- move r_utility globals into r_viewpoint and r_viewwindow

- change r_utility functions to only work on FRenderViewpoint and FViewWindow
This commit is contained in:
Magnus Norddahl 2017-03-11 23:28:07 +01:00
commit 0c9014b984
75 changed files with 817 additions and 839 deletions

View file

@ -106,46 +106,43 @@ int viewwindowy;
int viewwidth;
int viewheight;
DVector3 ViewPos;
DVector3 ViewActorPos; // the actual position of the viewing actor, without interpolation and quake offsets.
DAngle ViewAngle;
DAngle ViewPitch;
DAngle ViewRoll;
DVector3 ViewPath[2];
double ViewCos, ViewTanCos;
double ViewSin, ViewTanSin;
FRenderViewpoint::FRenderViewpoint()
{
player = nullptr;
Pos = { 0.0, 0.0, 0.0 };
ActorPos = { 0.0, 0.0, 0.0 };
Angles = { 0.0, 0.0, 0.0 };
Path[0] = { 0.0, 0.0, 0.0 };
Path[1] = { 0.0, 0.0, 0.0 };
Cos = 0.0;
Sin = 0.0;
TanCos = 0.0;
TanSin = 0.0;
camera = nullptr;
sector = nullptr;
FieldOfView = 90.; // Angles in the SCREENWIDTH wide window
TicFrac = 0.0;
FrameTime = 0;
extralight = 0;
showviewer = false;
}
int centerx;
int centery;
int centerxwide;
FRenderViewpoint r_viewpoint;
FViewWindow r_viewwindow;
int otic;
sector_t *viewsector;
AActor *camera; // [RH] camera to draw from. doesn't have to be a player
double r_TicFracF; // same as floating point
uint32_t r_FrameTime; // [RH] Time this frame started drawing (in ms)
bool r_NoInterpolate;
bool r_showviewer;
angle_t LocalViewAngle;
int LocalViewPitch;
bool LocalKeyboardTurner;
float WidescreenRatio;
int setblocks;
int extralight;
bool setsizeneeded;
double FocalTangent;
unsigned int R_OldBlend = ~0;
int validcount = 1; // increment every time a check is made
DAngle FieldOfView = 90.; // Angles in the SCREENWIDTH wide window
FCanvasTextureInfo *FCanvasTextureInfo::List;
DVector3a view;
@ -163,14 +160,14 @@ static void R_Shutdown ();
//
//==========================================================================
void R_SetFOV (DAngle fov)
void R_SetFOV (FRenderViewpoint &viewpoint, DAngle fov)
{
if (fov < 5.) fov = 5.;
else if (fov > 170.) fov = 170.;
if (fov != FieldOfView)
if (fov != viewpoint.FieldOfView)
{
FieldOfView = fov;
viewpoint.FieldOfView = fov;
setsizeneeded = true;
}
}
@ -196,7 +193,7 @@ void R_SetViewSize (int blocks)
//
//==========================================================================
void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, bool renderingToCanvas)
void R_SetWindow (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, int windowSize, int fullWidth, int fullHeight, int stHeight, bool renderingToCanvas)
{
if (windowSize >= 11)
{
@ -218,11 +215,11 @@ void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, b
if (renderingToCanvas)
{
WidescreenRatio = fullWidth / (float)fullHeight;
viewwindow.WidescreenRatio = fullWidth / (float)fullHeight;
}
else
{
WidescreenRatio = ActiveRatio(fullWidth, fullHeight);
viewwindow.WidescreenRatio = ActiveRatio(fullWidth, fullHeight);
}
DrawFSHUD = (windowSize == 11);
@ -230,28 +227,28 @@ void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, b
// [RH] Sky height fix for screens not 200 (or 240) pixels tall
R_InitSkyMap ();
centery = viewheight/2;
centerx = viewwidth/2;
if (AspectTallerThanWide(WidescreenRatio))
viewwindow.centery = viewheight/2;
viewwindow.centerx = viewwidth/2;
if (AspectTallerThanWide(viewwindow.WidescreenRatio))
{
centerxwide = centerx;
viewwindow.centerxwide = viewwindow.centerx;
}
else
{
centerxwide = centerx * AspectMultiplier(WidescreenRatio) / 48;
viewwindow.centerxwide = viewwindow.centerx * AspectMultiplier(viewwindow.WidescreenRatio) / 48;
}
DAngle fov = FieldOfView;
DAngle fov = viewpoint.FieldOfView;
// For widescreen displays, increase the FOV so that the middle part of the
// screen that would be visible on a 4:3 display has the requested FOV.
