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https://github.com/ZDoom/qzdoom.git
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72da1fed7e
- some concepts about building a RenderViewpoint struct. No actual work yet.
1122 lines
28 KiB
C++
1122 lines
28 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Rendering main loop and setup functions,
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// utility functions (BSP, geometry, trigonometry).
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// See tables.c, too.
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//
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//-----------------------------------------------------------------------------
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// HEADER FILES ------------------------------------------------------------
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#include <stdlib.h>
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#include <math.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "d_net.h"
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#include "doomstat.h"
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#include "m_random.h"
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#include "m_bbox.h"
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#include "r_sky.h"
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#include "st_stuff.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "v_video.h"
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#include "stats.h"
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#include "i_video.h"
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#include "i_system.h"
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#include "a_sharedglobal.h"
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#include "r_data/r_translate.h"
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#include "p_3dmidtex.h"
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#include "r_data/r_interpolate.h"
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#include "v_palette.h"
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#include "po_man.h"
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#include "p_effect.h"
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#include "st_start.h"
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#include "v_font.h"
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#include "r_renderer.h"
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#include "r_data/colormaps.h"
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#include "serializer.h"
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#include "r_utility.h"
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#include "d_player.h"
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#include "p_local.h"
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#include "g_levellocals.h"
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#include "p_maputl.h"
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#include "math/cmath.h"
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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extern bool DrawFSHUD; // [RH] Defined in d_main.cpp
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EXTERN_CVAR (Bool, cl_capfps)
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// TYPES -------------------------------------------------------------------
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struct InterpolationViewer
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{
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struct instance
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{
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DVector3 Pos;
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DRotator Angles;
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};
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AActor *ViewActor;
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int otic;
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instance Old, New;
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};
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// PRIVATE DATA DECLARATIONS -----------------------------------------------
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static TArray<InterpolationViewer> PastViewers;
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static FRandom pr_torchflicker ("TorchFlicker");
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static FRandom pr_hom;
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bool NoInterpolateView; // GL needs access to this.
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static TArray<DVector3a> InterpolationPath;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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CVAR (Bool, r_deathcamera, false, CVAR_ARCHIVE)
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CVAR (Int, r_clearbuffer, 0, 0)
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CVAR (Bool, r_drawvoxels, true, 0)
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CVAR (Bool, r_drawplayersprites, true, 0) // [RH] Draw player sprites?
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CUSTOM_CVAR(Float, r_quakeintensity, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 0.f) self = 0.f;
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else if (self > 1.f) self = 1.f;
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}
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int viewwindowx;
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int viewwindowy;
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int viewwidth;
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int viewheight;
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DVector3 ViewPos;
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DVector3 ViewActorPos; // the actual position of the viewing actor, without interpolation and quake offsets.
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DAngle ViewAngle;
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DAngle ViewPitch;
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DAngle ViewRoll;
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DVector3 ViewPath[2];
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double ViewCos, ViewTanCos;
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double ViewSin, ViewTanSin;
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int centerx;
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int centery;
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int centerxwide;
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int otic;
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sector_t *viewsector;
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AActor *camera; // [RH] camera to draw from. doesn't have to be a player
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double r_TicFracF; // same as floating point
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uint32_t r_FrameTime; // [RH] Time this frame started drawing (in ms)
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bool r_NoInterpolate;
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bool r_showviewer;
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angle_t LocalViewAngle;
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int LocalViewPitch;
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bool LocalKeyboardTurner;
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float WidescreenRatio;
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int setblocks;
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int extralight;
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bool setsizeneeded;
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double FocalTangent;
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unsigned int R_OldBlend = ~0;
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int validcount = 1; // increment every time a check is made
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DAngle FieldOfView = 90.; // Angles in the SCREENWIDTH wide window
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FCanvasTextureInfo *FCanvasTextureInfo::List;
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DVector3a view;
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DAngle viewpitch;
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// CODE --------------------------------------------------------------------
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static void R_Shutdown ();
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//==========================================================================
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//
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// R_SetFOV
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//
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// Changes the field of view in degrees
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//
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//==========================================================================
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void R_SetFOV (DAngle fov)
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{
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if (fov < 5.) fov = 5.;
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else if (fov > 170.) fov = 170.;
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if (fov != FieldOfView)
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{
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FieldOfView = fov;
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setsizeneeded = true;
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}
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}
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//==========================================================================
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//
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// R_SetViewSize
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//
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// Do not really change anything here, because it might be in the middle
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// of a refresh. The change will take effect next refresh.
