public:
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double airfriction;
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int airsupply;
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int DefaultEnvironment; // Default sound environment.
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float isocam_pitch;
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float iso_dist;
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DSeqNode *SequenceListHead;
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@ -755,17 +753,6 @@ public:
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return !(flags & LEVEL_FREELOOK_NO);
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}
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//==========================================================================
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//
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//
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//==========================================================================
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bool IsIsometricMode() const
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{
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return (flags3 & LEVEL3_ISOMETRICMODE);
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// What to do about multiplayer flags? Add a dmflags3 bit?
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}
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node_t *HeadNode() const
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{
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return nodes.Size() == 0 ? nullptr : &nodes[nodes.Size() - 1];
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@ -295,8 +295,6 @@ void level_info_t::Reset()
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outsidefogdensity = 0;
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skyfog = 0;
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pixelstretch = 1.2f;
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isocam_pitch = 30.f;
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iso_dist = 300.f;
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specialactions.Clear();
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DefaultEnvironment = 0;
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@ -1218,20 +1216,6 @@ DEFINE_MAP_OPTION(gravity, true)
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info->gravity = parse.sc.Float;
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}
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DEFINE_MAP_OPTION(isocam_pitch, true)
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{
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parse.ParseAssign();
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parse.sc.MustGetFloat();
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info->isocam_pitch = parse.sc.Float;
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}
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DEFINE_MAP_OPTION(iso_dist, true)
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{
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parse.ParseAssign();
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parse.sc.MustGetFloat();
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info->iso_dist = parse.sc.Float;
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}
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DEFINE_MAP_OPTION(nogravity, true)
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{
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info->gravity = DBL_MAX;
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@ -1835,9 +1819,6 @@ MapFlagHandlers[] =
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{ "disableskyboxao", MITYPE_CLRFLAG3, LEVEL3_SKYBOXAO, 0 },
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{ "avoidmelee", MITYPE_SETFLAG3, LEVEL3_AVOIDMELEE, 0 },
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{ "attenuatelights", MITYPE_SETFLAG3, LEVEL3_ATTENUATE, 0 },
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{ "isometricmode", MITYPE_SETFLAG3, LEVEL3_ISOMETRICMODE, 0 },
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{ "orthographic", MITYPE_SETFLAG3, LEVEL3_ORTHOGRAPHIC, 0 },
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{ "isometricsprites", MITYPE_SETFLAG3, LEVEL3_ISOMETRICSPRITES, 0 },
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{ "nobotnodes", MITYPE_IGNORE, 0, 0 }, // Skulltag option: nobotnodes
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{ "nopassover", MITYPE_COMPATFLAG, COMPATF_NO_PASSMOBJ, 0 },
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{ "passover", MITYPE_CLRCOMPATFLAG, COMPATF_NO_PASSMOBJ, 0 },
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@ -270,10 +270,6 @@ enum ELevelFlags : unsigned int
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LEVEL3_AVOIDMELEE = 0x00020000, // global flag needed for proper MBF support.
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LEVEL3_NOJUMPDOWN = 0x00040000, // only for MBF21. Inverse of MBF's dog_jumping flag.
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LEVEL3_LIGHTCREATED = 0x00080000, // a light had been created in the last frame
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LEVEL3_ISOMETRICMODE = 0x00100000, // render map in isometric camera mode
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LEVEL3_ORTHOGRAPHIC = 0x00200000, // render with orthographic projection (only in isometric camera mode)
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LEVEL3_ISOMETRICSPRITES = 0x00400000, // displace isometrically drawn sprites towards isometric camera
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};
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@ -380,9 +376,6 @@ struct level_info_t
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int skyfog;
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float pixelstretch;
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float isocam_pitch;
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float iso_dist;
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// Redirection: If any player is carrying the specified item, then
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// you go to the RedirectMap instead of this one.
