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Add custom FOV support for HUD model definitions with the 'fov' DEF token (in build angles). Also adds an r_pr_overridehud cvar in order to preview DEF token changes in-game using the r_pr_hud* cvars.
git-svn-id: https://svn.eduke32.com/eduke32@1814 1a8010ca-5511-0410-912e-c29ae57300e0
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219c136f24
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7 changed files with 77 additions and 19 deletions
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@ -698,7 +698,7 @@ static inline int32_t md_tilehasmodel(int32_t tilenume,int32_t pal)
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int32_t md_defineframe(int32_t modelid, const char *framename, int32_t tilenume, int32_t skinnum, float smoothduration, int32_t pal);
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int32_t md_defineanimation(int32_t modelid, const char *framestart, const char *frameend, int32_t fps, int32_t flags);
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int32_t md_defineskin(int32_t modelid, const char *skinfn, int32_t palnum, int32_t skinnum, int32_t surfnum, float param, float specpower, float specfactor);
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int32_t md_definehud (int32_t modelid, int32_t tilex, double xadd, double yadd, double zadd, double angadd, int32_t flags);
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int32_t md_definehud (int32_t modelid, int32_t tilex, double xadd, double yadd, double zadd, double angadd, int32_t flags, int32_t fov);
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int32_t md_undefinetile(int32_t tile);
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int32_t md_undefinemodel(int32_t modelid);
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@ -231,9 +231,9 @@ void freeallmodels(void);
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void clearskins(void);
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int32_t mddraw(spritetype *tspr);
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typedef struct { float xadd, yadd, zadd; int16_t angadd, flags; } hudtyp;
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typedef struct { float xadd, yadd, zadd; int16_t angadd, flags, fov; } hudtyp;
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EXTERN hudtyp hudmem[2][MAXTILES]; //~320KB ... ok for now ... could replace with dynamic alloc
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EXTERN hudtyp hudmem[2][MAXTILES];
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EXTERN int32_t mdpause;
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EXTERN int32_t nummodelsalloced, nextmodelid;
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@ -53,6 +53,12 @@ extern int32_t pr_overridespecular;
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extern float pr_specularpower;
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extern float pr_specularfactor;
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extern int32_t pr_highpalookups;
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extern int32_t pr_overridehud;
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extern float pr_hudxadd;
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extern float pr_hudyadd;
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extern float pr_hudzadd;
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extern int32_t pr_hudangadd;
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extern int32_t pr_hudfov;
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extern int32_t pr_ati_fboworkaround;
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extern int32_t pr_ati_nodepthoffset;
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#ifdef __APPLE__
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@ -283,6 +289,7 @@ typedef struct s_pranimatespritesinfo {
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// EXTERNAL FUNCTIONS
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int32_t polymer_init(void);
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void polymer_uninit(void);
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void polymer_setaspect(int32_t);
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void polymer_glinit(void);
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void polymer_resetlights(void);
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void polymer_loadboard(void);
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@ -58,6 +58,7 @@ enum scripttoken_t
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T_YADD,
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T_ZADD,
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T_ANGADD,
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T_FOV,
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T_FLIPPED,
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T_HIDE,
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T_NOBOB,
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@ -1199,7 +1200,7 @@ static int32_t defsparser(scriptfile *script)
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{
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char *hudtokptr = script->ltextptr;
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char happy=1, *frameend;
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int32_t ftilenume = -1, ltilenume = -1, tilex = 0, flags = 0;
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int32_t ftilenume = -1, ltilenume = -1, tilex = 0, flags = 0, fov = -1;
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double xadd = 0.0, yadd = 0.0, zadd = 0.0, angadd = 0.0;
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static const tokenlist modelhudtokens[] =
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@ -1211,6 +1212,7 @@ static int32_t defsparser(scriptfile *script)
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{ "yadd", T_YADD },
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{ "zadd", T_ZADD },
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{ "angadd", T_ANGADD },
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{ "fov", T_FOV },
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{ "hide", T_HIDE },
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{ "nobob", T_NOBOB },
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{ "flipped",T_FLIPPED},
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@ -1236,6 +1238,8 @@ static int32_t defsparser(scriptfile *script)
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scriptfile_getdouble(script,&zadd); break;
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case T_ANGADD:
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scriptfile_getdouble(script,&angadd); break;
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case T_FOV:
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scriptfile_getsymbol(script,&fov); break;
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case T_HIDE:
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flags |= 1; break;
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case T_NOBOB:
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@ -1267,7 +1271,7 @@ static int32_t defsparser(scriptfile *script)
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#if defined(POLYMOST) && defined(USE_OPENGL)
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for (tilex = ftilenume; tilex <= ltilenume && happy; tilex++)
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{
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switch (md_definehud(lastmodelid, tilex, xadd, yadd, zadd, angadd, flags))
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switch (md_definehud(lastmodelid, tilex, xadd, yadd, zadd, angadd, flags, fov))
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{
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case 0:
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break;
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@ -372,7 +372,7 @@ int32_t md_defineskin(int32_t modelid, const char *skinfn, int32_t palnum, int32
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return 0;
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}
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int32_t md_definehud(int32_t modelid, int32_t tilex, double xadd, double yadd, double zadd, double angadd, int32_t flags)
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int32_t md_definehud(int32_t modelid, int32_t tilex, double xadd, double yadd, double zadd, double angadd, int32_t flags, int32_t fov)
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{
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if (!mdinited) mdinit();
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@ -384,6 +384,7 @@ int32_t md_definehud(int32_t modelid, int32_t tilex, double xadd, double yadd, d
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hudmem[(flags>>2)&1][tilex].zadd = zadd;
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hudmem[(flags>>2)&1][tilex].angadd = ((int16_t)angadd)|2048;
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hudmem[(flags>>2)&1][tilex].flags = (int16_t)flags;
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hudmem[(flags>>2)&1][tilex].fov = (int16_t)fov;
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return 0;
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}
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@ -31,6 +31,12 @@ int32_t pr_overridespecular = 0;
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float pr_specularpower = 15.0f;
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float pr_specularfactor = 1.0f;
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int32_t pr_highpalookups = 1;
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int32_t pr_overridehud = 0;
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float pr_hudxadd = 0.0f;
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float pr_hudyadd = 0.0f;
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float pr_hudzadd = 0.0f;
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int32_t pr_hudangadd = 0;
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int32_t pr_hudfov = 426;
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int32_t pr_ati_fboworkaround = 0;
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int32_t pr_ati_nodepthoffset = 0;
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#ifdef __APPLE__
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@ -746,10 +752,23 @@ void polymer_uninit(void)
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}
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}
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void polymer_glinit(void)
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void polymer_setaspect(int32_t ang)
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{
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float aspect;
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if (pr_customaspect != 0.0f)
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aspect = pr_customaspect;
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else
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aspect = (float)(windowx2-windowx1+1) /
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(float)(windowy2-windowy1+1);
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bglMatrixMode(GL_PROJECTION);
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bglLoadIdentity();
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bgluPerspective((float)(ang) / (2048.0f / 360.0f), aspect, 0.01f, 100.0f);
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}
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void polymer_glinit(void)
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{
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bglClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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bglClearStencil(0);
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bglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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@ -757,8 +776,6 @@ void polymer_glinit(void)
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// texturing
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bglEnable(GL_TEXTURE_2D);
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bglTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
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bglTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
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bglEnable(GL_DEPTH_TEST);
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bglDepthFunc(GL_LEQUAL);
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@ -770,16 +787,8 @@ void polymer_glinit(void)
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bglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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else
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bglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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if (pr_customaspect != 0.0f)
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aspect = pr_customaspect;
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else
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aspect = (float)(windowx2-windowx1+1) /
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(float)(windowy2-windowy1+1);
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bglMatrixMode(GL_PROJECTION);
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bglLoadIdentity();