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//
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//==========================================================================
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void R_SetViewSize (int blocks)
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{
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setsizeneeded = true;
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setblocks = blocks;
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}
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//==========================================================================
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//
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// R_SetWindow
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//
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//==========================================================================
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void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, bool renderingToCanvas)
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{
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if (windowSize >= 11)
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{
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viewwidth = fullWidth;
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freelookviewheight = viewheight = fullHeight;
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}
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else if (windowSize == 10)
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{
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viewwidth = fullWidth;
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viewheight = stHeight;
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freelookviewheight = fullHeight;
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}
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else
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{
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viewwidth = ((setblocks*fullWidth)/10) & (~15);
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viewheight = ((setblocks*stHeight)/10)&~7;
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freelookviewheight = ((setblocks*fullHeight)/10)&~7;
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}
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if (renderingToCanvas)
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{
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WidescreenRatio = fullWidth / (float)fullHeight;
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}
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else
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{
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WidescreenRatio = ActiveRatio(fullWidth, fullHeight);
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}
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DrawFSHUD = (windowSize == 11);
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// [RH] Sky height fix for screens not 200 (or 240) pixels tall
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R_InitSkyMap ();
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centery = viewheight/2;
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centerx = viewwidth/2;
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if (AspectTallerThanWide(WidescreenRatio))
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{
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centerxwide = centerx;
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}
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else
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{
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centerxwide = centerx * AspectMultiplier(WidescreenRatio) / 48;
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}
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DAngle fov = FieldOfView;
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// For widescreen displays, increase the FOV so that the middle part of the
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// screen that would be visible on a 4:3 display has the requested FOV.
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if (centerxwide != centerx)
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{ // centerxwide is what centerx would be if the display was not widescreen
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fov = DAngle::ToDegrees(2 * atan(centerx * tan(fov.Radians()/2) / double(centerxwide)));
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if (fov > 170.) fov = 170.;
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}
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FocalTangent = tan(fov.Radians() / 2);
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}
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//==========================================================================
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//
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// R_ExecuteSetViewSize
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//
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//==========================================================================
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void R_ExecuteSetViewSize ()
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{
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setsizeneeded = false;
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V_SetBorderNeedRefresh();
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R_SetWindow (setblocks, SCREENWIDTH, SCREENHEIGHT, gST_Y);
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// Handle resize, e.g. smaller view windows with border and/or status bar.
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viewwindowx = (screen->GetWidth() - viewwidth) >> 1;
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// Same with base row offset.
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viewwindowy = (viewwidth == screen->GetWidth()) ? 0 : (gST_Y - viewheight) >> 1;
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}
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//==========================================================================
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//
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// CVAR screenblocks
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//
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// Selects the size of the visible window
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//
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//==========================================================================
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CUSTOM_CVAR (Int, screenblocks, 10, CVAR_ARCHIVE)
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{
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if (self > 12)
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self = 12;
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else if (self < 3)
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self = 3;
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else
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R_SetViewSize (self);
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}
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//==========================================================================
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//
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// R_PointInSubsector
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//
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//==========================================================================
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subsector_t *R_PointInSubsector (fixed_t x, fixed_t y)
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{
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node_t *node;
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int side;
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// single subsector is a special case
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if (numnodes == 0)
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return subsectors;
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node = nodes + numnodes - 1;
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do
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{
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side = R_PointOnSide (x, y, node);
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node = (node_t *)node->children[side];
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}
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while (!((size_t)node & 1));
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return (subsector_t *)((uint8_t *)node - 1);
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}
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//==========================================================================
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//
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// R_Init
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//
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//==========================================================================
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void R_Init ()
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{
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atterm (R_Shutdown);
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StartScreen->Progress();
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// Colormap init moved back to InitPalette()
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//R_InitColormaps ();
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//StartScreen->Progress();
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R_InitTranslationTables ();
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R_SetViewSize (screenblocks);
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Renderer->Init();
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}
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//==========================================================================
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//
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// R_Shutdown
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//
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//==========================================================================
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static void R_Shutdown ()
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{
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R_DeinitTranslationTables();
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R_DeinitColormaps ();
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FCanvasTextureInfo::EmptyList();
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}
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//==========================================================================
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//
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// R_InterpolateView
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//
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//==========================================================================
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//CVAR (Int, tf, 0, 0)
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EXTERN_CVAR (Bool, cl_noprediction)
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void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *iview)
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{
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if (NoInterpolateView)
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{
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InterpolationPath.Clear();
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NoInterpolateView = false;
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iview->Old = iview->New;
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}
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int oldgroup = R_PointInSubsector(iview->Old.Pos)->sector->PortalGroup;
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int newgroup = R_PointInSubsector(iview->New.Pos)->sector->PortalGroup;
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DAngle oviewangle = iview->Old.Angles.Yaw;
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DAngle nviewangle = iview->New.Angles.Yaw;
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if (!cl_capfps)
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{
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if ((iview->Old.Pos.X != iview->New.Pos.X || iview->Old.Pos.Y != iview->New.Pos.Y) && InterpolationPath.Size() > 0)
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{
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DVector3 view = iview->New.Pos;
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// Interpolating through line portals is a messy affair.
