diff --git a/src/common/filesystem/source/file_zip.cpp b/src/common/filesystem/source/file_zip.cpp index 8351b7146..9f10d00a7 100644 --- a/src/common/filesystem/source/file_zip.cpp +++ b/src/common/filesystem/source/file_zip.cpp @@ -35,7 +35,6 @@ #include #include -#include #include "w_zip.h" #include "ancientzip.h" #include "resourcefile.h" diff --git a/src/common/rendering/hwrenderer/data/hw_cvars.h b/src/common/rendering/hwrenderer/data/hw_cvars.h index 2f90807eb..cf2364979 100644 --- a/src/common/rendering/hwrenderer/data/hw_cvars.h +++ b/src/common/rendering/hwrenderer/data/hw_cvars.h @@ -54,11 +54,3 @@ EXTERN_CVAR(Int, gl_shadowmap_filter) EXTERN_CVAR(Bool, gl_brightfog) EXTERN_CVAR(Bool, gl_lightadditivesurfaces) EXTERN_CVAR(Bool, gl_notexturefill) - -EXTERN_CVAR(Bool, r_isocam) -EXTERN_CVAR(Int, r_isoviewpoint) -EXTERN_CVAR(Float, r_iso_camdist) -EXTERN_CVAR(Float, r_iso_dist) -EXTERN_CVAR(Float, r_iso_pitch) -EXTERN_CVAR(Bool, r_drawplayersprites) -EXTERN_CVAR(Bool, r_orthographic) diff --git a/src/common/rendering/hwrenderer/data/hw_vrmodes.cpp b/src/common/rendering/hwrenderer/data/hw_vrmodes.cpp index 4534829ab..c51ce2ee9 100644 --- a/src/common/rendering/hwrenderer/data/hw_vrmodes.cpp +++ b/src/common/rendering/hwrenderer/data/hw_vrmodes.cpp @@ -146,27 +146,11 @@ float VREyeInfo::getShift() const return vr_swap_eyes ? -res : res; } -VSMatrix VREyeInfo::GetProjection(float fov, float aspectRatio, float fovRatio, bool iso_ortho) const +VSMatrix VREyeInfo::GetProjection(float fov, float aspectRatio, float fovRatio) const { VSMatrix result; - if (iso_ortho) // Orthographic projection for isometric viewpoint - { - double zNear = -1.0; // screen->GetZNear(); - double zFar = screen->GetZFar(); - - double fH = tan(DEG2RAD(fov) / 2) / fovRatio; - double fW = fH * aspectRatio * mScaleFactor; - double left = -fW; - double right = fW; - double bottom = -fH; - double top = fH; - - VSMatrix fmat(1); - fmat.ortho((float)left, (float)right, (float)bottom, (float)top, (float)zNear, (float)zFar); - return fmat; - } - else if (mShiftFactor == 0) + if (mShiftFactor == 0) { float fovy = (float)(2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovRatio))); result.perspective(fovy, aspectRatio, screen->GetZNear(), screen->GetZFar()); diff --git a/src/common/rendering/hwrenderer/data/hw_vrmodes.h b/src/common/rendering/hwrenderer/data/hw_vrmodes.h index 989281520..26c9fd211 100644 --- a/src/common/rendering/hwrenderer/data/hw_vrmodes.h +++ b/src/common/rendering/hwrenderer/data/hw_vrmodes.h @@ -27,7 +27,7 @@ struct VREyeInfo float mShiftFactor; float mScaleFactor; - VSMatrix GetProjection(float fov, float aspectRatio, float fovRatio, bool iso_ortho) const; + VSMatrix GetProjection(float fov, float aspectRatio, float fovRatio) const; DVector3 GetViewShift(float yaw) const; private: float getShift() const; diff --git a/src/g_level.cpp b/src/g_level.cpp index cad0a9f86..ff42656da 100644 --- a/src/g_level.cpp +++ b/src/g_level.cpp @@ -1803,8 +1803,6 @@ void FLevelLocals::Init() flags3 = 0; ImpactDecalCount = 0; frozenstate = 0; - isocam_pitch = 30.f; - iso_dist = 300.f; info = FindLevelInfo (MapName.GetChars()); @@ -1835,12 +1833,6 @@ void FLevelLocals::Init() if (info->gravity == DBL_MAX) gravity = 0; else gravity = info->gravity * 35/TICRATE; } - if (info->isocam_pitch < 0.f) isocam_pitch = 0.f; - else if (info->isocam_pitch > 89.f) isocam_pitch = 89.f; - else isocam_pitch = info->isocam_pitch; - if (info->iso_dist < 1.f) iso_dist = 1.f; - if (info->iso_dist > 1000.f) iso_dist = 1000.f; - else iso_dist = info->iso_dist; if (info->aircontrol != 0.f) { aircontrol = info->aircontrol; diff --git a/src/g_levellocals.h b/src/g_levellocals.h index 799915d4c..cf63f81b2 100644 --- a/src/g_levellocals.h +++ b/src/g_levellocals.h @@ -664,8 +664,6 @@ public: double airfriction; int airsupply; int DefaultEnvironment; // Default sound environment. - float isocam_pitch; - float iso_dist; DSeqNode *SequenceListHead; @@ -755,17 +753,6 @@ public: return !