if (centerxwide != centerx)
if (viewwindow.centerxwide != viewwindow.centerx)
{ // centerxwide is what centerx would be if the display was not widescreen
fov = DAngle::ToDegrees(2 * atan(centerx * tan(fov.Radians()/2) / double(centerxwide)));
fov = DAngle::ToDegrees(2 * atan(viewwindow.centerx * tan(fov.Radians()/2) / double(viewwindow.centerxwide)));
if (fov > 170.) fov = 170.;
}
FocalTangent = tan(fov.Radians() / 2);
viewwindow.FocalTangent = tan(fov.Radians() / 2);
}
//==========================================================================
@ -260,12 +257,12 @@ void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, b
//
//==========================================================================
void R_ExecuteSetViewSize ()
void R_ExecuteSetViewSize (FRenderViewpoint &viewpoint, FViewWindow &viewwindow)
{
setsizeneeded = false;
V_SetBorderNeedRefresh();
R_SetWindow (setblocks, SCREENWIDTH, SCREENHEIGHT, gST_Y);
R_SetWindow (viewpoint, viewwindow, setblocks, SCREENWIDTH, SCREENHEIGHT, gST_Y);
// Handle resize, e.g. smaller view windows with border and/or status bar.
viewwindowx = (screen->GetWidth() - viewwidth) >> 1;
@ -361,7 +358,7 @@ static void R_Shutdown ()
//CVAR (Int, tf, 0, 0)
EXTERN_CVAR (Bool, cl_noprediction)
void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *iview)
void R_InterpolateView (FRenderViewpoint &viewpoint, player_t *player, double Frac, InterpolationViewer *iview)
{
if (NoInterpolateView)
{
@ -384,7 +381,7 @@ void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *ivie
// What needs be done is to store the portal transitions of the camera actor as waypoints
// and then find out on which part of the path the current view lies.
// Needless to say, this doesn't work for chasecam mode.
if (!r_showviewer)
if (!viewpoint.showviewer)
{
double pathlen = 0;
double zdiff = 0;
@ -426,34 +423,34 @@ void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *ivie
oviewangle += adiff;
nviewangle -= totaladiff - adiff;
DVector2 viewpos = start.pos + (fragfrac * (end.pos - start.pos));
ViewPos = { viewpos, oviewz + Frac * (nviewz - oviewz) };
viewpoint.Pos = { viewpos, oviewz + Frac * (nviewz - oviewz) };
break;
}
}
InterpolationPath.Pop();
ViewPath[0] = iview->Old.Pos;
ViewPath[1] = ViewPath[0] + (InterpolationPath[0].pos - ViewPath[0]).XY().MakeResize(pathlen);
viewpoint.Path[0] = iview->Old.Pos;
viewpoint.Path[1] = viewpoint.Path[0] + (InterpolationPath[0].pos - viewpoint.Path[0]).XY().MakeResize(pathlen);
}
}
else
{
DVector2 disp = Displacements.getOffset(oldgroup, newgroup);
ViewPos = iview->Old.Pos + (iview->New.Pos - iview->Old.Pos - disp) * Frac;
ViewPath[0] = ViewPath[1] = iview->New.Pos;
viewpoint.Pos = iview->Old.Pos + (iview->New.Pos - iview->Old.Pos - disp) * Frac;
viewpoint.Path[0] = viewpoint.Path[1] = iview->New.Pos;
}
}
else
{
ViewPos = iview->New.Pos;
ViewPath[0] = ViewPath[1] = iview->New.Pos;
viewpoint.Pos = iview->New.Pos;
viewpoint.Path[0] = viewpoint.Path[1] = iview->New.Pos;
}
if (player != NULL &&
!(player->cheats & CF_INTERPVIEW) &&
player - players == consoleplayer &&
camera == player->mo &&
viewpoint.camera == player->mo &&
!demoplayback &&
iview->New.Pos.X == camera->X() &&
iview->New.Pos.Y == camera->Y() &&
iview->New.Pos.X == viewpoint.camera->X() &&
iview->New.Pos.Y == viewpoint.camera->Y() &&