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// What needs be done is to store the portal transitions of the camera actor as waypoints
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// and then find out on which part of the path the current view lies.
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// Needless to say, this doesn't work for chasecam mode.
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if (!r_showviewer)
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{
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double pathlen = 0;
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double zdiff = 0;
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double totalzdiff = 0;
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DAngle adiff = 0.;
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DAngle totaladiff = 0.;
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double oviewz = iview->Old.Pos.Z;
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double nviewz = iview->New.Pos.Z;
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DVector3a oldpos = { { iview->Old.Pos.X, iview->Old.Pos.Y, 0 }, 0. };
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DVector3a newpos = { { iview->New.Pos.X, iview->New.Pos.Y, 0 }, 0. };
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InterpolationPath.Push(newpos); // add this to the array to simplify the loops below
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for (unsigned i = 0; i < InterpolationPath.Size(); i += 2)
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{
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DVector3a &start = i == 0 ? oldpos : InterpolationPath[i - 1];
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DVector3a &end = InterpolationPath[i];
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pathlen += (end.pos - start.pos).Length();
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totalzdiff += start.pos.Z;
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totaladiff += start.angle;
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}
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double interpolatedlen = Frac * pathlen;
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for (unsigned i = 0; i < InterpolationPath.Size(); i += 2)
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{
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DVector3a &start = i == 0 ? oldpos : InterpolationPath[i - 1];
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DVector3a &end = InterpolationPath[i];
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double fraglen = (end.pos - start.pos).Length();
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zdiff += start.pos.Z;
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adiff += start.angle;
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if (fraglen <= interpolatedlen)
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{
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interpolatedlen -= fraglen;
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}
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else
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{
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double fragfrac = interpolatedlen / fraglen;
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oviewz += zdiff;
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nviewz -= totalzdiff - zdiff;
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oviewangle += adiff;
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nviewangle -= totaladiff - adiff;
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DVector2 viewpos = start.pos + (fragfrac * (end.pos - start.pos));
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ViewPos = { viewpos, oviewz + Frac * (nviewz - oviewz) };
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break;
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}
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}
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InterpolationPath.Pop();
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ViewPath[0] = iview->Old.Pos;
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ViewPath[1] = ViewPath[0] + (InterpolationPath[0].pos - ViewPath[0]).XY().MakeResize(pathlen);
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}
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}
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else
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{
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DVector2 disp = Displacements.getOffset(oldgroup, newgroup);
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ViewPos = iview->Old.Pos + (iview->New.Pos - iview->Old.Pos - disp) * Frac;
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ViewPath[0] = ViewPath[1] = iview->New.Pos;
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}
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}
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else
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{
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ViewPos = iview->New.Pos;
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ViewPath[0] = ViewPath[1] = iview->New.Pos;
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}
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if (player != NULL &&
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!(player->cheats & CF_INTERPVIEW) &&
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player - players == consoleplayer &&
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camera == player->mo &&
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!demoplayback &&
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iview->New.Pos.X == camera->X() &&
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iview->New.Pos.Y == camera->Y() &&
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!(player->cheats & (CF_TOTALLYFROZEN|CF_FROZEN)) &&
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player->playerstate == PST_LIVE &&
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player->mo->reactiontime == 0 &&
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!NoInterpolateView &&
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!paused &&
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(!netgame || !cl_noprediction) &&
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!LocalKeyboardTurner)
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{
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ViewAngle = (nviewangle + AngleToFloat(LocalViewAngle & 0xFFFF0000)).Normalized180();
