diff --git a/src/am_map.cpp b/src/am_map.cpp index 20f99de36..e0296e797 100644 --- a/src/am_map.cpp +++ b/src/am_map.cpp @@ -2123,13 +2123,14 @@ void AM_drawSubsectors() double secx; double secy; double seczb, seczt; - double cmpz = r_viewpoint.Pos.Z; + auto &vp = r_viewpoint; + double cmpz = vp.Pos.Z; if (players[consoleplayer].camera && sec == players[consoleplayer].camera->Sector) { // For the actual camera sector use the current viewpoint as reference. - secx = r_viewpoint.Pos.X; - secy = r_viewpoint.Pos.Y; + secx = vp.Pos.X; + secy = vp.Pos.Y; } else { diff --git a/src/d_main.cpp b/src/d_main.cpp index 63c0b599f..b3556c1db 100644 --- a/src/d_main.cpp +++ b/src/d_main.cpp @@ -662,6 +662,7 @@ void D_Display () players[consoleplayer].camera = players[consoleplayer].mo; } + auto &vp = r_viewpoint; if (viewactive) { DAngle fov = 90.f; @@ -672,7 +673,7 @@ void D_Display () fov = cam->player->FOV; else fov = cam->CameraFOV; } - R_SetFOV(r_viewpoint, fov); + R_SetFOV(vp, fov); } // fullscreen toggle has been requested @@ -681,7 +682,7 @@ void D_Display () screen->ToggleFullscreen(fullscreen); V_OutputResized(screen->GetWidth(), screen->GetHeight()); setmodeneeded = false; - } + } // change the view size if needed if (setsizeneeded) @@ -694,8 +695,8 @@ void D_Display () } else { - R_ExecuteSetViewSize (r_viewpoint, r_viewwindow); - } + R_ExecuteSetViewSize (vp, r_viewwindow); + } } // [RH] Allow temporarily disabling wipes @@ -793,7 +794,7 @@ void D_Display () { StatusBar->DrawCrosshair(); } - StatusBar->CallDraw (HUD_AltHud); + StatusBar->CallDraw (HUD_AltHud, vp.TicFrac); StatusBar->DrawTopStuff (HUD_AltHud); } else @@ -801,13 +802,13 @@ void D_Display () { EHudState state = DrawFSHUD ? HUD_Fullscreen : HUD_None; StatusBar->DrawBottomStuff (state); - StatusBar->CallDraw (state); + StatusBar->CallDraw (state, vp.TicFrac); StatusBar->DrawTopStuff (state); } else { StatusBar->DrawBottomStuff (HUD_StatusBar); - StatusBar->CallDraw (HUD_StatusBar); + StatusBar->CallDraw (HUD_StatusBar, vp.TicFrac); StatusBar->DrawTopStuff (HUD_StatusBar); } //stb.Unclock(); diff --git a/src/events.cpp b/src/events.cpp index c520359a5..eabf1b931 100755 --- a/src/events.cpp +++ b/src/events.cpp @@ -857,12 +857,13 @@ void DStaticEventHandler::WorldTick() static FRenderEvent E_SetupRenderEvent() { FRenderEvent e; - e.ViewPos = r_viewpoint.Pos; - e.ViewAngle = r_viewpoint.Angles.Yaw; - e.ViewPitch = r_viewpoint.Angles.Pitch; - e.ViewRoll = r_viewpoint.Angles.Roll; - e.FracTic = r_viewpoint.TicFrac; - e.Camera = r_viewpoint.camera; + auto &vp = r_viewpoint; + e.ViewPos = vp.Pos; + e.ViewAngle = vp.Angles.Yaw; + e.ViewPitch = vp.Angles.Pitch; + e.ViewRoll = vp.Angles.Roll; + e.FracTic = vp.TicFrac; + e.Camera = vp.camera; return e; } diff --git a/src/g_shared/a_quake.cpp b/src/g_shared/a_quake.cpp index 39ffd3c79..c81e1ff28 100644 --- a/src/g_shared/a_quake.cpp +++ b/src/g_shared/a_quake.cpp @@ -177,9 +177,9 @@ void DEarthquake::Tick () // //========================================================================== -double DEarthquake::GetModWave(double waveMultiplier) const +double DEarthquake::GetModWave(double ticFrac, double waveMultiplier) const { - double time = m_Countdown - r_viewpoint.TicFrac; + double time = m_Countdown - ticFrac; return g_sin(waveMultiplier * time * (M_PI * 2 / TICRATE)); } @@ -292,7 +292,7 @@ double DEarthquake::GetFalloff(double dist) const // //========================================================================== -int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jiggers) +int DEarthquake::StaticGetQuakeIntensities(double ticFrac, AActor *victim, FQuakeJiggers &jiggers) { if (victim->player != NULL && (victim->player->cheats & CF_NOCLIP)) { @@ -339,12 +339,12 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger } else { - jiggers.RollWave = r * quake->GetModWave(quake->m_RollWave) * falloff * strength; + jiggers.RollWave = r * quake->GetModWave(ticFrac, quake->m_RollWave) * falloff * strength; - intensity.X *= quake->GetModWave(quake->m_WaveSpeed.X); - intensity.Y *= quake->GetModWave(quake->m_WaveSpeed.Y); - intensity.Z *= quake->GetModWave(quake->m_WaveSpeed.Z); + intensity.X *= quake->GetModWave(ticFrac, quake->m_WaveSpeed.X); + intensity.Y *= quake->GetModWave(ticFrac, quake->m_WaveSpeed.Y); + intensity.Z *= quake->GetModWave(ticFrac, quake->m_WaveSpeed.Z); intensity *= strength * falloff; // [RH] This only gives effect to the last sine quake. I would diff --git a/src/g_shared/a_sharedglobal.h b/src/g_shared/a_sharedglobal.h index ce2376cec..ca6c60144 100644 --- a/src/g_shared/a_sharedglobal.h +++ b/src/g_shared/a_sharedglobal.h @@ -145,10 +145,10 @@ public: double m_RollIntensity, m_RollWave; double GetModIntensity(double intensity, bool fake = false) const; - double GetModWave(double waveMultiplier) const; + double GetModWave(double ticFrac, double waveMultiplier) const; double GetFalloff(double dist) const; - static int StaticGetQuakeIntensities(AActor *viewer, FQuakeJiggers &jiggers); + static int StaticGetQuakeIntensities(double ticFrac, AActor *viewer, FQuakeJiggers &jiggers); private: DEarthquake (); diff --git a/src/g_statusbar/sbar.h b/src/g_statusbar/sbar.h index a0f8edbda..a98111a29 100644 --- a/src/g_statusbar/sbar.h +++ b/src/g_statusbar/sbar.h @@ -397,10 +397,10 @@ public: void SetScale(); virtual void Tick (); void CallTick(); - virtual void Draw (EHudState state); - void CallDraw(EHudState state); - void DrawBottomStuff (EHudState state); - void DrawTopStuff (EHudState state); + virtual void Draw (EHudState state, double ticFrac); + void CallDraw(EHudState state, double ticFrac); + void DrawBottomStuff (EHudState state); + void DrawTopStuff (EHudState state); void FlashItem (const PClass *itemtype); void AttachToPlayer(player_t *player); DVector2 GetHUDScale() const; diff --git a/src/g_statusbar/shared_sbar.cpp b/src/g_statusbar/shared_sbar.cpp index 4d6d6e737..e0e2cc9d5 100644 --- a/src/g_statusbar/shared_sbar.cpp +++ b/src/g_statusbar/shared_sbar.cpp @@ -1006,7 +1006,7 @@ void DBaseStatusBar::DrawMessages (int layer, int bottom) // //--------------------------------------------------------------------------- -void DBaseStatusBar::Draw (EHudState state) +void DBaseStatusBar::Draw (EHudState state, double ticFrac) { // HUD_AltHud state is for popups only if (state == HUD_AltHud) @@ -1048,18 +1048,19 @@ DEFINE_ACTION_FUNCTION(DBaseStatusBar, Draw) { PARAM_SELF_PROLOGUE(DBaseStatusBar); PARAM_INT(state); - self->Draw((EHudState)state); + PARAM_FLOAT(ticFrac); + self->Draw((EHudState)state, ticFrac); return 0; } -void DBaseStatusBar::CallDraw(EHudState state) +void DBaseStatusBar::CallDraw(EHudState state, double ticFrac) { IFVIRTUAL(DBaseStatusBar, Draw) { - VMValue params[] = { (DObject*)this, state, r_viewpoint.TicFrac }; + VMValue params[] = { (DObject*)this, state, ticFrac }; VMCall(func, params, countof(params), nullptr, 0); } - else Draw(state); + else Draw(state, ticFrac); screen->ClearClipRect(); // make sure the scripts don't leave a valid clipping rect behind. BeginStatusBar(BaseSBarHorizontalResolution, BaseSBarVerticalResolution, BaseRelTop, false); } diff --git a/src/gl/models/gl_models.cpp b/src/gl/models/gl_models.cpp index 6f5bb5369..2ff7ff569 