!(player->cheats & (CF_TOTALLYFROZEN|CF_FROZEN)) &&
player->playerstate == PST_LIVE &&
player->mo->reactiontime == 0 &&
@ -462,41 +459,41 @@ void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *ivie
(!netgame || !cl_noprediction) &&
!LocalKeyboardTurner)
{
ViewAngle = (nviewangle + AngleToFloat(LocalViewAngle & 0xFFFF0000)).Normalized180();
viewpoint.Angles.Yaw = (nviewangle + AngleToFloat(LocalViewAngle & 0xFFFF0000)).Normalized180();
DAngle delta = player->centering ? DAngle(0.) : AngleToFloat(int(LocalViewPitch & 0xFFFF0000));
ViewPitch = clamp<DAngle>((iview->New.Angles.Pitch - delta).Normalized180(), player->MinPitch, player->MaxPitch);
ViewRoll = iview->New.Angles.Roll.Normalized180();
viewpoint.Angles.Pitch = clamp<DAngle>((iview->New.Angles.Pitch - delta).Normalized180(), player->MinPitch, player->MaxPitch);
viewpoint.Angles.Roll = iview->New.Angles.Roll.Normalized180();
}
else
{
ViewPitch = (iview->Old.Angles.Pitch + deltaangle(iview->Old.Angles.Pitch, iview->New.Angles.Pitch) * Frac).Normalized180();
ViewAngle = (oviewangle + deltaangle(oviewangle, nviewangle) * Frac).Normalized180();
ViewRoll = (iview->Old.Angles.Roll + deltaangle(iview->Old.Angles.Roll, iview->New.Angles.Roll) * Frac).Normalized180();
viewpoint.Angles.Pitch = (iview->Old.Angles.Pitch + deltaangle(iview->Old.Angles.Pitch, iview->New.Angles.Pitch) * Frac).Normalized180();
viewpoint.Angles.Yaw = (oviewangle + deltaangle(oviewangle, nviewangle) * Frac).Normalized180();
viewpoint.Angles.Roll = (iview->Old.Angles.Roll + deltaangle(iview->Old.Angles.Roll, iview->New.Angles.Roll) * Frac).Normalized180();
}
// Due to interpolation this is not necessarily the same as the sector the camera is in.
viewsector = R_PointInSubsector(ViewPos)->sector;
viewpoint.sector = R_PointInSubsector(viewpoint.Pos)->sector;
bool moved = false;
while (!viewsector->PortalBlocksMovement(sector_t::ceiling))
while (!viewpoint.sector->PortalBlocksMovement(sector_t::ceiling))
{
if (ViewPos.Z > viewsector->GetPortalPlaneZ(sector_t::ceiling))
if (viewpoint.Pos.Z > viewpoint.sector->GetPortalPlaneZ(sector_t::ceiling))
{
ViewPos += viewsector->GetPortalDisplacement(sector_t::ceiling);
ViewActorPos += viewsector->GetPortalDisplacement(sector_t::ceiling);
viewsector = R_PointInSubsector(ViewPos)->sector;
viewpoint.Pos += viewpoint.sector->GetPortalDisplacement(sector_t::ceiling);
viewpoint.ActorPos += viewpoint.sector->GetPortalDisplacement(sector_t::ceiling);
viewpoint.sector = R_PointInSubsector(viewpoint.Pos)->sector;
moved = true;
}
else break;
}
if (!moved)
{
while (!viewsector->PortalBlocksMovement(sector_t::floor))
while (!viewpoint.sector->PortalBlocksMovement(sector_t::floor))
{
if (ViewPos.Z < viewsector->GetPortalPlaneZ(sector_t::floor))
if (viewpoint.Pos.Z < viewpoint.sector->GetPortalPlaneZ(sector_t::floor))
{
ViewPos += viewsector->GetPortalDisplacement(sector_t::floor);
ViewActorPos += viewsector->GetPortalDisplacement(sector_t::floor);
viewsector = R_PointInSubsector(ViewPos)->sector;
viewpoint.Pos += viewpoint.sector->GetPortalDisplacement(sector_t::floor);
viewpoint.ActorPos += viewpoint.sector->GetPortalDisplacement(sector_t::floor);
viewpoint.sector = R_PointInSubsector(viewpoint.Pos)->sector;
moved = true;
}
else break;
@ -522,13 +519,13 @@ void R_ResetViewInterpolation ()
//