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DAngle delta = player->centering ? DAngle(0.) : AngleToFloat(int(LocalViewPitch & 0xFFFF0000));
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ViewPitch = clamp<DAngle>((iview->New.Angles.Pitch - delta).Normalized180(), player->MinPitch, player->MaxPitch);
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ViewRoll = iview->New.Angles.Roll.Normalized180();
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}
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else
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{
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ViewPitch = (iview->Old.Angles.Pitch + deltaangle(iview->Old.Angles.Pitch, iview->New.Angles.Pitch) * Frac).Normalized180();
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ViewAngle = (oviewangle + deltaangle(oviewangle, nviewangle) * Frac).Normalized180();
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ViewRoll = (iview->Old.Angles.Roll + deltaangle(iview->Old.Angles.Roll, iview->New.Angles.Roll) * Frac).Normalized180();
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}
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// Due to interpolation this is not necessarily the same as the sector the camera is in.
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viewsector = R_PointInSubsector(ViewPos)->sector;
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bool moved = false;
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while (!viewsector->PortalBlocksMovement(sector_t::ceiling))
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{
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if (ViewPos.Z > viewsector->GetPortalPlaneZ(sector_t::ceiling))
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{
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ViewPos += viewsector->GetPortalDisplacement(sector_t::ceiling);
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ViewActorPos += viewsector->GetPortalDisplacement(sector_t::ceiling);
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viewsector = R_PointInSubsector(ViewPos)->sector;
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moved = true;
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}
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else break;
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}
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if (!moved)
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{
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while (!viewsector->PortalBlocksMovement(sector_t::floor))
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{
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if (ViewPos.Z < viewsector->GetPortalPlaneZ(sector_t::floor))
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{
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ViewPos += viewsector->GetPortalDisplacement(sector_t::floor);
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ViewActorPos += viewsector->GetPortalDisplacement(sector_t::floor);
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viewsector = R_PointInSubsector(ViewPos)->sector;
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moved = true;
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}
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else break;
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}
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}
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}
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//==========================================================================
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//
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// R_ResetViewInterpolation
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//
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//==========================================================================
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void R_ResetViewInterpolation ()
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{
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InterpolationPath.Clear();
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NoInterpolateView = true;
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}
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//==========================================================================
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//
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// R_SetViewAngle
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//
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//==========================================================================
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void R_SetViewAngle ()
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{
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ViewSin = ViewAngle.Sin();
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ViewCos = ViewAngle.Cos();
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ViewTanSin = FocalTangent * ViewSin;
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ViewTanCos = FocalTangent * ViewCos;
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}
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//==========================================================================
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//
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// FindPastViewer
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//
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//==========================================================================
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static InterpolationViewer *FindPastViewer (AActor *actor)
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{
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for (unsigned int i = 0; i < PastViewers.Size(); ++i)
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|
{
|
|
if (PastViewers[i].ViewActor == actor)
|
|
{
|
|
return &PastViewers[i];
|
|
}
|
|
}
|
|
|
|
// Not found, so make a new one
|
|
InterpolationViewer iview;
|
|
memset(&iview, 0, sizeof(iview));
|
|
iview.ViewActor = actor;
|
|
iview.otic = -1;
|
|
InterpolationPath.Clear();
|
|
return &PastViewers[PastViewers.Push (iview)];
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_FreePastViewers
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_FreePastViewers ()
|
|
{
|
|
InterpolationPath.Clear();
|
|
PastViewers.Clear ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_ClearPastViewer
|
|
//
|
|
// If the actor changed in a non-interpolatable way, remove it.
