Implement new CVAR gl_billboard_faces_camera, which orients sprites toward camera, rather than along view direction.

# Conflicts:
#	gz3doom/GZ3DoomRiftMonitor1.bat
#	src/gl/scene/gl_sprite.cpp
#	src/gl/scene/gl_stereo3d.cpp
This commit is contained in:
Christopher Bruns 2016-04-30 15:52:39 -04:00
parent 51991ef22d
commit b320787102

View file

@ -73,6 +73,7 @@ CVAR(Float, gl_sclipthreshold, 10.0, CVAR_ARCHIVE)
CVAR(Float, gl_sclipfactor, 1.8, CVAR_ARCHIVE) CVAR(Float, gl_sclipfactor, 1.8, CVAR_ARCHIVE)
CVAR(Int, gl_particles_style, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // 0 = square, 1 = round, 2 = smooth CVAR(Int, gl_particles_style, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // 0 = square, 1 = round, 2 = smooth
CVAR(Int, gl_billboard_mode, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CVAR(Int, gl_billboard_mode, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, gl_billboard_faces_camera, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, gl_billboard_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CVAR(Bool, gl_billboard_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Int, gl_enhanced_nv_stealth, 3, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CVAR(Int, gl_enhanced_nv_stealth, 3, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CUSTOM_CVAR(Int, gl_fuzztype, 0, CVAR_ARCHIVE) CUSTOM_CVAR(Int, gl_fuzztype, 0, CVAR_ARCHIVE)
@ -262,6 +263,8 @@ void GLSprite::Draw(int pass)
//&& GLRenderer->mViewActor != NULL //&& GLRenderer->mViewActor != NULL
&& (gl_billboard_mode == 1 || (actor && actor->renderflags & RF_FORCEXYBILLBOARD)))); && (gl_billboard_mode == 1 || (actor && actor->renderflags & RF_FORCEXYBILLBOARD))));
const bool drawBillboardFacingCamera = gl_billboard_faces_camera;
gl_RenderState.Apply(); gl_RenderState.Apply();
Vector v1; Vector v1;
@ -269,11 +272,9 @@ void GLSprite::Draw(int pass)
Vector v3; Vector v3;
Vector v4; Vector v4;
if (drawWithXYBillboard) if (drawWithXYBillboard || drawBillboardFacingCamera)
{ {
// Rotate the sprite about the vector starting at the center of the sprite // Compute center of sprite
// triangle strip and with direction orthogonal to where the player is looking
// in the x/y plane.
float xcenter = (x1 + x2)*0.5; float xcenter = (x1 + x2)*0.5;
float ycenter = (y1 + y2)*0.5; float ycenter = (y1 + y2)*0.5;
float zcenter = (z1 + z2)*0.5; float zcenter = (z1 + z2)*0.5;
@ -281,9 +282,33 @@ void GLSprite::Draw(int pass)
Matrix3x4 mat; Matrix3x4 mat;
mat.MakeIdentity(); mat.MakeIdentity();
if (drawWithXYBillboard)
{
// 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.
mat.Translate(xcenter, zcenter, ycenter); mat.Translate(xcenter, zcenter, ycenter);
mat.Rotate(-sin(angleRad), 0, cos(angleRad), -GLRenderer->mAngles.Pitch.Degrees); mat.Rotate(-sin(angleRad), 0, cos(angleRad), -GLRenderer->mAngles.Pitch.Degrees);
mat.Translate(-xcenter, -zcenter, -ycenter); mat.Translate(-xcenter, -zcenter, -ycenter);
}
if (drawBillboardFacingCamera) {
// [CMB] Rotate relative to camera XY position, not just camera direction,
// which is nicer in VR
float xrel = xcenter - FIXED2FLOAT(GLRenderer->mViewActor->X());
float yrel = ycenter - FIXED2FLOAT(GLRenderer->mViewActor->Y());
float zrel = zcenter - FIXED2FLOAT(GLRenderer->mViewActor->Z());
float absAngleDeg = RAD2DEG(atan2(-yrel, xrel));
float counterRotationDeg = 270. - float(GLRenderer->mAngles.Yaw); // counteracts existing sprite rotation
float relAngleDeg = counterRotationDeg + absAngleDeg;
mat.Translate(xcenter, zcenter, ycenter);
mat.Rotate(0, 1, 0, relAngleDeg);
mat.Translate(-xcenter, -zcenter, -ycenter);
}
v1 = mat * Vector(x1, z1, y1); v1 = mat * Vector(x1, z1, y1);
v2 = mat * Vector(x2, z1, y2); v2 = mat * Vector(x2, z1, y2);
v3 = mat * Vector(x1, z2, y1); v3 = mat * Vector(x1, z2, y1);
@ -291,7 +316,6 @@ void GLSprite::Draw(int pass)
} }
else else
{ {
v1 = Vector(x1, z1, y1); v1 = Vector(x1, z1, y1);
v2 = Vector(x2, z1, y2); v2 = Vector(x2, z1, y2);
v3 = Vector(x1, z2, y1); v3 = Vector(x1, z2, y1);