- move r_utility globals into r_viewpoint and r_viewwindow
- change r_utility functions to only work on FRenderViewpoint and FViewWindow
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75 changed files with 817 additions and 839 deletions
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@ -96,7 +96,7 @@ void FGLRenderer::DrawPSprite (player_t * player,DPSprite *psp, float sx, float
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tex->GetSpriteRect(&r);
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// calculate edges of the shape
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scalex = (320.0f / (240.0f * WidescreenRatio)) * vw / 320;
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scalex = (320.0f / (240.0f * r_viewwindow.WidescreenRatio)) * vw / 320;
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tx = sx - (160 - r.left);
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x1 = tx * scalex + vw/2;
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@ -201,6 +201,8 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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s3d::Stereo3DMode::getCurrentMode().AdjustPlayerSprites();
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AActor *camera = r_viewpoint.camera;
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// this is the same as the software renderer
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if (!player ||
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!r_drawplayersprites ||
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@ -212,7 +214,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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float bobx, boby, wx, wy;
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DPSprite *weapon;
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P_BobWeapon(camera->player, &bobx, &boby, r_TicFracF);
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P_BobWeapon(camera->player, &bobx, &boby, r_viewpoint.TicFrac);
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// Interpolate the main weapon layer once so as to be able to add it to other layers.
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if ((weapon = camera->player->FindPSprite(PSP_WEAPON)) != nullptr)
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@ -224,8 +226,8 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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}
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else
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{
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wx = weapon->oldx + (weapon->x - weapon->oldx) * r_TicFracF;
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wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF;
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wx = weapon->oldx + (weapon->x - weapon->oldx) * r_viewpoint.TicFrac;
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wy = weapon->oldy + (weapon->y - weapon->oldy) * r_viewpoint.TicFrac;
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}
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}
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else
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@ -257,11 +259,11 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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if (i<lightlist.Size()-1)
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{
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lightbottom=lightlist[i+1].plane.ZatPoint(ViewPos);
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lightbottom=lightlist[i+1].plane.ZatPoint(r_viewpoint.Pos);
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}
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else
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{
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lightbottom=viewsector->floorplane.ZatPoint(ViewPos);
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lightbottom=viewsector->floorplane.ZatPoint(r_viewpoint.Pos);
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}
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if (lightbottom<player->viewz)
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@ -427,8 +429,8 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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psp->oldy = psp->y;
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}
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float sx = psp->oldx + (psp->x - psp->oldx) * r_TicFracF;
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float sy = psp->oldy + (psp->y - psp->oldy) * r_TicFracF;
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float sx = psp->oldx + (psp->x - psp->oldx) * r_viewpoint.TicFrac;
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float sy = psp->oldy + (psp->y - psp->oldy) * r_viewpoint.TicFrac;
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if (psp->Flags & PSPF_ADDBOB)
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{
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