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_ClearPastViewer (AActor *actor)
|
|
{
|
|
InterpolationPath.Clear();
|
|
for (unsigned int i = 0; i < PastViewers.Size(); ++i)
|
|
{
|
|
if (PastViewers[i].ViewActor == actor)
|
|
{
|
|
// Found it, so remove it.
|
|
if (i == PastViewers.Size())
|
|
{
|
|
PastViewers.Delete (i);
|
|
}
|
|
else
|
|
{
|
|
PastViewers.Pop (PastViewers[i]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_RebuildViewInterpolation
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_RebuildViewInterpolation(player_t *player)
|
|
{
|
|
if (player == NULL || player->camera == NULL)
|
|
return;
|
|
|
|
if (!NoInterpolateView)
|
|
return;
|
|
NoInterpolateView = false;
|
|
|
|
InterpolationViewer *iview = FindPastViewer(player->camera);
|
|
|
|
iview->Old = iview->New;
|
|
InterpolationPath.Clear();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_GetViewInterpolationStatus
|
|
//
|
|
//==========================================================================
|
|
|
|
bool R_GetViewInterpolationStatus()
|
|
{
|
|
return NoInterpolateView;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_ClearInterpolationPath
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_ClearInterpolationPath()
|
|
{
|
|
InterpolationPath.Clear();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_AddInterpolationPoint
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_AddInterpolationPoint(const DVector3a &vec)
|
|
{
|
|
InterpolationPath.Push(vec);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// QuakePower
|
|
//
|
|
//==========================================================================
|
|
|
|
static double QuakePower(double factor, double intensity, double offset)
|
|
{
|
|
double randumb;
|
|
if (intensity == 0)
|
|
{
|
|
randumb = 0;
|
|
}
|
|
else
|
|
{
|
|
randumb = pr_torchflicker.GenRand_Real2() * (intensity * 2) - intensity;
|
|
}
|
|
return factor * (offset + randumb);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_SetupFrame
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_SetupFrame (AActor *actor)
|
|
{
|
|
if (actor == NULL)
|
|
{
|
|
I_Error ("Tried to render from a NULL actor.");
|
|
}
|
|
|
|
player_t *player = actor->player;
|
|
unsigned int newblend;
|
|
InterpolationViewer *iview;
|
|
bool unlinked = false;
|
|
|
|
if (player != NULL && player->mo == actor)
|
|
{ // [RH] Use camera instead of viewplayer
|
|
camera = player->camera;
|
|
if (camera == NULL)
|
|
{
|
|
camera = player->camera = player->mo;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
camera = actor;
|
|
}
|
|
|
|
if (camera == NULL)
|
|
{
|
|
I_Error ("You lost your body. Bad dehacked work is likely to blame.");
|
|
}
|
|
|
|
iview = FindPastViewer (camera);
|
|
|
|
int nowtic = I_GetTime (false);
|
|
if (iview->otic != -1 && nowtic > iview->otic)
|
|
{
|
|
iview->otic = nowtic;
|
|
iview->Old = iview->New;
|
|
}
|
|
|
|
if (player != NULL && gamestate != GS_TITLELEVEL &&
|
|
((player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)))
|
|
{
|
|
sector_t *oldsector = R_PointInSubsector(iview->Old.Pos)->sector;
|
|
// [RH] Use chasecam view
|
|
DVector3 campos;
|
|
DAngle camangle;
|
|
P_AimCamera (camera, campos, camangle, viewsector, unlinked); // fixme: This needs to translate the angle, too.
|
|
iview->New.Pos = campos;
|
|
iview->New.Angles.Yaw = camangle;
|
|
|
|
r_showviewer = true;
|
|
// Interpolating this is a very complicated thing because nothing keeps track of the aim camera's movement, so whenever we detect a portal transition
|
|
// it's probably best to just reset the interpolation for this move.