100644 --- a/src/gl/models/gl_models.cpp +++ b/src/gl/models/gl_models.cpp @@ -314,27 +314,3 @@ void FModelVertexBuffer::SetupFrame(FModelRenderer *renderer, unsigned int frame } } } - -//=========================================================================== -// -// gl_RenderModel -// -//=========================================================================== - -void gl_RenderModel(GLSprite * spr, int mli) -{ - FGLModelRenderer renderer(mli); - renderer.RenderModel(spr->x, spr->y, spr->z, spr->modelframe, spr->actor); -} - -//=========================================================================== -// -// gl_RenderHUDModel -// -//=========================================================================== - -void gl_RenderHUDModel(DPSprite *psp, float ofsX, float ofsY, int mli) -{ - FGLModelRenderer renderer(mli); - renderer.RenderHUDModel(psp, ofsX, ofsY); -} diff --git a/src/gl/models/gl_models.h b/src/gl/models/gl_models.h index 0fb82f9f4..9cab5ecfc 100644 --- a/src/gl/models/gl_models.h +++ b/src/gl/models/gl_models.h @@ -51,5 +51,3 @@ public: void DrawElements(int numIndices, size_t offset) override; }; -void gl_RenderModel(GLSprite * spr, int mli); -void gl_RenderHUDModel(DPSprite *psp, float ofsx, float ofsy, int mli); diff --git a/src/gl/renderer/gl_renderer.cpp b/src/gl/renderer/gl_renderer.cpp index 60ce968d7..73563d64b 100644 --- a/src/gl/renderer/gl_renderer.cpp +++ b/src/gl/renderer/gl_renderer.cpp @@ -90,7 +90,6 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb) mMirrorCount = 0; mPlaneMirrorCount = 0; mAngles = FRotator(0.f, 0.f, 0.f); - mViewVector = FVector2(0,0); mVBO = nullptr; mSkyVBO = nullptr; mShaderManager = nullptr; diff --git a/src/gl/renderer/gl_renderer.h b/src/gl/renderer/gl_renderer.h index 119d68460..e74ea4d6c 100644 --- a/src/gl/renderer/gl_renderer.h +++ b/src/gl/renderer/gl_renderer.h @@ -70,7 +70,6 @@ public: int mMirrorCount; int mPlaneMirrorCount; float mCurrentFoV; - AActor *mViewActor; FShaderManager *mShaderManager; FSamplerManager *mSamplerManager; unsigned int mFBID; @@ -106,7 +105,6 @@ public: FShadowMap mShadowMap; FRotator mAngles; - FVector2 mViewVector; FFlatVertexBuffer *mVBO; FSkyVertexBuffer *mSkyVBO; diff --git a/src/gl/scene/gl_drawinfo.cpp b/src/gl/scene/gl_drawinfo.cpp index cdb16c9b3..efab1d84f 100644 --- a/src/gl/scene/gl_drawinfo.cpp +++ b/src/gl/scene/gl_drawinfo.cpp @@ -196,6 +196,7 @@ FDrawInfo *FDrawInfo::StartDrawInfo(GLSceneDrawer *drawer) di->mDrawer = drawer; di->mVBO = GLRenderer->mVBO; di->mClipper = &staticClipper; + di->mClipper->SetViewpoint(r_viewpoint); staticClipper.Clear(); di->StartScene(); return di; diff --git a/src/gl/scene/gl_portal.cpp b/src/gl/scene/gl_portal.cpp index d59cb92e4..a3e457ceb 100644 --- a/src/gl/scene/gl_portal.cpp +++ b/src/gl/scene/gl_portal.cpp @@ -268,27 +268,22 @@ bool GLPortal::Start(bool usestencil, bool doquery, FDrawInfo *outer_di, FDrawIn } // save viewpoint - savedViewPos = r_viewpoint.Pos; - savedViewActorPos = r_viewpoint.ActorPos; - savedshowviewer = r_viewpoint.showviewer; - savedAngles = r_viewpoint.Angles; - savedviewactor=GLRenderer->mViewActor; - savedviewpath[0] = r_viewpoint.Path[0]; - savedviewpath[1] = r_viewpoint.Path[1]; + savedviewpoint = r_viewpoint; savedvisibility = r_viewpoint.camera ? r_viewpoint.camera->renderflags & RF_MAYBEINVISIBLE : ActorRenderFlags::FromInt(0); PrevPortal = GLRenderer->mCurrentPortal; GLRenderer->mCurrentPortal = this; - if (PrevPortal != NULL) PrevPortal->PushState(); + if (PrevPortal != nullptr) PrevPortal->PushState(); return true; } inline void GLPortal::ClearClipper(FDrawInfo *di) { - DAngle angleOffset = deltaangle(savedAngles.Yaw, r_viewpoint.Angles.Yaw); + FRenderViewpoint &oldvp = savedviewpoint; + DAngle angleOffset = deltaangle(oldvp.Angles.Yaw, r_viewpoint.Angles.Yaw); di->mClipper->Clear(); @@ -296,8 +291,8 @@ inline void GLPortal::ClearClipper(FDrawInfo *di) di->mClipper->SafeAddClipRange(0,0xffffffff); for (unsigned int i = 0; i < lines.Size(); i++) { - DAngle startAngle = (DVector2(lines[i].glseg.x2, lines[i].glseg.y2) - savedViewPos).Angle() + angleOffset; - DAngle endAngle = (DVector2(lines[i].glseg.x1, lines[i].glseg.y1) - savedViewPos).Angle() + angleOffset; + DAngle startAngle = (DVector2(lines[i].glseg.x2, lines[i].glseg.y2) - oldvp.Pos).Angle() + angleOffset; + DAngle endAngle = (DVector2(lines[i].glseg.x1, lines[i].glseg.y1) - oldvp.Pos).Angle() + angleOffset; if (deltaangle(endAngle, startAngle) < 0) { @@ -323,7 +318,7 @@ void GLPortal::End(bool usestencil) bool needdepth = NeedDepthBuffer(); Clocker c(PortalAll); - if (PrevPortal != NULL) PrevPortal->PopState(); + if (PrevPortal != nullptr) PrevPortal->PopState(); GLRenderer->mCurrentPortal = PrevPortal; if (usestencil) @@ -331,13 +326,7 @@ void GLPortal::End(bool usestencil) if (needdepth) FDrawInfo::EndDrawInfo(); // Restore the old view - r_viewpoint.Path[0] = savedviewpath[0]; - r_viewpoint.Path[1] = savedviewpath[1]; - r_viewpoint.Pos = savedViewPos; - r_viewpoint.showviewer = savedshowviewer; - r_viewpoint.ActorPos = savedViewActorPos; - r_viewpoint.Angles = savedAngles; - GLRenderer->mViewActor=savedviewactor; + r_viewpoint = savedviewpoint; if (r_viewpoint.camera != nullptr) r_viewpoint.camera->renderflags = (r_viewpoint.camera->renderflags & ~RF_MAYBEINVISIBLE) | savedvisibility; drawer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1)); @@ -391,11 +380,7 @@ void GLPortal::End(bool usestencil) glDepthMask(true); } // Restore the old view - r_viewpoint.showviewer = savedshowviewer; - r_viewpoint.ActorPos = savedViewActorPos; - r_viewpoint.Pos = savedViewPos; - r_viewpoint.Angles = savedAngles; - GLRenderer->mViewActor=savedviewactor; + r_viewpoint = savedviewpoint; if (r_viewpoint.camera != nullptr) r_viewpoint.camera->renderflags |= savedvisibility; drawer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1)); @@ -472,7 +457,7 @@ void GLPortal::EndFrame(FDrawInfo *outer_di) // Only use occlusion query if there are more than 2 portals. // Otherwise there's too much overhead. - // (And don't forget to consider the separating NULL pointers!) + // (And don't forget to consider the separating nullptr pointers!) bool usequery = portals.Size() > 2 + (unsigned)renderdepth; while (portals.Pop(p) && p) @@ -508,13 +493,13 @@ void GLPortal::EndFrame(FDrawInfo *outer_di) bool GLPortal::RenderFirstSkyPortal(int recursion, FDrawInfo *outer_di) { GLPortal * p; - GLPortal * best = NULL; + GLPortal * best = nullptr; unsigned bestindex=0; // Find the one with the highest amount of lines. // Normally this is also the one that saves the largest amount // of time by drawing it before the scene itself. - for(int i = portals.Size()-1; i >= 0 && portals[i] != NULL; --i) + for(int i = portals.Size()-1; i >= 0 && portals[i] != nullptr; --i) { p=portals[i]; if (p->lines.Size() > 0 && p->IsSky()) @@ -552,7 +537,7 @@ GLPortal * GLPortal::FindPortal(const void * src) int i=portals.Size()-1; while (i>=0 && portals[i] && portals[i]->GetSource()!