- 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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@ -68,20 +68,20 @@ namespace swrenderer
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if (planeang != 0)
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{
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double cosine = cos(planeang), sine = sin(planeang);
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pviewx = pl->xform.xOffs + ViewPos.X * cosine - ViewPos.Y * sine;
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pviewy = pl->xform.yOffs + pl->xform.baseyOffs - ViewPos.X * sine - ViewPos.Y * cosine;
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pviewx = pl->xform.xOffs + r_viewpoint.Pos.X * cosine - r_viewpoint.Pos.Y * sine;
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pviewy = pl->xform.yOffs + pl->xform.baseyOffs - r_viewpoint.Pos.X * sine - r_viewpoint.Pos.Y * cosine;
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}
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else
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{
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pviewx = pl->xform.xOffs + ViewPos.X;
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pviewy = pl->xform.yOffs - ViewPos.Y;
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pviewx = pl->xform.xOffs + r_viewpoint.Pos.X;
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pviewy = pl->xform.yOffs - r_viewpoint.Pos.Y;
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}
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pviewx = _xscale * pviewx;
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pviewy = _yscale * pviewy;
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// left to right mapping
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planeang += (ViewAngle - 90).Radians();
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planeang += (r_viewpoint.Angles.Yaw - 90).Radians();
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auto viewport = RenderViewport::Instance();
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@ -113,7 +113,7 @@ namespace swrenderer
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minx = pl->left;
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planeheight = fabs(pl->height.Zat0() - ViewPos.Z);
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planeheight = fabs(pl->height.Zat0() - r_viewpoint.Pos.Z);
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basecolormap = colormap;
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@ -231,12 +231,12 @@ namespace swrenderer
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cur_node = light_list;
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while (cur_node)
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{
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double lightX = cur_node->lightsource->X() - ViewPos.X;
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double lightY = cur_node->lightsource->Y() - ViewPos.Y;
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double lightZ = cur_node->lightsource->Z() - ViewPos.Z;
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double lightX = cur_node->lightsource->X() - r_viewpoint.Pos.X;
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double lightY = cur_node->lightsource->Y() - r_viewpoint.Pos.Y;
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double lightZ = cur_node->lightsource->Z() - r_viewpoint.Pos.Z;
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float lx = (float)(lightX * ViewSin - lightY * ViewCos);
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float ly = (float)(lightX * ViewTanCos + lightY * ViewTanSin) - drawerargs.dc_viewpos.Y;
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float lx = (float)(lightX * r_viewpoint.Sin - lightY * r_viewpoint.Cos);
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float ly = (float)(lightX * r_viewpoint.TanCos + lightY * r_viewpoint.TanSin) - drawerargs.dc_viewpos.Y;
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float lz = (float)lightZ - drawerargs.dc_viewpos.Z;
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// Precalculate the constant part of the dot here so the drawer doesn't have to.
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