|
|
// Note that this can still cause problems with unusually linked portals
|
|
if (viewsector->PortalGroup != oldsector->PortalGroup || (unlinked && ((iview->New.Pos.XY() - iview->Old.Pos.XY()).LengthSquared()) > 256*256))
|
|
{
|
|
iview->otic = nowtic;
|
|
iview->Old = iview->New;
|
|
r_NoInterpolate = true;
|
|
}
|
|
ViewActorPos = campos;
|
|
}
|
|
else
|
|
{
|
|
ViewActorPos = iview->New.Pos = { camera->Pos().XY(), camera->player ? camera->player->viewz : camera->Z() + camera->GetCameraHeight() };
|
|
viewsector = camera->Sector;
|
|
r_showviewer = false;
|
|
}
|
|
iview->New.Angles = camera->Angles;
|
|
if (camera->player != 0)
|
|
{
|
|
player = camera->player;
|
|
}
|
|
|
|
if (iview->otic == -1 || r_NoInterpolate)
|
|
{
|
|
R_ResetViewInterpolation ();
|
|
iview->otic = nowtic;
|
|
}
|
|
|
|
r_TicFracF = I_GetTimeFrac (&r_FrameTime);
|
|
if (cl_capfps || r_NoInterpolate)
|
|
{
|
|
r_TicFracF = 1.;
|
|
}
|
|
R_InterpolateView (player, r_TicFracF, iview);
|
|
|
|
R_SetViewAngle ();
|
|
|
|
interpolator.DoInterpolations (r_TicFracF);
|
|
|
|
// Keep the view within the sector's floor and ceiling
|
|
if (viewsector->PortalBlocksMovement(sector_t::ceiling))
|
|
{
|
|
double theZ = viewsector->ceilingplane.ZatPoint(ViewPos) - 4;
|
|
if (ViewPos.Z > theZ)
|
|
{
|
|
ViewPos.Z = theZ;
|
|
}
|
|
}
|
|
|
|
if (viewsector->PortalBlocksMovement(sector_t::floor))
|
|
{
|
|
double theZ = viewsector->floorplane.ZatPoint(ViewPos) + 4;
|
|
if (ViewPos.Z < theZ)
|
|
{
|
|
ViewPos.Z = theZ;
|
|
}
|
|
}
|
|
|
|
if (!paused)
|
|
{
|
|
FQuakeJiggers jiggers;
|
|
|
|
memset(&jiggers, 0, sizeof(jiggers));
|
|
if (DEarthquake::StaticGetQuakeIntensities(camera, jiggers) > 0)
|
|
{
|
|
double quakefactor = r_quakeintensity;
|
|
DAngle an;
|
|
|
|
if (jiggers.RollIntensity != 0 || jiggers.RollWave != 0)
|
|
{
|
|
ViewRoll += QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave);
|
|
}
|
|
if (jiggers.RelIntensity.X != 0 || jiggers.RelOffset.X != 0)
|
|
{
|
|
an = camera->Angles.Yaw;
|
|
double power = QuakePower(quakefactor, jiggers.RelIntensity.X, jiggers.RelOffset.X);
|
|
ViewPos += an.ToVector(power);
|
|
}
|
|
if (jiggers.RelIntensity.Y != 0 || jiggers.RelOffset.Y != 0)
|
|
{
|
|
an = camera->Angles.Yaw + 90;
|
|
double power = QuakePower(quakefactor, jiggers.RelIntensity.Y, jiggers.RelOffset.Y);
|
|
ViewPos += an.ToVector(power);
|
|
}
|
|
// FIXME: Relative Z is not relative
|
|
if (jiggers.RelIntensity.Z != 0 || jiggers.RelOffset.Z != 0)
|
|
{
|
|
ViewPos.Z += QuakePower(quakefactor, jiggers.RelIntensity.Z, jiggers.RelOffset.Z);
|
|
}
|
|
if (jiggers.Intensity.X != 0 || jiggers.Offset.X != 0)
|
|
{
|
|
ViewPos.X += QuakePower(quakefactor, jiggers.Intensity.X, jiggers.Offset.X);
|
|
}
|
|
if (jiggers.Intensity.Y != 0 || jiggers.Offset.Y != 0)
|
|
{
|
|
ViewPos.Y += QuakePower(quakefactor, jiggers.Intensity.Y, jiggers.Offset.Y);
|
|
}
|
|
if (jiggers.Intensity.Z != 0 || jiggers.Offset.Z != 0)
|
|
{
|
|
ViewPos.Z += QuakePower(quakefactor, jiggers.Intensity.Z, jiggers.Offset.Z);
|
|
}
|
|
}
|
|
}
|
|
|
|
extralight = camera->player ? camera->player->extralight : 0;
|
|
|
|
// killough 3/20/98, 4/4/98: select colormap based on player status
|
|
// [RH] Can also select a blend
|
|
newblend = 0;
|
|
|
|
TArray<lightlist_t> &lightlist = viewsector->e->XFloor.lightlist;
|
|
if (lightlist.Size() > 0)
|
|
{
|
|
for(unsigned int i = 0; i < lightlist.Size(); i++)
|
|
{
|
|
secplane_t *plane;
|
|
int viewside;
|
|
plane = (i < lightlist.Size()-1) ? &lightlist[i+1].plane : &viewsector->floorplane;
|
|
viewside = plane->PointOnSide(ViewPos);
|
|
// Reverse the direction of the test if the plane was downward facing.
