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- r_viewpoint reduction in hwrenderer
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parent
548ccb1df4
commit
22b8d0a8d7
3 changed files with 7 additions and 6 deletions
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@ -353,6 +353,7 @@ void HWDrawInfo::RenderThings(subsector_t * sub, sector_t * sector)
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SetupSprite.Clock();
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sector_t * sec=sub->sector;
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// Handle all things in sector.
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auto &vp = r_viewpoint;
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for (auto p = sec->touching_renderthings; p != nullptr; p = p->m_snext)
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{
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auto thing = p->m_thing;
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@ -362,7 +363,7 @@ void HWDrawInfo::RenderThings(subsector_t * sub, sector_t * sector)
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FIntCVar *cvar = thing->GetInfo()->distancecheck;
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if (cvar != nullptr && *cvar >= 0)
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{
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double dist = (thing->Pos() - r_viewpoint.Pos).LengthSquared();
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double dist = (thing->Pos() - vp.Pos).LengthSquared();
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double check = (double)**cvar;
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if (dist >= check * check)
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{
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@ -383,7 +384,7 @@ void HWDrawInfo::RenderThings(subsector_t * sub, sector_t * sector)
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FIntCVar *cvar = thing->GetInfo()->distancecheck;
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if (cvar != nullptr && *cvar >= 0)
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{
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double dist = (thing->Pos() - r_viewpoint.Pos).LengthSquared();
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double dist = (thing->Pos() - vp.Pos).LengthSquared();
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double check = (double)**cvar;
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if (dist >= check * check)
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{
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@ -383,7 +383,7 @@ public:
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void SplitSprite(HWDrawInfo *di, sector_t * frontsector, bool translucent);
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void PerformSpriteClipAdjustment(AActor *thing, const DVector2 &thingpos, float spriteheight);
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bool CalculateVertices(HWDrawInfo *di, FVector3 *v);
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bool CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp);
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public:
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@ -68,7 +68,7 @@ EXTERN_CVAR(Float, transsouls)
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//
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//==========================================================================
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bool GLSprite::CalculateVertices(HWDrawInfo *di, FVector3 *v)
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bool GLSprite::CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp)
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{
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if (actor != nullptr && (actor->renderflags & RF_SPRITETYPEMASK) == RF_FLATSPRITE)
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{
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@ -146,8 +146,8 @@ bool GLSprite::CalculateVertices(HWDrawInfo *di, FVector3 *v)
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{
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// [CMB] Rotate relative to camera XY position, not just camera direction,
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// which is nicer in VR
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float xrel = xcenter - r_viewpoint.Pos.X;
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float yrel = ycenter - r_viewpoint.Pos.Y;
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float xrel = xcenter - vp->X;
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float yrel = ycenter - vp->Y;
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float absAngleDeg = RAD2DEG(atan2(-yrel, xrel));
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float counterRotationDeg = 270. - di->mAngles.Yaw.Degrees; // counteracts existing sprite rotation
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float relAngleDeg = counterRotationDeg + absAngleDeg;
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