Consolidated isometric mode commits.
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f1b9e68305
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8a5e7449c1
33 changed files with 870 additions and 98 deletions
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@ -54,3 +54,6 @@ EXTERN_CVAR(Bool, gl_debug_breakpoint)
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EXTERN_CVAR(Bool, gl_brightfog)
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EXTERN_CVAR(Bool, gl_lightadditivesurfaces)
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EXTERN_CVAR(Bool, gl_notexturefill)
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EXTERN_CVAR(Bool, r_radarclipper)
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EXTERN_CVAR(Bool, r_dithertransparency)
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@ -32,6 +32,7 @@ enum ERenderEffect
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EFF_BURN,
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EFF_STENCIL,
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EFF_PORTAL,
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EFF_DITHERTRANS,
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MAX_EFFECTS
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};
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@ -146,11 +146,27 @@ float VREyeInfo::getShift() const
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return vr_swap_eyes ? -res : res;
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}
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VSMatrix VREyeInfo::GetProjection(float fov, float aspectRatio, float fovRatio) const
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VSMatrix VREyeInfo::GetProjection(float fov, float aspectRatio, float fovRatio, bool iso_ortho) const
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{
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VSMatrix result;
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if (mShiftFactor == 0)
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if (iso_ortho) // Orthographic projection for isometric viewpoint
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{
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double zNear = -3.0/fovRatio; // screen->GetZNear();
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double zFar = screen->GetZFar();
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double fH = tan(DEG2RAD(fov) / 2) / fovRatio;
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double fW = fH * aspectRatio * mScaleFactor;
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double left = -fW;
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double right = fW;
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double bottom = -fH;
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double top = fH;
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VSMatrix fmat(1);
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fmat.ortho((float)left, (float)right, (float)bottom, (float)top, (float)zNear, (float)zFar);
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return fmat;
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}
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else if (mShiftFactor == 0)
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{
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float fovy = (float)(2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovRatio)));
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result.perspective(fovy, aspectRatio, screen->GetZNear(), screen->GetZFar());
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@ -27,7 +27,7 @@ struct VREyeInfo
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float mShiftFactor;
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float mScaleFactor;
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VSMatrix GetProjection(float fov, float aspectRatio, float fovRatio) const;
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VSMatrix GetProjection(float fov, float aspectRatio, float fovRatio, bool iso_ortho) const;
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DVector3 GetViewShift(float yaw) const;
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private:
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float getShift() const;
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@ -72,6 +72,7 @@ VkShaderProgram* VkShaderManager::Get(const VkShaderKey& key)
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{ "burn", "shaders/scene/frag_burn.glsl", nullptr, nullptr, nullptr, "#define SIMPLE\n#define NO_ALPHATEST\n" },
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{ "stencil", "shaders/scene/frag_stencil.glsl", nullptr, nullptr, nullptr, "#define SIMPLE\n#define NO_ALPHATEST\n" },
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{ "portal", "shaders/scene/frag_portal.glsl", nullptr, nullptr, nullptr, "#define SIMPLE\n#define NO_ALPHATEST\n" },
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{ "dithertrans", "shaders/scene/frag_main.glsl", "shaders/scene/material_default.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", "#define NO_ALPHATEST\n#define DITHERTRANS\n" },
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};
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const auto& desc = effectshaders[key.SpecialEffect];
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