|
|
// We want to know if the view is above it, whatever its orientation may be.
|
|
if (plane->fC() < 0)
|
|
viewside = -viewside;
|
|
if (viewside > 0)
|
|
{
|
|
// 3d floor 'fog' is rendered as a blending value
|
|
PalEntry blendv = lightlist[i].blend;
|
|
|
|
// If no alpha is set, use 50%
|
|
if (blendv.a==0 && blendv!=0) blendv.a=128;
|
|
newblend = blendv.d;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
const sector_t *s = viewsector->GetHeightSec();
|
|
if (s != NULL)
|
|
{
|
|
newblend = s->floorplane.PointOnSide(ViewPos) < 0
|
|
? s->bottommap
|
|
: s->ceilingplane.PointOnSide(ViewPos) < 0
|
|
? s->topmap
|
|
: s->midmap;
|
|
if (APART(newblend) == 0 && newblend >= numfakecmaps)
|
|
newblend = 0;
|
|
}
|
|
}
|
|
|
|
// [RH] Don't override testblend unless entering a sector with a
|
|
// blend different from the previous sector's. Same goes with
|
|
// NormalLight's maps pointer.
|
|
if (R_OldBlend != newblend)
|
|
{
|
|
R_OldBlend = newblend;
|
|
if (APART(newblend))
|
|
{
|
|
BaseBlendR = RPART(newblend);
|
|
BaseBlendG = GPART(newblend);
|
|
BaseBlendB = BPART(newblend);
|
|
BaseBlendA = APART(newblend) / 255.f;
|
|
NormalLight.Maps = realcolormaps.Maps;
|
|
}
|
|
else
|
|
{
|
|
NormalLight.Maps = realcolormaps.Maps + NUMCOLORMAPS*256*newblend;
|
|
BaseBlendR = BaseBlendG = BaseBlendB = 0;
|
|
BaseBlendA = 0.f;
|
|
}
|
|
}
|
|
|
|
validcount++;
|
|
|
|
if (r_clearbuffer != 0)
|
|
{
|
|
int color;
|
|
int hom = r_clearbuffer;
|
|
|
|
if (hom == 3)
|
|
{
|
|
hom = ((I_FPSTime() / 128) & 1) + 1;
|
|
}
|
|
if (hom == 1)
|
|
{
|
|
color = GPalette.BlackIndex;
|
|
}
|
|
else if (hom == 2)
|
|
{
|
|
color = GPalette.WhiteIndex;
|
|
}
|
|
else if (hom == 4)
|
|
{
|
|
color = (I_FPSTime() / 32) & 255;
|
|
}
|
|
else
|
|
{
|
|
color = pr_hom();
|
|
}
|
|
Renderer->SetClearColor(color);
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// FCanvasTextureInfo :: Add
|
|
//
|
|
// Assigns a camera to a canvas texture.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FCanvasTextureInfo::Add (AActor *viewpoint, FTextureID picnum, int fov)
|
|
{
|
|
FCanvasTextureInfo *probe;
|
|
FCanvasTexture *texture;
|
|
|
|
if (!picnum.isValid())
|
|
{
|
|
return;
|
|
}
|
|
texture = static_cast<FCanvasTexture *>(TexMan[picnum]);
|
|
if (!texture->bHasCanvas)
|
|
{
|
|
Printf ("%s is not a valid target for a camera\n", texture->Name.GetChars());
|
|
return;
|
|
}
|
|
|
|
// Is this texture already assigned to a camera?
