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commit
b17b7446cb
8 changed files with 86 additions and 63 deletions
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@ -422,7 +422,7 @@ void
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VSMatrix::computeNormalMatrix(const FLOATTYPE *aMatrix)
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{
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FLOATTYPE mMat3x3[9];
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double mMat3x3[9];
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mMat3x3[0] = aMatrix[0];
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mMat3x3[1] = aMatrix[1];
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@ -436,7 +436,7 @@ VSMatrix::computeNormalMatrix(const FLOATTYPE *aMatrix)
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mMat3x3[7] = aMatrix[9];
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mMat3x3[8] = aMatrix[10];
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FLOATTYPE det, invDet;
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double det, invDet;
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det = mMat3x3[0] * (mMat3x3[4] * mMat3x3[8] - mMat3x3[5] * mMat3x3[7]) +
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mMat3x3[1] * (mMat3x3[5] * mMat3x3[6] - mMat3x3[8] * mMat3x3[3]) +
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@ -120,7 +120,7 @@ angle_t FGLRenderer::FrustumAngle()
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// ok, this is a gross hack that barely works...
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// but at least it doesn't overestimate too much...
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double floatangle=2.0+(45.0+((tilt/1.9)))*mCurrentFoV*48.0/BaseRatioSizes[WidescreenRatio][3]/90.0;
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double floatangle=2.0+(45.0+((tilt/1.9)))*mCurrentFoV*48.0/AspectMultiplier(WidescreenRatio)/90.0;
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angle_t a1 = DAngle(floatangle).BAMs();
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if (a1>=ANGLE_180) return 0xffffffff;
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return a1;
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@ -917,14 +917,10 @@ void FGLRenderer::RenderView (player_t* player)
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NoInterpolateView = saved_niv;
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// I stopped using BaseRatioSizes here because the information there wasn't well presented.
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// 4:3 16:9 16:10 17:10 5:4
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static float ratios[]={1.333333f, 1.777777f, 1.6f, 1.7f, 1.25f, 1.7f, 2.333333f};
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// now render the main view
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float fovratio;
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float ratio = ratios[WidescreenRatio];
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if (! Is54Aspect(WidescreenRatio))
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float ratio = WidescreenRatio;
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if (WidescreenRatio >= 1.3f)
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{
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fovratio = 1.333333f;
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}
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@ -135,7 +135,6 @@ void GLSprite::CalculateVertices(FVector3 *v)
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// [Nash] is a flat sprite
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const bool isFlatSprite = (actor != nullptr) && (spritetype == RF_WALLSPRITE || spritetype == RF_FLATSPRITE);
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const bool dontFlip = (actor != nullptr) && (actor->renderflags & RF_DONTFLIP);
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const bool useOffsets = (actor != nullptr) && !(actor->renderflags & RF_ROLLCENTER);
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// [Nash] check for special sprite drawing modes
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@ -176,37 +175,8 @@ void GLSprite::CalculateVertices(FVector3 *v)
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yawvecY = actor->Angles.Yaw.Sin();
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}
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// [MC] This is the only thing that I changed in Nash's submission which
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// was constantly applying roll to everything. That was wrong. Flat sprites
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// with roll literally look like paper thing space ships trying to swerve.
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// However, it does well with wall sprites.
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// Also, renamed FLOORSPRITE to FLATSPRITE because that's technically incorrect.
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// I plan on adding proper FLOORSPRITEs which can actually curve along sloped
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// 3D floors later... if possible.
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// Here we need some form of priority in order to work.
