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Added pr_billboarding mode to control whether face sprites look like classic (and clip into walls) or if they look like polymost (and suck cock).
git-svn-id: https://svn.eduke32.com/eduke32@692 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 14 additions and 3 deletions
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@ -44,7 +44,7 @@
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// CVARS
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// CVARS
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extern int pr_occlusionculling;
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extern int pr_occlusionculling;
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extern int pr_fov;
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extern int pr_fov;
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extern int pr_showportals;
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extern int pr_billboardingmode;
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extern int pr_verbosity;
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extern int pr_verbosity;
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extern int pr_wireframe;
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extern int pr_wireframe;
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@ -7,7 +7,7 @@
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// CVARS
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// CVARS
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int pr_occlusionculling = 1;
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int pr_occlusionculling = 1;
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int pr_fov = 426; // appears to be the classic setting.
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int pr_fov = 426; // appears to be the classic setting.
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int pr_showportals = 0;
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int pr_billboardingmode = 0;
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int pr_verbosity = 1; // 0: silent, 1: errors and one-times, 2: multiple-times, 3: flood
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int pr_verbosity = 1; // 0: silent, 1: errors and one-times, 2: multiple-times, 3: flood
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int pr_wireframe = 0;
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int pr_wireframe = 0;
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@ -65,6 +65,8 @@ GLdouble tempvertice[3];
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short cursky;
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short cursky;
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short viewangle;
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// EXTERNAL FUNCTIONS
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// EXTERNAL FUNCTIONS
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int polymer_init(void)
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int polymer_init(void)
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{
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{
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@ -206,6 +208,8 @@ void polymer_drawrooms(int daposx, int daposy, int daposz, short
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if (pr_verbosity >= 3) OSD_Printf("PR : Drawing rooms...\n");
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if (pr_verbosity >= 3) OSD_Printf("PR : Drawing rooms...\n");
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viewangle = daang;
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ang = (float)(daang) / (2048.0f / 360.0f);
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ang = (float)(daang) / (2048.0f / 360.0f);
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horizang = (float)(100 - dahoriz) / (512.0f / 180.0f);
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horizang = (float)(100 - dahoriz) / (512.0f / 180.0f);
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tiltang = (gtang * 90.0f);
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tiltang = (gtang * 90.0f);
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@ -545,6 +549,13 @@ void polymer_drawsprite(int snum)
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curspritedata = vertsprite;
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curspritedata = vertsprite;
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if (pr_billboardingmode && !((tspr->cstat>>4) & 3))
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{
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// do surgery on the face tspr to make it look like a wall sprite
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tspr->cstat |= 16;
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tspr->ang = (viewangle + 1024) & 2047;
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}
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switch ((tspr->cstat>>4) & 3)
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switch ((tspr->cstat>>4) & 3)
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{
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{
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case 0:
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case 0:
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@ -697,7 +697,7 @@ cvar[] =
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// polymer cvars
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// polymer cvars
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{ "pr_occlusionculling", "pr_occlusionculling: insert description that noone will ever read", (void*)&pr_occlusionculling, CVAR_INT, 0, 0, 512 },
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{ "pr_occlusionculling", "pr_occlusionculling: insert description that noone will ever read", (void*)&pr_occlusionculling, CVAR_INT, 0, 0, 512 },
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{ "pr_fov", "pr_fov: sets the field of vision in build angle", (void*)&pr_fov, CVAR_INT, 0, 0, 1023},
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{ "pr_fov", "pr_fov: sets the field of vision in build angle", (void*)&pr_fov, CVAR_INT, 0, 0, 1023},
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{ "pr_showportals", "pr_showportals: toggles frustum culling (recommended)", (void*)&pr_showportals, CVAR_INT, 0, 0, 1 },
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{ "pr_billboardingmode", "pr_billboardingmode: face sprite display method. 0: classic mode; 1: polymost mode", (void*)&pr_billboardingmode, CVAR_INT, 0, 0, 1 },
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{ "pr_verbosity", "pr_verbosity: verbosity level of the polymer renderer", (void*)&pr_verbosity, CVAR_INT, 0, 0, 3 },
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{ "pr_verbosity", "pr_verbosity: verbosity level of the polymer renderer", (void*)&pr_verbosity, CVAR_INT, 0, 0, 3 },
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{ "pr_wireframe", "pr_wireframe: toggles wireframe mode", (void*)&pr_wireframe, CVAR_INT, 0, 0, 1 },
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{ "pr_wireframe", "pr_wireframe: toggles wireframe mode", (void*)&pr_wireframe, CVAR_INT, 0, 0, 1 },
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#endif
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#endif
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