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bgluPerspective((float)(pr_fov) / (2048.0f / 360.0f), aspect, 0.01f, 100.0f);
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polymer_setaspect(pr_fov);
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bglMatrixMode(GL_MODELVIEW);
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bglLoadIdentity();
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@ -5279,6 +5279,15 @@ void polymost_dorotatesprite(int32_t sx, int32_t sy, int32_t z, int16_t a, int16
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x1 = hudmem[(dastat&4)>>2][picnum].xadd;
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y1 = hudmem[(dastat&4)>>2][picnum].yadd;
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z1 = hudmem[(dastat&4)>>2][picnum].zadd;
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#ifdef POLYMER
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if (pr_overridehud) {
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x1 = pr_hudxadd;
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y1 = pr_hudyadd;
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z1 = pr_hudzadd;
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}
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#endif
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if (!(hudmem[(dastat&4)>>2][picnum].flags&2)) //"NOBOB" is specified in DEF
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{
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fx = ((double)sx)*(1.0/65536.0);
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@ -5312,6 +5321,12 @@ void polymost_dorotatesprite(int32_t sx, int32_t sy, int32_t z, int16_t a, int16
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}
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tspr.ang = hudmem[(dastat&4)>>2][picnum].angadd+globalang;
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#ifdef POLYMER
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if (pr_overridehud) {
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tspr.ang = pr_hudangadd + globalang;
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}
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#endif
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if (dastat&4) { x1 = -x1; y1 = -y1; }
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// In Polymost, we don't care if the model is very big
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@ -5389,6 +5404,8 @@ void polymost_dorotatesprite(int32_t sx, int32_t sy, int32_t z, int16_t a, int16
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# ifdef POLYMER
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else
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{
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int32_t fov;
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tspriteptr[MAXSPRITESONSCREEN] = &tspr;
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bglEnable(GL_ALPHA_TEST);
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@ -5396,8 +5413,22 @@ void polymost_dorotatesprite(int32_t sx, int32_t sy, int32_t z, int16_t a, int16
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spriteext[tspr.owner].roll = a;
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spriteext[tspr.owner].zoff = z;
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fov = hudmem[(dastat&4)>>2][picnum].fov;
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if (fov == -1) {
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fov = pr_fov;
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}
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if (pr_overridehud) {
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fov = pr_hudfov;
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}
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polymer_setaspect(fov);
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polymer_drawsprite(MAXSPRITESONSCREEN);
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polymer_setaspect(pr_fov);
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spriteext[tspr.owner].zoff = 0;
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spriteext[tspr.owner].roll = 0;
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@ -6245,6 +6276,12 @@ void polymost_initosdfuncs(void)
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{ "r_pr_specularpower", "r_pr_specularpower: overriden specular material power", (void *) &pr_specularpower, CVAR_FLOAT | CVAR_NOSAVE, -10, 1000 },
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{ "r_pr_specularfactor", "r_pr_specularfactor: overriden specular material factor", (void *) &pr_specularfactor, CVAR_FLOAT | CVAR_NOSAVE, -10, 1000 },
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{ "r_pr_highpalookups", "r_pr_highpalookups: enable/disable highpalookups", (void *) &pr_highpalookups, CVAR_BOOL, 0, 1 },
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{ "r_pr_overridehud", "r_pr_overridehud: overrides hud model parameters with values from the pr_hud* cvars; use it to fine-tune DEF tokens", (void *) &pr_overridehud, CVAR_BOOL | CVAR_NOSAVE, 0, 1 },
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{ "r_pr_hudxadd", "r_pr_hudxadd: overriden HUD xadd; see r_pr_overridehud", (void *) &pr_hudxadd, CVAR_FLOAT | CVAR_NOSAVE, -100, 100 },
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{ "r_pr_hudyadd", "r_pr_hudyadd: overriden HUD yadd; see r_pr_overridehud", (void *) &pr_hudyadd, CVAR_FLOAT | CVAR_NOSAVE, -100, 100 },
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{ "r_pr_hudzadd", "r_pr_hudzadd: overriden HUD zadd; see r_pr_overridehud", (void *) &pr_hudzadd, CVAR_FLOAT | CVAR_NOSAVE, -100, 100 },
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{ "r_pr_hudangadd", "r_pr_hudangadd: overriden HUD angadd; see r_pr_overridehud", (void *) &pr_hudangadd, CVAR_INT | CVAR_NOSAVE, -512, 512 },
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{ "r_pr_hudfov", "r_pr_hudfov: overriden HUD fov; see r_pr_overridehud", (void *) &pr_hudfov, CVAR_INT | CVAR_NOSAVE, 0, 1023 },
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{ "r_pr_ati_fboworkaround", "r_pr_ati_fboworkaround: enable this to workaround an ATI driver bug that causes sprite shadows to be square - you need to restart the renderer for it to take effect", (void *) &pr_ati_fboworkaround, CVAR_BOOL | CVAR_NOSAVE, 0, 1 },
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{ "r_pr_ati_nodepthoffset", "r_pr_ati_nodepthoffset: enable this to workaround an ATI driver bug that causes sprite drawing to freeze the game on Radeon X1x00 hardware - you need to restart the renderer for it to take effect", (void *) &pr_ati_nodepthoffset, CVAR_BOOL | CVAR_NOSAVE, 0, 1 },
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#endif
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