=src) i--; - return i>=0? portals[i]:NULL; + return i>=0? portals[i]:nullptr; } @@ -601,7 +586,7 @@ void GLSkyboxPortal::DrawContents(FDrawInfo *di) if (r_viewpoint.Pos.Z < floorh + 4) r_viewpoint.Pos.Z = floorh + 4; if (r_viewpoint.Pos.Z > ceilh - 4) r_viewpoint.Pos.Z = ceilh - 4; - GLRenderer->mViewActor = origin; + r_viewpoint.ViewActor = origin; inskybox = true; drawer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1)); @@ -639,7 +624,7 @@ void GLSkyboxPortal::DrawContents(FDrawInfo *di) GLSectorStackPortal *FSectorPortalGroup::GetRenderState() { - if (glportal == NULL) glportal = new GLSectorStackPortal(this); + if (glportal == nullptr) glportal = new GLSectorStackPortal(this); return glportal; } @@ -647,9 +632,9 @@ GLSectorStackPortal *FSectorPortalGroup::GetRenderState() GLSectorStackPortal::~GLSectorStackPortal() { - if (origin != NULL && origin->glportal == this) + if (origin != nullptr && origin->glportal == this) { - origin->glportal = NULL; + origin->glportal = nullptr; } } @@ -706,7 +691,7 @@ void GLSectorStackPortal::DrawContents(FDrawInfo *di) r_viewpoint.Pos += origin->mDisplacement; r_viewpoint.ActorPos += origin->mDisplacement; - GLRenderer->mViewActor = NULL; + r_viewpoint.ViewActor = nullptr; // avoid recursions! if (origin->plane != -1) screen->instack[origin->plane]++; @@ -762,7 +747,7 @@ void GLPlaneMirrorPortal::DrawContents(FDrawInfo *di) double planez = origin->ZatPoint(r_viewpoint.Pos); r_viewpoint.Pos.Z = 2 * planez - r_viewpoint.Pos.Z; - GLRenderer->mViewActor = NULL; + r_viewpoint.ViewActor = nullptr; PlaneMirrorMode = origin->fC() < 0 ? -1 : 1; PlaneMirrorFlag++; @@ -933,7 +918,7 @@ void GLMirrorPortal::DrawContents(FDrawInfo *di) } r_viewpoint.Angles.Yaw = linedef->Delta().Angle() * 2. - StartAngle; - GLRenderer->mViewActor = NULL; + r_viewpoint.ViewActor = nullptr; MirrorFlag++; drawer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1)); @@ -943,9 +928,7 @@ void GLMirrorPortal::DrawContents(FDrawInfo *di) angle_t af = drawer->FrustumAngle(); if (afmClipper->SafeAddClipRangeRealAngles(r_viewpoint.Angles.Yaw.BAMs()+af, r_viewpoint.Angles.Yaw.BAMs()-af); - angle_t a2 = linedef->v1->GetClipAngle(); - angle_t a1 = linedef->v2->GetClipAngle(); - di->mClipper->SafeAddClipRange(a1,a2); + di->mClipper->SafeAddClipRange(linedef->v1, linedef->v2); gl_RenderState.SetClipLine(linedef); gl_RenderState.EnableClipLine(true); @@ -1014,7 +997,7 @@ void GLLineToLinePortal::DrawContents(FDrawInfo *di) di->CurrentMapSections.Set(sub->mapsection); } - GLRenderer->mViewActor = nullptr; + r_viewpoint.ViewActor = nullptr; drawer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1)); ClearClipper(di); diff --git a/src/gl/scene/gl_portal.h b/src/gl/scene/gl_portal.h index a5946c654..b9d2a242d 100644 --- a/src/gl/scene/gl_portal.h +++ b/src/gl/scene/gl_portal.h @@ -37,6 +37,7 @@ #define __GL_PORTAL_H #include "tarray.h" +#include "r_utility.h" #include "actor.h" #include "gl/renderer/gl_renderer.h" #include "gl/scene/gl_drawinfo.h" @@ -69,13 +70,9 @@ public: private: void DrawPortalStencil(); - DVector3 savedviewpath[2]; - DVector3 savedViewPos; - DVector3 savedViewActorPos; - DRotator savedAngles; - bool savedshowviewer; AActor * savedviewactor; ActorRenderFlags savedvisibility; + FRenderViewpoint savedviewpoint; GLPortal *PrevPortal; TArray mPrimIndices; diff --git a/src/gl/scene/gl_scene.cpp b/src/gl/scene/gl_scene.cpp index 47ea1bccd..a34c332ea 100644 --- a/src/gl/scene/gl_scene.cpp +++ b/src/gl/scene/gl_scene.cpp @@ -148,12 +148,13 @@ void GLSceneDrawer::Set3DViewport(bool mainview) void GLSceneDrawer::SetViewAngle(DAngle viewangle) { + FRenderViewpoint &vp = r_viewpoint; GLRenderer->mAngles.Yaw = float(270.0-viewangle.Degrees); - DVector2 v = r_viewpoint.Angles.Yaw.ToVector(); - GLRenderer->mViewVector.X = v.X; - GLRenderer->mViewVector.Y = v.Y; + DVector2 v = vp.Angles.Yaw.ToVector(); + vp.ViewVector.X = v.X; + vp.ViewVector.Y = v.Y; - R_SetViewAngle(r_viewpoint, r_viewwindow); + vp.SetViewAngle(r_viewwindow); } @@ -235,8 +236,6 @@ void GLSceneDrawer::CreateScene(FDrawInfo *di) validcount++; // used for processing sidedefs only once by the renderer. di->mAngles = GLRenderer->mAngles; - di->mViewVector = GLRenderer->mViewVector; - di->mViewActor = GLRenderer->mViewActor; di->mShadowMap = &GLRenderer->mShadowMap; di->RenderBSPNode (level.HeadNode()); @@ -560,14 +559,14 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, IntRect * bounds, fl GLRenderer->mAngles.Pitch = (float)RAD2DEG(asin(angy / alen)); GLRenderer->mAngles.Roll.Degrees = r_viewpoint.Angles.Roll.Degrees; - if (camera->player && camera->player-players==consoleplayer && - ((camera->player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)) && camera==camera->player->mo) + if (camera->player && camera->player - players == consoleplayer && + ((camera->player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)) && camera == camera->player->mo) { - GLRenderer->mViewActor=NULL; + r_viewpoint.ViewActor = nullptr; } else { - GLRenderer->mViewActor=camera; + r_viewpoint.ViewActor = camera; } // 'viewsector' will not survive the rendering so it cannot be used anymore below. diff --git a/src/gl/scene/gl_sprite.cpp b/src/gl/scene/gl_sprite.cpp index 039e97326..02f477513 100644 --- a/src/gl/scene/gl_sprite.cpp +++ b/src/gl/scene/gl_sprite.cpp @@ -79,6 +79,7 @@ void FDrawInfo::DrawSprite(GLSprite *sprite, int pass) bool additivefog = false; bool foglayer = false; int rel = sprite->fullbright? 0 : getExtraLight(); + auto &vp = r_viewpoint; if (pass==GLPASS_TRANSLUCENT) { @@ -112,7 +113,7 @@ void FDrawInfo::DrawSprite(GLSprite *sprite, int pass) // fog + fuzz don't work well without some fiddling with the alpha value! if (!sprite->Colormap.FadeColor.isBlack()) { - float dist=Dist2(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, sprite->x, sprite->y); + float dist=Dist2(vp.Pos.X, vp.Pos.Y, sprite->x, sprite->y); int fogd = hw_GetFogDensity(sprite->lightlevel, sprite->Colormap.FadeColor, sprite->Colormap.FogDensity); // this value was determined by trial and error and is scale dependent! @@ -221,7 +222,7 @@ void FDrawInfo::DrawSprite(GLSprite *sprite, int pass) secplane_t *lowplane = i == (*lightlist).Size() - 1 ? &bottomp : &(*lightlist)[i + 1].plane; int thislight = (*lightlist)[i].caster != nullptr ? hw_ClampLight(*(*lightlist)[i].p_lightlevel) : sprite->lightlevel; - int thisll = sprite->actor == nullptr? thislight : (uint8_t)sprite->actor->Sector->CheckSpriteGlow(thislight, sprite->actor->InterpolatedPosition(r_viewpoint.TicFrac)); + int thisll = sprite->actor == nullptr? thislight : (uint8_t)sprite->actor->Sector->CheckSpriteGlow(thislight, sprite->actor->InterpolatedPosition(vp.TicFrac)); FColormap thiscm; thiscm.CopyFog(sprite->Colormap); @@ -249,7 +250,8 @@ void FDrawInfo::DrawSprite(GLSprite *sprite, int pass) FVector3 v[4]; gl_RenderState.SetNormal(0, 0, 0); - if (sprite->CalculateVertices(this, v)) + + if (sprite->CalculateVertices(this, v, &vp.Pos)) { glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-1.0f, -128.0f); @@ -276,7 +278,8 @@ void FDrawInfo::DrawSprite(GLSprite *sprite, int pass) } else { - gl_RenderModel(sprite, sprite->dynlightindex); + FGLModelRenderer renderer(sprite->dynlightindex); + renderer.RenderModel(sprite->x, sprite->y, sprite->z, sprite->modelframe, sprite->actor, vp.TicFrac); } } diff --git a/src/gl/scene/gl_weapon.cpp b/src/gl/scene/gl_weapon.cpp index 07114369b..8fe07eb00 