|
|
for (probe = List; probe != NULL; probe = probe->Next)
|
|
{
|
|
if (probe->Texture == texture)
|
|
{
|
|
// Yes, change its assignment to this new camera
|
|
if (probe->Viewpoint != viewpoint || probe->FOV != fov)
|
|
{
|
|
texture->bFirstUpdate = true;
|
|
}
|
|
probe->Viewpoint = viewpoint;
|
|
probe->FOV = fov;
|
|
return;
|
|
}
|
|
}
|
|
// No, create a new assignment
|
|
probe = new FCanvasTextureInfo;
|
|
probe->Viewpoint = viewpoint;
|
|
probe->Texture = texture;
|
|
probe->PicNum = picnum;
|
|
probe->FOV = fov;
|
|
probe->Next = List;
|
|
texture->bFirstUpdate = true;
|
|
List = probe;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FCanvasTextureInfo :: UpdateAll
|
|
//
|
|
// Updates all canvas textures that were visible in the last frame.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FCanvasTextureInfo::UpdateAll ()
|
|
{
|
|
FCanvasTextureInfo *probe;
|
|
|
|
for (probe = List; probe != NULL; probe = probe->Next)
|
|
{
|
|
if (probe->Viewpoint != NULL && probe->Texture->bNeedsUpdate)
|
|
{
|
|
Renderer->RenderTextureView(probe->Texture, probe->Viewpoint, probe->FOV);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FCanvasTextureInfo :: EmptyList
|
|
//
|
|
// Removes all camera->texture assignments.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FCanvasTextureInfo::EmptyList ()
|
|
{
|
|
FCanvasTextureInfo *probe, *next;
|
|
|
|
for (probe = List; probe != NULL; probe = next)
|
|
{
|
|
next = probe->Next;
|
|
probe->Texture->Unload();
|
|
delete probe;
|
|
}
|
|
List = NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FCanvasTextureInfo :: Serialize
|
|
//
|
|
// Reads or writes the current set of mappings in an archive.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FCanvasTextureInfo::Serialize(FSerializer &arc)
|
|
{
|
|
if (arc.isWriting())
|
|
{
|
|
if (List != nullptr)
|
|
{
|
|
if (arc.BeginArray("canvastextures"))
|
|
{
|
|
FCanvasTextureInfo *probe;
|
|
|
|
for (probe = List; probe != nullptr; probe = probe->Next)
|
|
{
|
|
if (probe->Texture != nullptr && probe->Viewpoint != nullptr)
|
|
{
|
|
if (arc.BeginObject(nullptr))
|
|
{
|
|
arc("viewpoint", probe->Viewpoint)
|
|
("fov", probe->FOV)
|
|
("texture", probe->PicNum)
|
|
.EndObject();
|
|
}
|
|
}
|
|
}
|
|
arc.EndArray();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (arc.BeginArray("canvastextures"))
|
|
{
|
|
AActor *viewpoint;
|
|
int fov;
|
|
FTextureID picnum;
|
|
while (arc.BeginObject(nullptr))
|
|
{
|
|
arc("viewpoint", viewpoint)
|
|
("fov", fov)
|
|
("texture", picnum)
|
|
.EndObject();
|
|
Add(viewpoint, picnum, fov);
|
|
}
|
|
arc.EndArray();
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FCanvasTextureInfo :: Mark
|
|
//
|
|
// Marks all viewpoints in the list for the collector.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FCanvasTextureInfo::Mark()
|
|
{
|
|
for (FCanvasTextureInfo *probe = List; probe != NULL; probe = probe->Next)
|
|
{
|
|
GC::Mark(probe->Viewpoint);
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// CVAR transsouls
|
|
//
|
|
// How translucent things drawn with STYLE_SoulTrans are. Normally, only
|
|
// Lost Souls have this render style.
|
|
// Values less than 0.25 will automatically be set to
|
|
// 0.25 to ensure some degree of visibility. Likewise, values above 1.0 will
|
|
// be set to 1.0, because anything higher doesn't make sense.
|
|
//
|
|
//==========================================================================
|
|
|
|
CUSTOM_CVAR(Float, transsouls, 0.75f, CVAR_ARCHIVE)
|
|
{
|
|
if (self < 0.25f)
|
|
{
|
|
self = 0.25f;
|
|
}
|
|
else if (self > 1.f)
|
|
{
|
|
self = 1.f;
|
|
}
|
|
}
|