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if (spritetype == RF_FLATSPRITE)
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{
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float pitchDegrees = -actor->Angles.Pitch.Degrees;
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DVector3 apos = { x, y, z };
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DVector3 diff = ViewPos - apos;
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DAngle angto = diff.Angle();
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angto = deltaangle(actor->Angles.Yaw, angto);
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bool noFlipSprite = (!dontFlip || (fabs(angto) < 90.));
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mat.Rotate(0, 1, 0, (noFlipSprite) ? 0 : 180);
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mat.Rotate(-yawvecY, 0, yawvecX, (noFlipSprite) ? -pitchDegrees : pitchDegrees);
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if (drawRollSpriteActor)
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{
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if (useOffsets) mat.Translate(xx, zz, yy);
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mat.Rotate(yawvecX, 0, yawvecY, (noFlipSprite) ? -rollDegrees : rollDegrees);
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if (useOffsets) mat.Translate(-xx, -zz, -yy);
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}
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}
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// [fgsfds] Rotate the sprite about the sight vector (roll)
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else if (spritetype == RF_WALLSPRITE)
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if (spritetype == RF_WALLSPRITE)
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{
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mat.Rotate(0, 1, 0, 0);
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if (drawRollSpriteActor)
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@ -405,7 +375,13 @@ void GLSprite::Draw(int pass)
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gl_RenderState.Apply();
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FVector3 v[4];
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if (actor != nullptr && (actor->renderflags & RF_SPRITETYPEMASK) == RF_FLATSPRITE)
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{
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}
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else
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{
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CalculateVertices(v);
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}
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FQuadDrawer qd;
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@ -461,7 +437,7 @@ inline void GLSprite::PutSprite(bool translucent)
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{
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int list;
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// [BB] Allow models to be drawn in the GLDL_TRANSLUCENT pass.
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if (translucent || !modelframe)
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if (translucent || actor == nullptr || (!modelframe && (actor->renderflags & RF_SPRITETYPEMASK) != RF_WALLSPRITE))
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{
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list = GLDL_TRANSLUCENT;
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}
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@ -711,7 +687,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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x = thingpos.X;
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z = thingpos.Z;
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y = thingpos.Y;
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if (spritetype != RF_FLATSPRITE) z -= thing->Floorclip;
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if (spritetype == RF_FACESPRITE) z -= thing->Floorclip; // wall and flat sprites are to be considered level geometry so this may not apply.
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// [RH] Make floatbobbing a renderer-only effect.
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if (thing->flags2 & MF2_FLOATBOB)
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@ -727,9 +703,19 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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DAngle ang = (thingpos - ViewPos).Angle();
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FTextureID patch;
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if (thing->flags7 & MF7_SPRITEANGLE)
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{
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patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (thing->SpriteAngle).BAMs(), &mirror);
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else
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}
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else if (!(thing->renderflags & RF_FLATSPRITE))
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{
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patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (ang - (thing->Angles.Yaw + thing->SpriteRotation)).BAMs(), &mirror);
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}
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else
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{
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// Flat sprites cannot rotate in a predictable manner.
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patch = gl_GetSpriteFrame(spritenum, thing->frame, 0, 0, &mirror);
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}
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if (!patch.isValid()) return;
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int type = thing->renderflags & RF_SPRITETYPEMASK;
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gltexture = FMaterial::ValidateTexture(patch, (type == RF_FACESPRITE), false);
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@ -781,6 +767,9 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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break;
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case RF_FLATSPRITE:
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// needs careful rethinking
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return;
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case RF_WALLSPRITE:
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viewvecX = thing->Angles.Yaw.Cos();
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viewvecY = thing->Angles.Yaw.Sin();
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@ -910,8 +899,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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// This is a non-translucent sprite (i.e. STYLE_Normal or equivalent)
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trans=1.f;
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if (!gl_sprite_blend || modelframe)
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if (!gl_sprite_blend || modelframe || (thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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{
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RenderStyle.SrcAlpha = STYLEALPHA_One;
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RenderStyle.DestAlpha = STYLEALPHA_Zero;
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@ -81,8 +81,6 @@ void FGLRenderer::DrawPSprite (player_t * player,DPSprite *psp, float sx, float
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float scale;
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float scalex;
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float ftexturemid;
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// 4:3 16:9 16:10 17:10 5:4 17:10 21:9
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static float xratio[] = {1.f, 3.f/4, 5.f/6, 40.f/51, 1.f, 40.f/51, 4.f/7};
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// [BB] In the HUD model step we just render the model and break out.
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if ( hudModelStep )
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@ -108,7 +106,7 @@ void FGLRenderer::DrawPSprite (player_t * player,DPSprite *psp, float sx, float
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tex->GetSpriteRect(&r);
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// calculate edges of the shape
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scalex = xratio[WidescreenRatio] * vw / 320;
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scalex = (320.0f / (240.0f * WidescreenRatio)) * vw / 320;
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tx = sx - (160 - r.left);
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x1 = tx * scalex + vw/2;
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@ -45,17 +45,38 @@ QuadStereo::QuadStereo(double ipdMeters)
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// Check whether quad-buffered stereo is supported in the current context
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// We are assuming the OpenGL context is already current at this point,
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// i.e. this constructor is called "just in time".