100644 --- a/src/gl/scene/gl_weapon.cpp +++ b/src/gl/scene/gl_weapon.cpp @@ -66,7 +66,8 @@ void FDrawInfo::DrawPSprite (HUDSprite *huds) if (huds->mframe) { gl_RenderState.AlphaFunc(GL_GEQUAL, 0); - gl_RenderHUDModel(huds->weapon, huds->mx, huds->my, huds->lightindex); + FGLModelRenderer renderer(huds->lightindex); + renderer.RenderHUDModel(huds->weapon, huds->mx, huds->my); } else { diff --git a/src/hwrenderer/scene/hw_bsp.cpp b/src/hwrenderer/scene/hw_bsp.cpp index 4393424c1..d44bf0679 100644 --- a/src/hwrenderer/scene/hw_bsp.cpp +++ b/src/hwrenderer/scene/hw_bsp.cpp @@ -353,6 +353,7 @@ void HWDrawInfo::RenderThings(subsector_t * sub, sector_t * sector) SetupSprite.Clock(); sector_t * sec=sub->sector; // Handle all things in sector. + auto &vp = r_viewpoint; for (auto p = sec->touching_renderthings; p != nullptr; p = p->m_snext) { auto thing = p->m_thing; @@ -362,7 +363,7 @@ void HWDrawInfo::RenderThings(subsector_t * sub, sector_t * sector) FIntCVar *cvar = thing->GetInfo()->distancecheck; if (cvar != nullptr && *cvar >= 0) { - double dist = (thing->Pos() - r_viewpoint.Pos).LengthSquared(); + double dist = (thing->Pos() - vp.Pos).LengthSquared(); double check = (double)**cvar; if (dist >= check * check) { @@ -383,7 +384,7 @@ void HWDrawInfo::RenderThings(subsector_t * sub, sector_t * sector) FIntCVar *cvar = thing->GetInfo()->distancecheck; if (cvar != nullptr && *cvar >= 0) { - double dist = (thing->Pos() - r_viewpoint.Pos).LengthSquared(); + double dist = (thing->Pos() - vp.Pos).LengthSquared(); double check = (double)**cvar; if (dist >= check * check) { diff --git a/src/hwrenderer/scene/hw_clipper.cpp b/src/hwrenderer/scene/hw_clipper.cpp index e1811dd8c..85646f84c 100644 --- a/src/hwrenderer/scene/hw_clipper.cpp +++ b/src/hwrenderer/scene/hw_clipper.cpp @@ -373,10 +373,10 @@ angle_t Clipper::AngleToPseudo(angle_t ang) // //----------------------------------------------------------------------------- -angle_t R_PointToPseudoAngle(double x, double y) +angle_t Clipper::PointToPseudoAngle(double x, double y) { - double vecx = x - r_viewpoint.Pos.X; - double vecy = y - r_viewpoint.Pos.Y; + double vecx = x - viewpoint->Pos.X; + double vecy = y - viewpoint->Pos.Y; if (vecx == 0 && vecy == 0) { @@ -427,14 +427,15 @@ bool Clipper::CheckBox(const float *bspcoord) // Find the corners of the box // that define the edges from current viewpoint. - boxpos = (r_viewpoint.Pos.X <= bspcoord[BOXLEFT] ? 0 : r_viewpoint.Pos.X < bspcoord[BOXRIGHT ] ? 1 : 2) + - (r_viewpoint.Pos.Y >= bspcoord[BOXTOP ] ? 0 : r_viewpoint.Pos.Y > bspcoord[BOXBOTTOM] ? 4 : 8); + auto &vp = viewpoint; + boxpos = (vp->Pos.X <= bspcoord[BOXLEFT] ? 0 : vp->Pos.X < bspcoord[BOXRIGHT ] ? 1 : 2) + + (vp->Pos.Y >= bspcoord[BOXTOP ] ? 0 : vp->Pos.Y > bspcoord[BOXBOTTOM] ? 4 : 8); if (boxpos == 5) return true; check = checkcoord[boxpos]; - angle1 = R_PointToPseudoAngle (bspcoord[check[0]], bspcoord[check[1]]); - angle2 = R_PointToPseudoAngle (bspcoord[check[2]], bspcoord[check[3]]); + angle1 = PointToPseudoAngle (bspcoord[check[0]], bspcoord[check[1]]); + angle2 = PointToPseudoAngle (bspcoord[check[2]], bspcoord[check[3]]); return SafeCheckRange(angle2, angle1); } diff --git a/src/hwrenderer/scene/hw_clipper.h b/src/hwrenderer/scene/hw_clipper.h index c3897bd56..e8da8172c 100644 --- a/src/hwrenderer/scene/hw_clipper.h +++ b/src/hwrenderer/scene/hw_clipper.h @@ -6,14 +6,6 @@ #include "r_utility.h" #include "memarena.h" -angle_t R_PointToPseudoAngle(double x, double y); - -// Used to speed up angle calculations during clipping -inline angle_t vertex_t::GetClipAngle() -{ - return R_PointToPseudoAngle(p.X, p.Y); -} - class ClipNode { friend class Clipper; @@ -37,6 +29,7 @@ class Clipper ClipNode * clipnodes = nullptr; ClipNode * cliphead = nullptr; ClipNode * silhouette = nullptr; // will be preserved even when RemoveClipRange is called + const FRenderViewpoint *viewpoint = nullptr; bool blocked = false; static angle_t AngleToPseudo(angle_t ang); @@ -78,6 +71,11 @@ public: c->next = c->prev = NULL; return c; } + + void SetViewpoint(const FRenderViewpoint &vp) + { + viewpoint = &vp; + } void SetSilhouette(); @@ -105,6 +103,13 @@ public: AddClipRange(startangle, endangle); } } + + void SafeAddClipRange(const vertex_t *v1, const vertex_t *v2) + { + angle_t a2 = PointToPseudoAngle(v1->p.X, v1->p.Y); + angle_t a1 = PointToPseudoAngle(v2->p.X, v2->p.Y); + SafeAddClipRange(a1,a2); + } void SafeAddClipRangeRealAngles(angle_t startangle, angle_t endangle) { @@ -141,13 +146,15 @@ public: { return blocked; } + + angle_t PointToPseudoAngle(double x, double y); bool CheckBox(const float *bspcoord); // Used to speed up angle calculations during clipping inline angle_t GetClipAngle(vertex_t *v) { - return unsigned(v->angletime) == starttime ? v->viewangle : (v->angletime = starttime, v->viewangle = R_PointToPseudoAngle(v->p.X, v->p.Y)); + return unsigned(v->angletime) == starttime ? v->viewangle : (v->angletime = starttime, v->viewangle = PointToPseudoAngle(v->p.X, v->p.Y)); } }; diff --git a/src/hwrenderer/scene/hw_drawinfo.h b/src/hwrenderer/scene/hw_drawinfo.h index 40b009041..0de3cd359 100644 --- a/src/hwrenderer/scene/hw_drawinfo.h +++ b/src/hwrenderer/scene/hw_drawinfo.h @@ -95,8 +95,6 @@ struct HWDrawInfo std::atomic spriteindex; IPortal *mClipPortal; FRotator mAngles; - FVector2 mViewVector; - AActor *mViewActor; IShadowMap *mShadowMap; Clipper *mClipper; diff --git a/src/hwrenderer/scene/hw_drawlist.cpp b/src/hwrenderer/scene/hw_drawlist.cpp index 4d70e2f82..1df8d5763 100644 --- a/src/hwrenderer/scene/hw_drawlist.cpp +++ b/src/hwrenderer/scene/hw_drawlist.cpp @@ -121,7 +121,7 @@ inline void SortNode::AddToEqual(SortNode *child) { child->UnlinkFromChain(); child->equal=equal; - equal=child; + equal=child; } //========================================================================== @@ -269,7 +269,7 @@ void HWDrawList::SortWallIntoPlane(SortNode * head, SortNode * sort) GLFlat * fh = flats[drawitems[head->itemindex].index]; GLWall * ws = walls[drawitems[sort->itemindex].index]; - bool ceiling = fh->z > r_viewpoint.Pos.Z; + bool ceiling = fh->z > SortZ; if ((ws->ztop[0] > fh->z || ws->ztop[1] > fh->z) && (ws->zbottom[0] < fh->z || ws->zbottom[1] < fh->z)) { @@ -327,7 +327,7 @@ void HWDrawList::SortSpriteIntoPlane(SortNode * head, SortNode * sort) GLFlat * fh = flats[drawitems[head->itemindex].index]; GLSprite * ss = sprites[drawitems[sort->itemindex].index]; - bool ceiling = fh->z > r_viewpoint.Pos.Z; + bool ceiling = fh->z > SortZ; auto hiz = ss->z1 > ss->z2 ? ss->z1 : ss->z2; auto loz = ss->z1 < ss->z2 ? ss->z1 : ss->z2; @@ -688,6 +688,7 @@ SortNode * HWDrawList::DoSort(HWDrawInfo *di, SortNode * head) //========================================================================== void HWDrawList::Sort(HWDrawInfo *di) { + SortZ = r_viewpoint.Pos.Z; MakeSortList(); sorted = DoSort(di, SortNodes[SortNodeStart]); } diff --git a/src/hwrenderer/scene/hw_drawlist.h b/src/hwrenderer/scene/hw_drawlist.h index 5e440df81..22bf1cb31 100644 --- a/src/hwrenderer/scene/hw_drawlist.h +++ b/src/hwrenderer/scene/hw_drawlist.h @@ -61,6 +61,7 @@ struct HWDrawList TArray sprites; TArray drawitems; int SortNodeStart; + float SortZ; SortNode * sorted; public: diff --git