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- made aspect ratio correction factor configurable through MAPINFO.
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45cf65afbd
commit
315827015c
3 changed files with 17 additions and 2 deletions
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@ -212,6 +212,7 @@ struct FGLROptions : public FOptionalMapinfoData
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notexturefill = -1;
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notexturefill = -1;
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skyrotatevector = FVector3(0,0,1);
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skyrotatevector = FVector3(0,0,1);
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skyrotatevector2 = FVector3(0,0,1);
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skyrotatevector2 = FVector3(0,0,1);
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pixelstretch = 1.2f;
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}
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}
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virtual FOptionalMapinfoData *Clone() const
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virtual FOptionalMapinfoData *Clone() const
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{
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{
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@ -225,6 +226,7 @@ struct FGLROptions : public FOptionalMapinfoData
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newopt->notexturefill = notexturefill;
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newopt->notexturefill = notexturefill;
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newopt->skyrotatevector = skyrotatevector;
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newopt->skyrotatevector = skyrotatevector;
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newopt->skyrotatevector2 = skyrotatevector2;
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newopt->skyrotatevector2 = skyrotatevector2;
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newopt->pixelstretch = pixelstretch;
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return newopt;
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return newopt;
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}
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}
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int fogdensity;
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int fogdensity;
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@ -236,6 +238,7 @@ struct FGLROptions : public FOptionalMapinfoData
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SBYTE notexturefill;
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SBYTE notexturefill;
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FVector3 skyrotatevector;
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FVector3 skyrotatevector;
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FVector3 skyrotatevector2;
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FVector3 skyrotatevector2;
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float pixelstretch;
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};
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};
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DEFINE_MAP_OPTION(fogdensity, false)
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DEFINE_MAP_OPTION(fogdensity, false)
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@ -338,6 +341,15 @@ DEFINE_MAP_OPTION(skyrotate2, false)
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opt->skyrotatevector2.MakeUnit();
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opt->skyrotatevector2.MakeUnit();
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}
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}
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DEFINE_MAP_OPTION(pixelratio, false)
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{
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FGLROptions *opt = info->GetOptData<FGLROptions>("gl_renderer");
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parse.ParseAssign();
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parse.sc.MustGetFloat();
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opt->pixelstretch = (float)parse.sc.Float;
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}
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bool IsLightmodeValid()
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bool IsLightmodeValid()
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{
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{
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return (glset.map_lightmode >= 0 && glset.map_lightmode <= 4) || glset.map_lightmode == 8;
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return (glset.map_lightmode >= 0 && glset.map_lightmode <= 4) || glset.map_lightmode == 8;
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@ -356,6 +368,7 @@ void InitGLRMapinfoData()
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glset.map_notexturefill = opt->notexturefill;
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glset.map_notexturefill = opt->notexturefill;
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glset.skyrotatevector = opt->skyrotatevector;
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glset.skyrotatevector = opt->skyrotatevector;
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glset.skyrotatevector2 = opt->skyrotatevector2;
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glset.skyrotatevector2 = opt->skyrotatevector2;
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glset.pixelstretch = opt->pixelstretch;
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}
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}
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else
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else
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{
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{
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@ -366,6 +379,7 @@ void InitGLRMapinfoData()
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glset.map_notexturefill = -1;
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glset.map_notexturefill = -1;
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glset.skyrotatevector = FVector3(0,0,1);
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glset.skyrotatevector = FVector3(0,0,1);
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glset.skyrotatevector2 = FVector3(0,0,1);
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glset.skyrotatevector2 = FVector3(0,0,1);
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glset.pixelstretch = 1.2f;
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}
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}
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if (!IsLightmodeValid()) glset.lightmode = gl_lightmode;
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if (!IsLightmodeValid()) glset.lightmode = gl_lightmode;
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@ -20,6 +20,8 @@ struct GLRenderSettings
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FVector3 skyrotatevector;
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FVector3 skyrotatevector;
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FVector3 skyrotatevector2;
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FVector3 skyrotatevector2;
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float pixelstretch;
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};
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};
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extern GLRenderSettings glset;
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extern GLRenderSettings glset;
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@ -86,7 +86,6 @@ CVAR(Bool, gl_no_skyclear, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Float, gl_mask_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Float, gl_mask_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Float, gl_mask_sprite_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Float, gl_mask_sprite_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_sort_textures, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_sort_textures, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Float, gl_aspect, 1.2f, 0)
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EXTERN_CVAR (Int, screenblocks)
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EXTERN_CVAR (Int, screenblocks)
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EXTERN_CVAR (Bool, cl_capfps)
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EXTERN_CVAR (Bool, cl_capfps)
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@ -264,7 +263,7 @@ void FGLRenderer::SetProjection(float fov, float ratio, float fovratio)
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void FGLRenderer::SetViewMatrix(fixed_t viewx, fixed_t viewy, fixed_t viewz, bool mirror, bool planemirror)
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void FGLRenderer::SetViewMatrix(fixed_t viewx, fixed_t viewy, fixed_t viewz, bool mirror, bool planemirror)
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{
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{
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float mult = mirror? -1:1;
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float mult = mirror? -1:1;
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float planemult = planemirror? -gl_aspect:gl_aspect;
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float planemult = planemirror? -glset.pixelstretch : glset.pixelstretch;
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gl_RenderState.mViewMatrix.loadIdentity();
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gl_RenderState.mViewMatrix.loadIdentity();
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gl_RenderState.mViewMatrix.rotate(GLRenderer->mAngles.Roll, 0.0f, 0.0f, 1.0f);
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gl_RenderState.mViewMatrix.rotate(GLRenderer->mAngles.Roll, 0.0f, 0.0f, 1.0f);
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