Remove usage of r_viewpoint and r_viewwindow globals from software renderer and poly renderer
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b398c7458c
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5fdbbc4f9e
67 changed files with 883 additions and 845 deletions
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@ -57,7 +57,7 @@ void PolyRenderer::RenderView(player_t *player)
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{
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using namespace swrenderer;
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auto viewport = RenderViewport::Instance();
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auto viewport = Thread.Viewport.get();
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viewport->RenderTarget = screen;
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@ -82,14 +82,14 @@ void PolyRenderer::RenderView(player_t *player)
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void PolyRenderer::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int y, int width, int height, bool dontmaplines)
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{
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auto viewport = swrenderer::RenderViewport::Instance();
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auto viewport = Thread.Viewport.get();
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const bool savedviewactive = viewactive;
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viewwidth = width;
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viewport->RenderTarget = canvas;
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R_SetWindow(r_viewpoint, r_viewwindow, 12, width, height, height, true);
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viewport->SetViewport(width, height, r_viewwindow.WidescreenRatio);
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R_SetWindow(viewport->viewpoint, viewport->viewwindow, 12, width, height, height, true);
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viewport->SetViewport(width, height, viewport->viewwindow.WidescreenRatio);
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viewwindowx = x;
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viewwindowy = y;
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viewactive = true;
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@ -102,10 +102,10 @@ void PolyRenderer::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int
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canvas->Unlock();
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viewport->RenderTarget = screen;
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R_ExecuteSetViewSize(r_viewpoint, r_viewwindow);
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R_ExecuteSetViewSize(viewport->viewpoint, viewport->viewwindow);
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float trueratio;
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ActiveRatio(width, height, &trueratio);
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viewport->SetViewport(width, height, r_viewwindow.WidescreenRatio);
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viewport->SetViewport(width, height, viewport->viewwindow.WidescreenRatio);
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viewactive = savedviewactive;
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}
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@ -117,14 +117,14 @@ void PolyRenderer::RenderActorView(AActor *actor, bool dontmaplines)
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P_FindParticleSubsectors();
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PO_LinkToSubsectors();
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R_SetupFrame(r_viewpoint, r_viewwindow, actor);
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swrenderer::CameraLight::Instance()->SetCamera(actor);
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swrenderer::RenderViewport::Instance()->SetupFreelook();
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R_SetupFrame(Thread.Viewport->viewpoint, Thread.Viewport->viewwindow, actor);
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swrenderer::CameraLight::Instance()->SetCamera(Thread.Viewport.get(), actor);
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Thread.Viewport->SetupFreelook();
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ActorRenderFlags savedflags = r_viewpoint.camera->renderflags;
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ActorRenderFlags savedflags = Thread.Viewport->viewpoint.camera->renderflags;
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// Never draw the player unless in chasecam mode
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if (!r_viewpoint.showviewer)
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r_viewpoint.camera->renderflags |= RF_INVISIBLE;
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if (!Thread.Viewport->viewpoint.showviewer)
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Thread.Viewport->viewpoint.camera->renderflags |= RF_INVISIBLE;
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ClearBuffers();
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SetSceneViewport();
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@ -135,7 +135,7 @@ void PolyRenderer::RenderActorView(AActor *actor, bool dontmaplines)
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MainPortal.RenderTranslucent(0);
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PlayerSprites.Render();
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r_viewpoint.camera->renderflags = savedflags;
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Thread.Viewport->viewpoint.camera->renderflags = savedflags;
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interpolator.RestoreInterpolations ();
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NetUpdate();
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@ -149,7 +149,7 @@ void PolyRenderer::RenderRemainingPlayerSprites()
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void PolyRenderer::ClearBuffers()
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{
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PolyVertexBuffer::Clear();
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auto viewport = swrenderer::RenderViewport::Instance();
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auto viewport = Thread.Viewport.get();
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PolyStencilBuffer::Instance()->Clear(viewport->RenderTarget->GetWidth(), viewport->RenderTarget->GetHeight(), 0);
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PolySubsectorGBuffer::Instance()->Resize(viewport->RenderTarget->GetPitch(), viewport->RenderTarget->GetHeight());
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NextStencilValue = 0;
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@ -161,7 +161,7 @@ void PolyRenderer::SetSceneViewport()
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{
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using namespace swrenderer;
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auto viewport = RenderViewport::Instance();
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auto viewport = Thread.Viewport.get();
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if (viewport->RenderTarget == screen) // Rendering to screen
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{
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@ -192,23 +192,25 @@ void PolyRenderer::SetupPerspectiveMatrix()
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// Code provided courtesy of Graf Zahl. Now we just have to plug it into the viewmatrix code...
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// We have to scale the pitch to account for the pixel stretching, because the playsim doesn't know about this and treats it as 1:1.
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double radPitch = r_viewpoint.Angles.Pitch.Normalized180().Radians();
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const auto &viewpoint = Thread.Viewport->viewpoint;
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const auto &viewwindow = Thread.Viewport->viewwindow;
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double radPitch = viewpoint.Angles.Pitch.Normalized180().Radians();
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double angx = cos(radPitch);
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double angy = sin(radPitch) * glset.pixelstretch;
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double alen = sqrt(angx*angx + angy*angy);
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float adjustedPitch = (float)asin(angy / alen);
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float adjustedViewAngle = (float)(r_viewpoint.Angles.Yaw - 90).Radians();
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float adjustedViewAngle = (float)(viewpoint.Angles.Yaw - 90).Radians();
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float ratio = r_viewwindow.WidescreenRatio;
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float fovratio = (r_viewwindow.WidescreenRatio >= 1.3f) ? 1.333333f : ratio;
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float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(r_viewpoint.FieldOfView.Radians() / 2) / fovratio)).Degrees);
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float ratio = viewwindow.WidescreenRatio;
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float fovratio = (viewwindow.WidescreenRatio >= 1.3f) ? 1.333333f : ratio;
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float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(viewpoint.FieldOfView.Radians() / 2) / fovratio)).Degrees);
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TriMatrix worldToView =
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TriMatrix::rotate(adjustedPitch, 1.0f, 0.0f, 0.0f) *
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TriMatrix::rotate(adjustedViewAngle, 0.0f, -1.0f, 0.0f) *
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TriMatrix::scale(1.0f, glset.pixelstretch, 1.0f) *
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TriMatrix::swapYZ() *
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TriMatrix::translate((float)-r_viewpoint.Pos.X, (float)-r_viewpoint.Pos.Y, (float)-r_viewpoint.Pos.Z);
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TriMatrix::translate((float)-viewpoint.Pos.X, (float)-viewpoint.Pos.Y, (float)-viewpoint.Pos.Z);
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WorldToClip = TriMatrix::perspective(fovy, ratio, 5.0f, 65535.0f) * worldToView;
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}
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