a/src/hwrenderer/scene/hw_drawstructs.h b/src/hwrenderer/scene/hw_drawstructs.h index 56e744b00..cdeb410ce 100644 --- a/src/hwrenderer/scene/hw_drawstructs.h +++ b/src/hwrenderer/scene/hw_drawstructs.h @@ -384,7 +384,7 @@ public: void SplitSprite(HWDrawInfo *di, sector_t * frontsector, bool translucent); void PerformSpriteClipAdjustment(AActor *thing, const DVector2 &thingpos, float spriteheight); - bool CalculateVertices(HWDrawInfo *di, FVector3 *v); + bool CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp); public: diff --git a/src/hwrenderer/scene/hw_fakeflat.cpp b/src/hwrenderer/scene/hw_fakeflat.cpp index c31116d62..5b877704d 100644 --- a/src/hwrenderer/scene/hw_fakeflat.cpp +++ b/src/hwrenderer/scene/hw_fakeflat.cpp @@ -394,15 +394,16 @@ sector_t * hw_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool bac //----------------------------------------------------------------------------- void HWDrawInfo::SetViewArea() { + auto &vp = r_viewpoint; // The render_sector is better suited to represent the current position in GL - r_viewpoint.sector = R_PointInSubsector(r_viewpoint.Pos)->render_sector; + vp.sector = R_PointInSubsector(vp.Pos)->render_sector; // Get the heightsec state from the render sector, not the current one! - if (r_viewpoint.sector->GetHeightSec()) + if (vp.sector->GetHeightSec()) { - in_area = r_viewpoint.Pos.Z <= r_viewpoint.sector->heightsec->floorplane.ZatPoint(r_viewpoint.Pos) ? area_below : - (r_viewpoint.Pos.Z > r_viewpoint.sector->heightsec->ceilingplane.ZatPoint(r_viewpoint.Pos) && - !(r_viewpoint.sector->heightsec->MoreFlags&SECMF_FAKEFLOORONLY)) ? area_above : area_normal; + in_area = vp.Pos.Z <= vp.sector->heightsec->floorplane.ZatPoint(vp.Pos) ? area_below : + (vp.Pos.Z > vp.sector->heightsec->ceilingplane.ZatPoint(vp.Pos) && + !(vp.sector->heightsec->MoreFlags&SECMF_FAKEFLOORONLY)) ? area_above : area_normal; } else { diff --git a/src/hwrenderer/scene/hw_flats.cpp b/src/hwrenderer/scene/hw_flats.cpp index adcedbd1d..0fa14f2e1 100644 --- a/src/hwrenderer/scene/hw_flats.cpp +++ b/src/hwrenderer/scene/hw_flats.cpp @@ -306,6 +306,7 @@ void GLFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector) dynlightindex = -1; uint8_t &srf = di->sectorrenderflags[sector->sectornum]; + auto &vp = r_viewpoint; // // @@ -314,7 +315,7 @@ void GLFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector) // // // - if (frontsector->floorplane.ZatPoint(r_viewpoint.Pos) <= r_viewpoint.Pos.Z) + if (frontsector->floorplane.ZatPoint(vp.Pos) <= vp.Pos.Z) { // process the original floor first. @@ -374,7 +375,7 @@ void GLFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector) // // // - if (frontsector->ceilingplane.ZatPoint(r_viewpoint.Pos) >= r_viewpoint.Pos.Z) + if (frontsector->ceilingplane.ZatPoint(vp.Pos) >= vp.Pos.Z) { // process the original ceiling first. @@ -465,7 +466,7 @@ void GLFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector) double ff_top = rover->top.plane->ZatPoint(sector->centerspot); if (ff_top < lastceilingheight) { - if (r_viewpoint.Pos.Z <= rover->top.plane->ZatPoint(r_viewpoint.Pos)) + if (vp.Pos.Z <= rover->top.plane->ZatPoint(vp.Pos)) { SetFrom3DFloor(rover, true, !!(rover->flags&FF_FOG)); Colormap.FadeColor = frontsector->Colormap.FadeColor; @@ -479,7 +480,7 @@ void GLFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector) double ff_bottom = rover->bottom.plane->ZatPoint(sector->centerspot); if (ff_bottom < lastceilingheight) { - if (r_viewpoint.Pos.Z <= rover->bottom.plane->ZatPoint(r_viewpoint.Pos)) + if (vp.Pos.Z <= rover->bottom.plane->ZatPoint(vp.Pos)) { SetFrom3DFloor(rover, false, !(rover->flags&FF_FOG)); Colormap.FadeColor = frontsector->Colormap.FadeColor; @@ -505,7 +506,7 @@ void GLFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector) double ff_bottom = rover->bottom.plane->ZatPoint(sector->centerspot); if (ff_bottom > lastfloorheight || (rover->flags&FF_FIX)) { - if (r_viewpoint.Pos.Z >= rover->bottom.plane->ZatPoint(r_viewpoint.Pos)) + if (vp.Pos.Z >= rover->bottom.plane->ZatPoint(vp.Pos)) { SetFrom3DFloor(rover, false, !(rover->flags&FF_FOG)); Colormap.FadeColor = frontsector->Colormap.FadeColor; @@ -526,7 +527,7 @@ void GLFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector) double ff_top = rover->top.plane->ZatPoint(sector->centerspot); if (ff_top > lastfloorheight) { - if (r_viewpoint.Pos.Z >= rover->top.plane->ZatPoint(r_viewpoint.Pos)) + if (vp.Pos.Z >= rover->top.plane->ZatPoint(vp.Pos)) { SetFrom3DFloor(rover, true, !!(rover->flags&FF_FOG)); Colormap.FadeColor = frontsector->Colormap.FadeColor; diff --git a/src/hwrenderer/scene/hw_sky.cpp b/src/hwrenderer/scene/hw_sky.cpp index 24bd48e93..666aeecde 100644 --- a/src/hwrenderer/scene/hw_sky.cpp +++ b/src/hwrenderer/scene/hw_sky.cpp @@ -154,8 +154,9 @@ void GLWall::SkyPlane(HWDrawInfo *di, sector_t *sector, int plane, bool allowref } else if (allowreflect && sector->GetReflect(plane) > 0) { - if ((plane == sector_t::ceiling && r_viewpoint.Pos.Z > sector->ceilingplane.fD()) || - (plane == sector_t::floor && r_viewpoint.Pos.Z < -sector->floorplane.fD())) return; + auto vpz = r_viewpoint.Pos.Z; + if ((plane == sector_t::ceiling && vpz > sector->ceilingplane.fD()) || + (plane == sector_t::floor && vpz < -sector->floorplane.fD())) return; ptype = PORTALTYPE_PLANEMIRROR; planemirror = plane == sector_t::ceiling ? §or->ceilingplane : §or->floorplane; } diff --git a/src/hwrenderer/scene/hw_sprites.cpp b/src/hwrenderer/scene/hw_sprites.cpp index c6b388b04..e0f9b3bed 100644 --- a/src/hwrenderer/scene/hw_sprites.cpp +++ b/src/hwrenderer/scene/hw_sprites.cpp @@ -68,7 +68,7 @@ EXTERN_CVAR(Float, transsouls) // //========================================================================== -bool GLSprite::CalculateVertices(HWDrawInfo *di, FVector3 *v) +bool GLSprite::CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp) { if (actor != nullptr && (actor->renderflags & RF_SPRITETYPEMASK) == RF_FLATSPRITE) { @@ -146,8 +146,8 @@ bool GLSprite::CalculateVertices(HWDrawInfo *di, FVector3 *v) { // [CMB] Rotate relative to camera XY position, not just camera direction, // which is nicer in VR - float xrel = xcenter - r_viewpoint.Pos.X; - float yrel = ycenter - r_viewpoint.Pos.Y; + float xrel = xcenter - vp->X; + float yrel = ycenter - vp->Y; float absAngleDeg = RAD2DEG(atan2(-yrel, xrel)); float counterRotationDeg = 270. - di->mAngles.Yaw.Degrees; // counteracts existing sprite rotation float relAngleDeg = counterRotationDeg + absAngleDeg; @@ -403,7 +403,8 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t return; } - AActor *camera = r_viewpoint.camera; + auto &vp = r_viewpoint; + AActor *camera = vp.camera; if (thing->renderflags & RF_INVISIBLE || !thing->RenderStyle.IsVisible(thing->Alpha)) { @@ -425,26 +426,26 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t } // [RH] Interpolate the sprite's position to make it look smooth - DVector3 thingpos = thing->InterpolatedPosition(r_viewpoint.TicFrac); + DVector3 thingpos = thing->InterpolatedPosition(vp.TicFrac); if (thruportal == 1) thingpos += level.Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup); // Some added checks if the camera actor is not supposed to be seen. It can happen that some portal setup has this actor in view in which case it may not be skipped here - if (thing == camera && !r_viewpoint.showviewer) + if (thing == camera && !vp.showviewer) { DVector3 thingorigin = thing->Pos(); if (thruportal == 1) thingorigin += level.Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup); - if (fabs(thingorigin.X - r_viewpoint.ActorPos.X) < 2 && fabs(thingorigin.Y - r_viewpoint.ActorPos.Y) < 2) return; + if (fabs(thingorigin.X - vp.ActorPos.X) < 2 && fabs(thingorigin.Y - vp.ActorPos.Y) < 2) return; } // Thing is invisible if close to the camera. if (thing->renderflags & RF_MAYBEINVISIBLE) { - if (fabs(thingpos.X - r_viewpoint.Pos.X) < 32 && fabs(thingpos.Y - r_viewpoint.Pos.Y) < 32) return; + if (fabs(thingpos.X - vp.Pos.X) < 32 && fabs(thingpos.Y - vp.Pos.Y) < 32) return; } // Too close to the camera. This doesn't look good if it is a sprite. - if (fabs(thingpos.X - r_viewpoint.Pos.X) < 2 && fabs(thingpos.Y - r_viewpoint.Pos.Y) < 2) + if (fabs(thingpos.X - vp.Pos.X) < 2 && fabs(thingpos.Y - vp.Pos.Y) < 2) { - if (r_viewpoint.Pos.Z >= thingpos.Z - 2 && r_viewpoint.Pos.Z <= thingpos.Z + thing->Height + 2) + if (vp.Pos.Z >= thingpos.Z - 2 && vp.Pos.Z <= thingpos.Z + thing->Height + 2) { // exclude vertically moving objects from this check. if (!thing->Vel.isZero()) @@ -460,13 +461,13 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t // don't draw first frame of a player missile if (thing->flags&MF_MISSILE) { - if (!(thing->flags7 & MF7_FLYCHEAT) && thing->target == di->mViewActor && di->mViewActor != nullptr) + if (!(thing->flags7 & MF7_FLYCHEAT) && thing->target == vp.ViewActor && vp.ViewActor != nullptr) { double speed = thing->Vel.Length(); if (speed >= thing->target->radius / 2) { double clipdist = clamp(thing->Speed, thing->target->radius, thing->target->radius * 2); - if ((thingpos - r_viewpoint.Pos).LengthSquared() < clipdist * clipdist) return; + if ((thingpos - vp.Pos).LengthSquared() < clipdist * clipdist) return; } } thing->flags7 |= MF7_FLYCHEAT; // do this only once for the very first frame, but not if it gets into range again. @@ -479,7 +480,7 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t } // disabled because almost none of the actual game code is even remotely prepared for this. If desired, use the INTERPOLATE flag. if (thing->renderflags & RF_INTERPOLATEANGLES) - Angles = thing->InterpolatedAngles(r_viewpoint.TicFrac); + Angles = thing->InterpolatedAngles(vp.TicFrac); else Angles = thing->Angles; @@ -506,7 +507,7 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t // [RH] Make floatbobbing a renderer-only effect. if (thing->flags2 & MF2_FLOATBOB) { - float fz = thing->GetBobOffset(r_viewpoint.TicFrac); + float fz = thing->GetBobOffset(vp.TicFrac); z += fz; } @@ -514,7 +515,7 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t if (!modelframe) { bool mirror; - DAngle ang = (thingpos - r_viewpoint.Pos).Angle(); + DAngle ang = (thingpos - vp.Pos).Angle(); FTextureID patch; // [ZZ] add direct picnum override if (isPicnumOverride) @@ -531,7 +532,7 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t int rot; if (!(thing->renderflags & RF_FLATSPRITE) || thing->flags7 & MF7_SPRITEANGLE) { - sprangle = thing->GetSpriteAngle(ang, r_viewpoint.TicFrac); + sprangle = thing->GetSpriteAngle(ang, vp.TicFrac); rot = -1; } else @@ -596,8 +597,8 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t switch (spritetype) { case RF_FACESPRITE: - viewvecX = di->mViewVector.X; - viewvecY = di->mViewVector.Y; + viewvecX = vp.ViewVector.X; + viewvecY = vp.ViewVector.Y; x1 = x - viewvecY*leftfac; x2 = x - viewvecY*rightfac; @@ -632,7 +633,7 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t gltexture = nullptr; } - depth = FloatToFixed((x - r_viewpoint.Pos.X) * r_viewpoint.TanCos + (y - r_viewpoint.Pos.Y) * r_viewpoint.TanSin); + depth = FloatToFixed((x - vp.Pos.X) * vp.TanCos + (y - vp.Pos.Y) * vp.TanSin); // light calculation @@ -923,7 +924,8 @@ void GLSprite::ProcessParticle (HWDrawInfo *di, particle_t *particle, sector_t * } } - double timefrac = r_viewpoint.TicFrac; + auto &vp = r_viewpoint; + double timefrac = vp.TicFrac; if (paused || bglobal.freeze || (level.flags2 & LEVEL2_FROZEN)) timefrac = 0.; float xvf = (particle->Vel.X) * timefrac; @@ -940,8 +942,8 @@ void GLSprite::ProcessParticle (HWDrawInfo *di, particle_t *particle, sector_t * else factor = 1 / 7.f; float scalefac=particle->size * factor; - float viewvecX = di->mViewVector.X; - float viewvecY = di->mViewVector.Y; + float viewvecX = vp.ViewVector.X; + float viewvecY = vp.ViewVector.Y; x1=x+viewvecY*scalefac; x2=x-viewvecY*scalefac; @@ -950,7 +952,7 @@ void GLSprite::ProcessParticle (HWDrawInfo *di, particle_t *particle, sector_t * z1=z-scalefac; z2=z+scalefac; - depth = FloatToFixed((x - r_viewpoint.Pos.X) * r_viewpoint.TanCos + (y - r_viewpoint.Pos.Y) * r_viewpoint.TanSin); + depth = FloatToFixed((x - vp.Pos.X) * vp.TanCos + (y - vp.Pos.Y) * vp.TanSin); actor=nullptr; this->particle=particle; @@ -980,6 +982,7 @@ void HWDrawInfo::ProcessActorsInPortal(FLinePortalSpan *glport, area_t in_area) TMap processcheck; if (glport->validcount == validcount) return; // only process once per frame glport->validcount = validcount; + auto &vp = r_viewpoint; for (auto port : glport->lines) { line_t *line = port->mOrigin; @@ -1003,9 +1006,9 @@ void HWDrawInfo::ProcessActorsInPortal(FLinePortalSpan *glport, area_t in_area) DVector3 newpos = savedpos; sector_t fakesector; - if (!r_viewpoint.showviewer && th == r_viewpoint.camera) + if (!vp.showviewer && th == vp.camera) { - if (fabs(savedpos.X - r_viewpoint.ActorPos.X) < 2 && fabs(savedpos.Y - r_viewpoint.ActorPos.Y) < 2) + if (fabs(savedpos.X - vp.ActorPos.X) < 2 && fabs(savedpos.Y - vp.ActorPos.Y) < 2) { continue; } diff --git a/src/hwrenderer/scene/hw_walls.cpp b/src/hwrenderer/scene/hw_walls.cpp index fbc8c5558..3cb181378 100644 --- a/src/hwrenderer/scene/hw_walls.cpp +++ b/src/hwrenderer/scene/hw_walls.cpp @@ -443,10 +443,11 @@ bool GLWall::DoHorizon(HWDrawInfo *di, seg_t * seg,sector_t * fs, vertex_t * v1, ztop[1] = ztop[0] = fs->GetPlaneTexZ(sector_t::ceiling); zbottom[1] = zbottom[0] = fs->GetPlaneTexZ(sector_t::floor); - if (r_viewpoint.Pos.Z < fs->GetPlaneTexZ(sector_t::ceiling)) + auto vpz = r_viewpoint.Pos.Z; + if (vpz < fs->GetPlaneTexZ(sector_t::ceiling)) { - if (r_viewpoint.Pos.Z > fs->GetPlaneTexZ(sector_t::floor)) - zbottom[1] = zbottom[0] = r_viewpoint.Pos.Z; + if (vpz > fs->GetPlaneTexZ(sector_t::floor)) + zbottom[1] = zbottom[0] = vpz; if (fs->GetTexture(sector_t::ceiling) == skyflatnum) { @@ -474,7 +475,7 @@ bool GLWall::DoHorizon(HWDrawInfo *di, seg_t * seg,sector_t * fs, vertex_t * v1, ztop[1] = ztop[0] = zbottom[0]; } - if (r_viewpoint.Pos.Z > fs->GetPlaneTexZ(sector_t::floor)) + if (vpz > fs->GetPlaneTexZ(sector_t::floor)) { zbottom[1] = zbottom[0] = fs->GetPlaneTexZ(sector_t::floor); if (fs->GetTexture(sector_t::floor) == skyflatnum) diff --git a/src/hwrenderer/scene/hw_weapon.cpp b/src/hwrenderer/scene/hw_weapon.cpp index dd6829323..0125e3f8f 100644 --- a/src/hwrenderer/scene/hw_weapon.cpp +++ b/src/hwrenderer/scene/hw_weapon.cpp @@ -76,10 +76,10 @@ static bool isBright(DPSprite *psp) // //========================================================================== -static