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// First initialize to mono-ish initial state
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bQuadStereoSupported = leftEye.bQuadStereoSupported = rightEye.bQuadStereoSupported = false;
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eye_ptrs.Push(&leftEye); // We ALWAYS want to show at least this one view...
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// We will possibly advance to true stereo mode in the Setup() method...
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}
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// Sometimes the stereo render context is not ready immediately at start up
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/* private */
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void QuadStereo::checkInitialRenderContextState()
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{
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// Keep trying until we see at least one good OpenGL context to render to
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static bool bDecentContextWasFound = false;
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if (!bDecentContextWasFound) {
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// I'm using a "random" OpenGL call (glGetFramebufferAttachmentParameteriv)
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// that appears to correlate with whether the context is ready
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GLint attachmentType = GL_NONE;
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glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_FRONT_LEFT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
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if (attachmentType != GL_NONE) // Finally, a useful OpenGL context
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{
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// This block will be executed exactly ONCE during a game run
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bDecentContextWasFound = true; // now we can stop checking every frame...
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// Now check whether this context supports hardware stereo
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GLboolean supportsStereo, supportsBuffered;
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glGetBooleanv(GL_STEREO, &supportsStereo);
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glGetBooleanv(GL_DOUBLEBUFFER, &supportsBuffered);
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bQuadStereoSupported = supportsStereo && supportsBuffered;
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leftEye.bQuadStereoSupported = bQuadStereoSupported;
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rightEye.bQuadStereoSupported = bQuadStereoSupported;
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eye_ptrs.Push(&leftEye);
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// If stereo is not supported, just draw scene once (left eye view only)
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if (bQuadStereoSupported) {
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eye_ptrs.Push(&rightEye);
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if (bQuadStereoSupported)
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eye_ptrs.Push(&rightEye); // Use the other eye too, if we can do stereo
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}
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}
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}
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@ -81,11 +102,18 @@ void QuadStereo::Present() const
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{
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GLRenderer->mBuffers->BindOutputFB();
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GLRenderer->ClearBorders();
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GLRenderer->mBuffers->BindEyeTexture(1, 0);
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GLRenderer->mBuffers->BindEyeTexture(0, 0);
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GLRenderer->DrawPresentTexture(GLRenderer->mOutputLetterbox, true);
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}
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}
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void QuadStereo::SetUp() const
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{
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Stereo3DMode::SetUp();
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// Maybe advance to true stereo mode (ONCE), after the stereo context is finally ready
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const_cast<QuadStereo*>(this)->checkInitialRenderContextState();
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}
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/* static */
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const QuadStereo& QuadStereo::getInstance(float ipd)
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{
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@ -69,11 +69,13 @@ class QuadStereo : public Stereo3DMode
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public:
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QuadStereo(double ipdMeters);
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void Present() const override;
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void SetUp() const override;
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static const QuadStereo& getInstance(float ipd);
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private:
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QuadStereoLeftPose leftEye;
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QuadStereoRightPose rightEye;
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bool bQuadStereoSupported;
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void checkInitialRenderContextState();
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};
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@ -192,12 +192,23 @@ void OpenGLFrameBuffer::Update()
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DrawRateStuff();
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GLRenderer->Flush();
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GLRenderer->SetOutputViewport(nullptr);
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Swap();
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swapped = false;
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Unlock();
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CheckBench();
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if (!IsFullscreen())
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{
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int clientWidth = GetClientWidth();
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int clientHeight = GetClientHeight();
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if (clientWidth > 0 && clientHeight > 0 && (Width != clientWidth || Height != clientHeight))
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{
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Resize(clientWidth, clientHeight);
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V_OutputResized(Width, Height);
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}
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}
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GLRenderer->SetOutputViewport(nullptr);
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}
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@ -494,7 +494,7 @@ NSOpenGLPixelFormat* CreatePixelFormat(const OpenGLProfile profile)
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attributes[i++] = NSOpenGLPFAAllowOfflineRenderers;
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}
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if (NSAppKitVersionNumber >= AppKit10_7 && OpenGLProfile::Core == profile)
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if (NSAppKitVersionNumber >= AppKit10_7 && OpenGLProfile::Core == profile && 1 == vid_renderer)
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{
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NSOpenGLPixelFormatAttribute profile = NSOpenGLProfileVersion3_2Core;
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const char* const glversion = Args->CheckValue("-glversion");
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