//==========================================================================
void R_SetViewAngle ()
void R_SetViewAngle (FRenderViewpoint &viewpoint, const FViewWindow &viewwindow)
{
ViewSin = ViewAngle.Sin();
ViewCos = ViewAngle.Cos();
viewpoint.Sin = viewpoint.Angles.Yaw.Sin();
viewpoint.Cos = viewpoint.Angles.Yaw.Cos();
ViewTanSin = FocalTangent * ViewSin;
ViewTanCos = FocalTangent * ViewCos;
viewpoint.TanSin = viewwindow.FocalTangent * viewpoint.Sin;
viewpoint.TanCos = viewwindow.FocalTangent * viewpoint.Cos;
}
//==========================================================================
@ -677,7 +674,7 @@ static double QuakePower(double factor, double intensity, double offset)
//
//==========================================================================
void R_SetupFrame (AActor *actor)
void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor *actor)
{
if (actor == NULL)
{
@ -691,23 +688,23 @@ void R_SetupFrame (AActor *actor)
if (player != NULL && player->mo == actor)
{ // [RH] Use camera instead of viewplayer
camera = player->camera;
if (camera == NULL)
viewpoint.camera = player->camera;
if (viewpoint.camera == NULL)
{
camera = player->camera = player->mo;
viewpoint.camera = player->camera = player->mo;
}
}
else
{
camera = actor;
viewpoint.camera = actor;
}
if (camera == NULL)
if (viewpoint.camera == NULL)
{
I_Error ("You lost your body. Bad dehacked work is likely to blame.");
}
iview = FindPastViewer (camera);
iview = FindPastViewer (viewpoint.camera);
int nowtic = I_GetTime (false);
if (iview->otic != -1 && nowtic > iview->otic)
@ -717,38 +714,38 @@ void R_SetupFrame (AActor *actor)
}
if (player != NULL && gamestate != GS_TITLELEVEL &&
((player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)))
((player->cheats & CF_CHASECAM) || (r_deathcamera && viewpoint.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.
P_AimCamera (viewpoint.camera, campos, camangle, viewpoint.sector, unlinked); // fixme: This needs to translate the angle, too.
iview->New.Pos = campos;
iview->New.Angles.Yaw = camangle;
r_showviewer = true;
viewpoint.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))
if (viewpoint.sector->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;
viewpoint.ActorPos = campos;
}
else
{
ViewActorPos = iview->New.Pos = { camera->Pos().XY(), camera->player ? camera->player->viewz : camera->Z() + camera->GetCameraHeight() };
viewsector = camera->Sector;
r_showviewer = false;
viewpoint.ActorPos = iview->New.Pos = { viewpoint.camera->Pos().XY(), viewpoint.camera->player ? viewpoint.camera->player->viewz : viewpoint.camera->Z() + viewpoint.camera->GetCameraHeight() };
viewpoint.sector = viewpoint.camera->Sector;
viewpoint.showviewer = false;
}
iview->New.Angles = camera->Angles;
if (camera->player != 0)
iview->New.Angles = viewpoint.camera->Angles;
if (viewpoint.camera->player != 0)
{
player = camera->player;
player = viewpoint.camera->player;
}
if (iview->otic == -1 || r_NoInterpolate)
@ -757,33 +754,33 @@ void R_SetupFrame (AActor *actor)
iview->otic = nowtic;
}
r_TicFracF = I_GetTimeFrac (&r_FrameTime);
viewpoint.TicFrac = I_GetTimeFrac (&viewpoint.FrameTime);
if (cl_capfps || r_NoInterpolate)
{
r_TicFracF = 1.;
viewpoint.TicFrac = 1.;
}
R_InterpolateView (player, r_TicFracF, iview);
R_InterpolateView (viewpoint, player, viewpoint.TicFrac, iview);