WeaponPosition GetWeaponPosition(player_t *player) +static WeaponPosition GetWeaponPosition(player_t *player, double ticFrac) { WeaponPosition w; - P_BobWeapon(player, &w.bobx, &w.boby, r_viewpoint.TicFrac); + P_BobWeapon(player, &w.bobx, &w.boby, ticFrac); // Interpolate the main weapon layer once so as to be able to add it to other layers. if ((w.weapon = player->FindPSprite(PSP_WEAPON)) != nullptr) @@ -91,8 +91,8 @@ static WeaponPosition GetWeaponPosition(player_t *player) } else { - w.wx = (float)(w.weapon->oldx + (w.weapon->x - w.weapon->oldx) * r_viewpoint.TicFrac); - w.wy = (float)(w.weapon->oldy + (w.weapon->y - w.weapon->oldy) * r_viewpoint.TicFrac); + w.wx = (float)(w.weapon->oldx + (w.weapon->x - w.weapon->oldx) * ticFrac); + w.wy = (float)(w.weapon->oldy + (w.weapon->y - w.weapon->oldy) * ticFrac); } } else @@ -109,7 +109,7 @@ static WeaponPosition GetWeaponPosition(player_t *player) // //========================================================================== -static FVector2 BobWeapon(WeaponPosition &weap, DPSprite *psp) +static FVector2 BobWeapon(WeaponPosition &weap, DPSprite *psp, double ticFrac) { if (psp->firstTic) { // Can't interpolate the first tic. @@ -118,8 +118,8 @@ static FVector2 BobWeapon(WeaponPosition &weap, DPSprite *psp) psp->oldy = psp->y; } - float sx = float(psp->oldx + (psp->x - psp->oldx) * r_viewpoint.TicFrac); - float sy = float(psp->oldy + (psp->y - psp->oldy) * r_viewpoint.TicFrac); + float sx = float(psp->oldx + (psp->x - psp->oldx) * ticFrac); + float sy = float(psp->oldy + (psp->y - psp->oldy) * ticFrac); if (psp->Flags & PSPF_ADDBOB) { @@ -169,14 +169,14 @@ static WeaponLighting GetWeaponLighting(sector_t *viewsector, const DVector3 &po if (ifloorplane.ZatPoint(r_viewpoint.Pos); + lightbottom = viewsector->floorplane.ZatPoint(pos); } - if (lightbottomplayer; const bool hudModelStep = IsHUDModelForPlayerAvailable(player); + + auto &vp = r_viewpoint; - AActor *camera = r_viewpoint.camera; + AActor *camera = vp.camera; // this is the same as the software renderer if (!player || @@ -437,8 +439,8 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area) (r_deathcamera && camera->health <= 0)) return; - WeaponPosition weap = GetWeaponPosition(camera->player); - WeaponLighting light = GetWeaponLighting(viewsector, r_viewpoint.Pos, isFullbrightScene(), in_area, camera->Pos()); + WeaponPosition weap = GetWeaponPosition(camera->player, vp.TicFrac); + WeaponLighting light = GetWeaponLighting(viewsector, vp.Pos, isFullbrightScene(), in_area, camera->Pos()); // hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change // light mode here to draw the weapon sprite. @@ -460,7 +462,7 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area) if (!hudsprite.GetWeaponRenderStyle(psp, camera, viewsector, light)) continue; - FVector2 spos = BobWeapon(weap, psp); + FVector2 spos = BobWeapon(weap, psp, vp.TicFrac); hudsprite.dynrgb[0] = hudsprite.dynrgb[1] = hudsprite.dynrgb[2] = 0; hudsprite.lightindex = -1; diff --git a/src/hwrenderer/utility/hw_clock.cpp b/src/hwrenderer/utility/hw_clock.cpp index f0480f2c4..74aa096a4 100644 --- a/src/hwrenderer/utility/hw_clock.cpp +++ b/src/hwrenderer/utility/hw_clock.cpp @@ -160,8 +160,9 @@ void CheckBench() FString compose; + auto &vp = r_viewpoint; compose.Format("Map %s: \"%s\",\nx = %1.4f, y = %1.4f, z = %1.4f, angle = %1.4f, pitch = %1.4f\n", - level.MapName.GetChars(), level.LevelName.GetChars(), r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw.Degrees, r_viewpoint.Angles.Pitch.Degrees); + level.MapName.GetChars(), level.LevelName.GetChars(), vp.Pos.X, vp.Pos.Y, vp.Pos.Z, vp.Angles.Yaw.Degrees, vp.Angles.Pitch.Degrees); AppendRenderStats(compose); AppendRenderTimes(compose); diff --git a/src/polyrenderer/scene/poly_model.cpp b/src/polyrenderer/scene/poly_model.cpp index 46d064a7b..4251589d9 100644 --- a/src/polyrenderer/scene/poly_model.cpp +++ b/src/polyrenderer/scene/poly_model.cpp @@ -37,7 +37,7 @@ void PolyRenderModel(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_ { PolyModelRenderer renderer(thread, worldToClip, stencilValue); renderer.AddLights(actor); - renderer.RenderModel(x, y, z, smf, actor); + renderer.RenderModel(x, y, z, smf, actor, r_viewpoint.TicFrac); PolyTriangleDrawer::SetModelVertexShader(thread->DrawQueue, -1, -1, 0.0f); } diff --git a/src/polyrenderer/scene/poly_portal.cpp b/src/polyrenderer/scene/poly_portal.cpp index f85314564..a4a7ec467 100644 --- a/src/polyrenderer/scene/poly_portal.cpp +++ b/src/polyrenderer/scene/poly_portal.cpp @@ -88,7 +88,7 @@ void PolyDrawSectorPortal::SaveGlobals() viewpoint.camera = nullptr; viewpoint.sector = Portal->mDestination; - R_SetViewAngle(viewpoint, viewwindow); + viewpoint.SetViewAngle(viewwindow); Portal->mFlags |= PORTSF_INSKYBOX; if (Portal->mPartner > 0) level.sectorPortals[Portal->mPartner].mFlags |= PORTSF_INSKYBOX; @@ -114,7 +114,7 @@ void PolyDrawSectorPortal::RestoreGlobals() //PolyRenderer::Instance()->Light.SetVisibility(savedvisibility); - R_SetViewAngle(viewpoint, viewwindow); + viewpoint.SetViewAngle(viewwindow); } ///////////////////////////////////////////////////////////////////////////// @@ -236,7 +236,7 @@ void PolyDrawLinePortal::SaveGlobals() viewpoint.camera = nullptr; viewpoint.sector = R_PointInSubsector(viewpoint.Pos)->sector; - R_SetViewAngle(viewpoint, viewwindow); + viewpoint.SetViewAngle(viewwindow); } void PolyDrawLinePortal::RestoreGlobals() @@ -254,5 +254,5 @@ void PolyDrawLinePortal::RestoreGlobals() viewpoint.camera->renderflags &= ~RF_INVISIBLE; } - R_SetViewAngle(viewpoint, viewwindow); + viewpoint.SetViewAngle(viewwindow); } diff --git a/src/posix/sdl/i_main.cpp b/src/posix/sdl/i_main.cpp index 127198df8..38f035515 100644 --- a/src/posix/sdl/i_main.cpp +++ b/src/posix/sdl/i_main.cpp @@ -169,10 +169,11 @@ static int DoomSpecificInfo (char *buffer, char *end) } else { - p += snprintf (buffer+p, size-p, "\n\nviewx = %f", r_viewpoint.Pos.X); - p += snprintf (buffer+p, size-p, "\nviewy = %f", r_viewpoint.Pos.Y); - p += snprintf (buffer+p, size-p, "\nviewz = %f", r_viewpoint.Pos.Z); - p += snprintf (buffer+p, size-p, "\nviewangle = %f", r_viewpoint.Angles.Yaw.Degrees); + auto &vp = r_viewpoint; + p += snprintf (buffer+p, size-p, "\n\nviewx = %f", vp.Pos.X); + p += snprintf (buffer+p, size-p, "\nviewy = %f", vp.Pos.Y); + p += snprintf (buffer+p, size-p, "\nviewz = %f", vp.Pos.Z); + p += snprintf (buffer+p, size-p, "\nviewangle = %f", vp.Angles.Yaw.Degrees); } } buffer[p++] = '\n'; diff --git a/src/r_data/models/models.cpp b/src/r_data/models/models.cpp index 316281f65..b248f2895 100644 --- a/src/r_data/models/models.cpp +++ b/src/r_data/models/models.cpp @@ -54,7 +54,7 @@ extern TDeletingArray VoxelDefs; DeletingModelArray Models; -void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *smf, AActor *actor) +void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *smf, AActor *actor, double ticFrac) { // Setup transformation. @@ -128,7 +128,7 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s if (actor->renderflags & RF_INTERPOLATEANGLES) { // [Nash] use interpolated angles - DRotator Angles = actor->InterpolatedAngles(r_viewpoint.TicFrac); + DRotator Angles = actor->InterpolatedAngles(ticFrac); angle = Angles.Yaw.Degrees; } diff --git a/src/r_data/models/models.h b/src/r_data/models/models.h index 213e9ab21..e4da6efac 100644 --- a/src/r_data/models/models.h +++ b/src/r_data/models/models.h @@ -60,7 +60,7 @@ class FModelRenderer public: virtual ~FModelRenderer() { } - void RenderModel(float x, float y, float z, FSpriteModelFrame *modelframe, AActor *actor); + void RenderModel(float x, float y, float z, FSpriteModelFrame *modelframe, AActor *actor, double ticFrac); void RenderHUDModel(DPSprite *psp, float ofsx, float ofsy); virtual ModelRendererType GetType() const = 0; diff --git a/src/r_defs.h b/src/r_defs.h index 4ba0d45d3..4422fbf8d 100644 --- a/src/r_defs.h +++ b/src/r_defs.h @@ -180,8 +180,6 @@ struct vertex_t { p.Zero(); } - - angle_t GetClipAngle(); }; // Forward of LineDefs, for Sectors. diff --git a/src/r_utility.cpp b/src/r_utility.cpp index 05dafee9b..82ab62f2b 100644 --- a/src/r_utility.cpp +++ b/src/r_utility.cpp @@ -602,13 +602,13 @@ void R_ResetViewInterpolation () // //========================================================================== -void R_SetViewAngle (FRenderViewpoint &viewpoint, const FViewWindow &viewwindow) +void FRenderViewpoint::SetViewAngle (const FViewWindow &viewwindow) { - viewpoint.Sin = viewpoint.Angles.Yaw.Sin(); - viewpoint.Cos = viewpoint.Angles.Yaw.Cos(); + Sin = Angles.Yaw.Sin(); + Cos = Angles.Yaw.Cos(); - viewpoint.TanSin = viewwindow.FocalTangent * viewpoint.Sin; - viewpoint.TanCos = viewwindow.FocalTangent * viewpoint.Cos; + TanSin = viewwindow.FocalTangent * Sin; + TanCos = viewwindow.FocalTangent * Cos; } //========================================================================== @@ -844,7 +844,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor } R_InterpolateView (viewpoint, player, viewpoint.TicFrac, iview); - R_SetViewAngle (viewpoint, viewwindow); + viewpoint.SetViewAngle (viewwindow); interpolator.DoInterpolations (viewpoint.TicFrac); @@ -872,7 +872,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor FQuakeJiggers jiggers; memset(&jiggers, 0, sizeof(jiggers)); - if (DEarthquake::StaticGetQuakeIntensities(viewpoint.camera, jiggers) > 0) + if (DEarthquake::StaticGetQuakeIntensities(viewpoint.TicFrac, viewpoint.camera, jiggers) > 0) { double quakefactor = r_quakeintensity; DAngle an; diff --git a/src/r_utility.h b/src/r_utility.h index 387461426..35cedde8f 100644 --- a/src/r_utility.h +++ b/src/r_utility.h @@ -5,6 +5,7 @@ #include "vectors.h" class FSerializer; +struct FViewWindow; // // Stuff from r_main.h that's needed outside the rendering code. @@ -20,6 +21,8 @@ struct FRenderViewpoint DVector3 Pos; // Camera position DVector3 ActorPos; // Camera actor's position DRotator Angles; // Camera angles + DVector2 ViewVector; // HWR only: direction the camera is facing. + AActor *ViewActor; // either the same as camera or nullptr DVector3 Path[2]; // View path for portal calculations double Cos; // cos(Angles.Yaw) @@ -36,6 +39,10 @@ struct FRenderViewpoint int extralight; // extralight to be added to this viewpoint bool showviewer; // show the camera actor? + + + void SetViewAngle(const FViewWindow &viewwindow); + }; extern FRenderViewpoint r_viewpoint; diff --git a/src/swrenderer/scene/r_portal.cpp b/src/swrenderer/scene/r_portal.cpp index 323480c32..b56ddc457 100644 --- a/src/swrenderer/scene/r_portal.cpp +++ b/src/swrenderer/scene/r_portal.cpp @@ -172,7 +172,7 @@ namespace swrenderer Thread->Viewport->viewpoint.camera = nullptr; Thread->Viewport->viewpoint.sector = port->mDestination; assert(Thread->Viewport->viewpoint.sector != nullptr); - R_SetViewAngle(Thread->Viewport->viewpoint, Thread->Viewport->viewwindow); + Thread->Viewport->viewpoint.SetViewAngle(Thread->Viewport->viewwindow); Thread->Viewport->SetupPolyViewport(Thread); Thread->OpaquePass->ClearSeenSprites(); Thread->Clip3D->ClearFakeFloors(); @@ -260,7 +260,7 @@ namespace swrenderer Thread->Light->SetVisibility(Thread->Viewport.get(), savedvisibility); Thread->Viewport->viewpoint.extralight = savedextralight; Thread->Viewport->viewpoint.Angles = savedangles; - R_SetViewAngle(Thread->Viewport->viewpoint, Thread->Viewport->viewwindow); + Thread->Viewport->viewpoint.SetViewAngle(Thread->Viewport->viewwindow); Thread->Viewport->SetupPolyViewport(Thread); CurrentPortalInSkybox = false; diff --git a/src/swrenderer/things/r_model.cpp b/src/swrenderer/things/r_model.cpp index aa9437670..0991d1d45 100644 --- a/src/swrenderer/things/r_model.cpp +++ b/src/swrenderer/things/r_model.cpp @@ -76,7 +76,7 @@ namespace swrenderer { SWModelRenderer renderer(thread, clip3DFloor, &WorldToClip, MirrorWorldToClip); renderer.AddLights(actor); - renderer.RenderModel(x, y, z, smf, actor); + renderer.RenderModel(x, y, z, smf, actor, r_viewpoint.TicFrac); PolyTriangleDrawer::SetModelVertexShader(thread->DrawQueue, -1, -1, 0.0f); } diff --git a/src/v_draw.cpp b/src/v_draw.cpp index d47d1df90..5deaada9e 100644 --- a/src/v_draw.cpp +++ b/src/v_draw.cpp @@ -1342,12 +1342,13 @@ void DFrameBuffer::DrawBlend(sector_t * viewsector) // don't draw sector based blends when any fullbright screen effect is active. if (!fullbright) { + const auto &vpp = r_viewpoint.Pos; if (!viewsector->e->XFloor.ffloors.Size()) { if (viewsector->GetHeightSec()) { auto s = viewsector->heightsec; - blendv = s->floorplane.PointOnSide(r_viewpoint.Pos) < 0 ? s->bottommap : s->ceilingplane.PointOnSide(r_viewpoint.Pos) < 0 ? s->topmap : s->midmap; + blendv = s->floorplane.PointOnSide(vpp) < 0 ? s->bottommap : s->ceilingplane.PointOnSide(vpp) < 0 ? s->topmap : s->midmap; } } else @@ -1358,11 +1359,11 @@ void DFrameBuffer::DrawBlend(sector_t * viewsector) { double lightbottom; if (i < lightlist.Size() - 1) - lightbottom = lightlist[i + 1].plane.ZatPoint(r_viewpoint.Pos); + lightbottom = lightlist[i + 1].plane.ZatPoint(vpp); else - lightbottom = viewsector->floorplane.ZatPoint(r_viewpoint.Pos); + lightbottom = viewsector->floorplane.ZatPoint(vpp); - if (lightbottom < r_viewpoint.Pos.Z && (!lightlist[i].caster || !(lightlist[i].caster->flags&FF_FADEWALLS))) + if (lightbottom < vpp.Z && (!lightlist[i].caster || !(lightlist[i].caster->flags&FF_FADEWALLS))) { // 3d floor 'fog' is rendered as a blending value blendv = lightlist[i].blend; diff --git a/src/win32/i_main.cpp b/src/win32/i_main.cpp index 21b758094..b1d7a7bb7 100644 --- a/src/win32/i_main.cpp +++ b/src/win32/i_main.cpp @@ -1105,10 +1105,11 @@ void DoomSpecificInfo (char *buffer, size_t bufflen) } else { - buffer += mysnprintf (buffer, buffend - buffer, "\r\n\r\nviewx = %f", r_viewpoint.Pos.X); - buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewy = %f", r_viewpoint.Pos.Y); - buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewz = %f", r_viewpoint.Pos.Z); - buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewangle = %f", r_viewpoint.Angles.Yaw); + auto &vp = r_viewpoint; + buffer += mysnprintf (buffer, buffend - buffer, "\r\n\r\nviewx = %f", vp.Pos.X); + buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewy = %f", vp.Pos.Y); + buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewz = %f", vp.Pos.Z); + buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewangle = %f", vp.Angles.Yaw); } } *buffer++ = '\r';