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FName RedirectType;
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@ -324,8 +324,6 @@ public:
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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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DVector2 Vel = { 0,0 };
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// Used by isometric camera (See RenderViewpoint() in src/rendering/hwrenderer/hw_entrypoint.cpp)
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int isoyaw = 225; // degrees
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bool centering = false;
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uint8_t turnticks = 0;
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@ -270,7 +270,6 @@ void player_t::CopyFrom(player_t &p, bool copyPSP)
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deltaviewheight = p.deltaviewheight;
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bob = p.bob;
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Vel = p.Vel;
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isoyaw = p.isoyaw;
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centering = p.centering;
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turnticks = p.turnticks;
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attackdown = p.attackdown;
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@ -1636,7 +1635,6 @@ void player_t::Serialize(FSerializer &arc)
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("deltaviewheight", deltaviewheight)
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("bob", bob)
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("vel", Vel)
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("isoyaw", isoyaw)
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("centering", centering)
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("health", health)
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("inventorytics", inventorytics)
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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, Vel)
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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, turnticks)
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DEFINE_FIELD_X(PlayerInfo, player_t, attackdown)
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@ -162,40 +162,8 @@ 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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// Switch viewpoint for isometric camera
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if((r_isocam || (camera->Level->flags3 & LEVEL3_ISOMETRICMODE)) && camera->player != NULL)
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{
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float camdist = camera->Level->iso_dist;
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float isocam_pitch = camera->Level->isocam_pitch;
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if (r_isoviewpoint > 0)
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{
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isocam_pitch = r_iso_pitch;
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camdist = r_iso_dist;
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camera->player->isoyaw = 45.0 * (r_isoviewpoint - 1); // The eight cardinal directions
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}
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float inv_iso_dist = 1.0f/camdist; // camdist can change in next line
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bool iso_ortho = ((r_isoviewpoint > 0) && r_orthographic) || ((r_isoviewpoint == 0) && camera->Level->flags3 & LEVEL3_ORTHOGRAPHIC);
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if (iso_ortho) camdist = r_iso_camdist;
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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 += camdist * FAngle::fromDeg(isocam_pitch).Tan() - 0.5 * camera->player->viewheight;
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vp.HWAngles.Pitch = FAngle::fromDeg(isocam_pitch);
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vp.Angles.Pitch = DAngle::fromDeg(isocam_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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if (!iso_ortho) inv_iso_dist = 1.0f;
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di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio * inv_iso_dist, iso_ortho);
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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 perspective projection
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di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio);
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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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di->SetupView(RenderState, vp.Pos.X, vp.Pos.Y, vp.Pos.Z, false, false);
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@ -477,9 +477,7 @@ 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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// 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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if(r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE)) 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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if(r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE)) mat.Translate(0.0, zcenter - z2, 0.0);
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}
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mat.Translate(-center.X, -center.Z, -center.Y); // retreat from sprite center
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{
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bool mirror = false;
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DAngle ang = (thingpos - vp.Pos).Angle();
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if(r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE)) ang = vp.Angles.Yaw;
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FTextureID patch;
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// [ZZ] add direct picnum override
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if (isPicnumOverride)
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@ -1022,20 +1019,6 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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x2 = x - viewvecY*rightfac;
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y1 = y + viewvecX*leftfac;
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y2 = y + viewvecX*rightfac;
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if(di->Level->flags3 & LEVEL3_ISOMETRICSPRITES && (r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE))) // 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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}
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case RF_FLATSPRITE:
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@ -1076,7 +1059,6 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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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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if(r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE)) depth = depth * vp.PitchCos - vp.PitchSin * 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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// light calculation
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@ -101,35 +101,6 @@ CVAR (Bool, r_deathcamera, false, CVAR_ARCHIVE)
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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_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. Used only if r_isoviewpoint > 0.")
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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 using r_iso_pitch and r_iso_dist. 0 for ignore and use player->isoyaw, level->isocam_pitch and level->iso_dist (from mapinfo).")
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{
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if (self < 0)
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self = 0;
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else if (self > 8)
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self = 8;
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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. Used only if r_isoviewpoint > 0.")
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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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{
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if (self < 0.f) self = 0.f;
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@ -182,8 +153,6 @@ FRenderViewpoint::FRenderViewpoint()
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Sin = 0.0;
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TanCos = 0.0;
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TanSin = 0.0;
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PitchCos = 0.0;
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PitchSin = 0.0;
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camera = nullptr;
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sector = nullptr;
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FieldOfView = DAngle::fromDeg(90.); // Angles in the SCREENWIDTH wide window
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@ -661,9 +630,6 @@ void FRenderViewpoint::SetViewAngle (const FViewWindow &viewwindow)
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TanSin = viewwindow.FocalTangent * Sin;
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TanCos = viewwindow.FocalTangent * Cos;
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PitchSin = Angles.Pitch.Sin();
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PitchCos = Angles.Pitch.Cos();
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DVector2 v = Angles.Yaw.ToVector();
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ViewVector.X = v.X;
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ViewVector.Y = v.Y;
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@ -33,8 +33,6 @@ struct FRenderViewpoint
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double Sin; // sin(Angles.Yaw)
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double TanCos; // FocalTangent * cos(Angles.Yaw)
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double TanSin; // FocalTangent * sin(Angles.Yaw)
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double PitchCos; // cos(Angles.Pitch)
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double PitchSin; // sin(Angles.Pitch)
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AActor *camera; // camera actor
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sector_t *sector; // [RH] keep track of sector viewing from
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|
|
@ -1694,22 +1694,6 @@ DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetXOffset, SetXOffset)
|
|||
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());
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// ZScript counterpart to ACS ChangeSky, uses TextureIDs
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
|
|
Loading…
Reference in a new issue