R_SetViewAngle ();
R_SetViewAngle (viewpoint, viewwindow);
interpolator.DoInterpolations (r_TicFracF);
interpolator.DoInterpolations (viewpoint.TicFrac);
// Keep the view within the sector's floor and ceiling
if (viewsector->PortalBlocksMovement(sector_t::ceiling))
if (viewpoint.sector->PortalBlocksMovement(sector_t::ceiling))
{
double theZ = viewsector->ceilingplane.ZatPoint(ViewPos) - 4;
if (ViewPos.Z > theZ)
double theZ = viewpoint.sector->ceilingplane.ZatPoint(viewpoint.Pos) - 4;
if (viewpoint.Pos.Z > theZ)
{
ViewPos.Z = theZ;
viewpoint.Pos.Z = theZ;
}
}
if (viewsector->PortalBlocksMovement(sector_t::floor))
if (viewpoint.sector->PortalBlocksMovement(sector_t::floor))
{
double theZ = viewsector->floorplane.ZatPoint(ViewPos) + 4;
if (ViewPos.Z < theZ)
double theZ = viewpoint.sector->floorplane.ZatPoint(viewpoint.Pos) + 4;
if (viewpoint.Pos.Z < theZ)
{
ViewPos.Z = theZ;
viewpoint.Pos.Z = theZ;
}
}
@ -792,62 +789,62 @@ void R_SetupFrame (AActor *actor)
FQuakeJiggers jiggers;
memset(&jiggers, 0, sizeof(jiggers));
if (DEarthquake::StaticGetQuakeIntensities(camera, jiggers) > 0)
if (DEarthquake::StaticGetQuakeIntensities(viewpoint.camera, jiggers) > 0)
{
double quakefactor = r_quakeintensity;
DAngle an;
if (jiggers.RollIntensity != 0 || jiggers.RollWave != 0)
{
ViewRoll += QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave);
viewpoint.Angles.Roll += QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave);
}
if (jiggers.RelIntensity.X != 0 || jiggers.RelOffset.X != 0)
{
an = camera->Angles.Yaw;
an = viewpoint.camera->Angles.Yaw;
double power = QuakePower(quakefactor, jiggers.RelIntensity.X, jiggers.RelOffset.X);
ViewPos += an.ToVector(power);
viewpoint.Pos += an.ToVector(power);
}
if (jiggers.RelIntensity.Y != 0 || jiggers.RelOffset.Y != 0)
{
an = camera->Angles.Yaw + 90;
an = viewpoint.camera->Angles.Yaw + 90;
double power = QuakePower(quakefactor, jiggers.RelIntensity.Y, jiggers.RelOffset.Y);
ViewPos += an.ToVector(power);
viewpoint.Pos += 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);
viewpoint.Pos.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);
viewpoint.Pos.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);
viewpoint.Pos.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);
viewpoint.Pos.Z += QuakePower(quakefactor, jiggers.Intensity.Z, jiggers.Offset.Z);
}
}
}
extralight = camera->player ? camera->player->extralight : 0;
viewpoint.extralight = viewpoint.camera->player ? viewpoint.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;
TArray<lightlist_t> &lightlist = viewpoint.sector->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);
plane = (i < lightlist.Size()-1) ? &lightlist[i+1].plane : &viewpoint.sector->floorplane;
viewside = plane->PointOnSide(viewpoint.Pos);
// 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)
@ -866,12 +863,12 @@ void R_SetupFrame (AActor *actor)
}
else
{
const sector_t *s = viewsector->GetHeightSec();
const sector_t *s = viewpoint.sector->GetHeightSec();
if (s != NULL)
{
newblend = s->floorplane.PointOnSide(ViewPos) < 0
newblend = s->floorplane.PointOnSide(viewpoint.Pos) < 0
? s->bottommap
: s->ceilingplane.PointOnSide(ViewPos) < 0
: s->ceilingplane.PointOnSide(viewpoint.Pos) < 0
? s->topmap
: s->midmap;
if (APART(newblend) == 0 && newblend >= numfakecmaps)