(flags & LEVEL_FREELOOK_NO); } - //========================================================================== - // - // - //========================================================================== - - bool IsIsometricMode() const - { - return (flags3 & LEVEL3_ISOMETRICMODE); - // What to do about multiplayer flags? Add a dmflags3 bit? - } - node_t *HeadNode() const { return nodes.Size() == 0 ? nullptr : &nodes[nodes.Size() - 1]; diff --git a/src/gamedata/g_mapinfo.cpp b/src/gamedata/g_mapinfo.cpp index f79f0a5db..dfe90b2c9 100644 --- a/src/gamedata/g_mapinfo.cpp +++ b/src/gamedata/g_mapinfo.cpp @@ -295,8 +295,6 @@ void level_info_t::Reset() outsidefogdensity = 0; skyfog = 0; pixelstretch = 1.2f; - isocam_pitch = 30.f; - iso_dist = 300.f; specialactions.Clear(); DefaultEnvironment = 0; @@ -1218,20 +1216,6 @@ DEFINE_MAP_OPTION(gravity, true) info->gravity = parse.sc.Float; } -DEFINE_MAP_OPTION(isocam_pitch, true) -{ - parse.ParseAssign(); - parse.sc.MustGetFloat(); - info->isocam_pitch = parse.sc.Float; -} - -DEFINE_MAP_OPTION(iso_dist, true) -{ - parse.ParseAssign(); - parse.sc.MustGetFloat(); - info->iso_dist = parse.sc.Float; -} - DEFINE_MAP_OPTION(nogravity, true) { info->gravity = DBL_MAX; @@ -1835,9 +1819,6 @@ MapFlagHandlers[] = { "disableskyboxao", MITYPE_CLRFLAG3, LEVEL3_SKYBOXAO, 0 }, { "avoidmelee", MITYPE_SETFLAG3, LEVEL3_AVOIDMELEE, 0 }, { "attenuatelights", MITYPE_SETFLAG3, LEVEL3_ATTENUATE, 0 }, - { "isometricmode", MITYPE_SETFLAG3, LEVEL3_ISOMETRICMODE, 0 }, - { "orthographic", MITYPE_SETFLAG3, LEVEL3_ORTHOGRAPHIC, 0 }, - { "isometricsprites", MITYPE_SETFLAG3, LEVEL3_ISOMETRICSPRITES, 0 }, { "nobotnodes", MITYPE_IGNORE, 0, 0 }, // Skulltag option: nobotnodes { "nopassover", MITYPE_COMPATFLAG, COMPATF_NO_PASSMOBJ, 0 }, { "passover", MITYPE_CLRCOMPATFLAG, COMPATF_NO_PASSMOBJ, 0 }, diff --git a/src/gamedata/g_mapinfo.h b/src/gamedata/g_mapinfo.h index 1bd379b17..b56d3b632 100644 --- a/src/gamedata/g_mapinfo.h +++ b/src/gamedata/g_mapinfo.h @@ -270,10 +270,6 @@ enum ELevelFlags : unsigned int LEVEL3_AVOIDMELEE = 0x00020000, // global flag needed for proper MBF support. LEVEL3_NOJUMPDOWN = 0x00040000, // only for MBF21. Inverse of MBF's dog_jumping flag. LEVEL3_LIGHTCREATED = 0x00080000, // a light had been created in the last frame - - LEVEL3_ISOMETRICMODE = 0x00100000, // render map in isometric camera mode - LEVEL3_ORTHOGRAPHIC = 0x00200000, // render with orthographic projection (only in isometric camera mode) - LEVEL3_ISOMETRICSPRITES = 0x00400000, // displace isometrically drawn sprites towards isometric camera }; @@ -380,9 +376,6 @@ struct level_info_t int skyfog; float pixelstretch; - float isocam_pitch; - float iso_dist; - // Redirection: If any player is carrying the specified item, then // you go to the RedirectMap instead of this one. FName RedirectType; diff --git a/src/playsim/d_player.h b/src/playsim/d_player.h index e7c703ad1..675813873 100644 --- a/src/playsim/d_player.h +++ b/src/playsim/d_player.h @@ -324,8 +324,6 @@ public: // This only represents the thrust that the player applies himself. // This avoids anomalies with such things as Boom ice and conveyors. DVector2 Vel = { 0,0 }; - // Used by isometric camera (See RenderViewpoint() in src/rendering/hwrenderer/hw_entrypoint.cpp) - int isoyaw = 225; // degrees bool centering = false; uint8_t turnticks = 0; diff --git a/src/playsim/p_user.cpp b/src/playsim/p_user.cpp index 121db3f64..a4e2c6485 100644 --- a/src/playsim/p_user.cpp +++ b/src/playsim/p_user.cpp @@ -270,7 +270,6 @@ void player_t::CopyFrom(player_t &p, bool copyPSP) deltaviewheight = p.deltaviewheight; bob = p.bob; Vel = p.Vel; - isoyaw = p.isoyaw; centering = p.centering; turnticks = p.turnticks; attackdown = p.attackdown; @@ -1636,7 +1635,6 @@ void player_t::Serialize(FSerializer &arc) ("deltaviewheight", deltaviewheight) ("bob", bob) ("vel", Vel) - ("isoyaw", isoyaw) ("centering", centering) ("health", health) ("inventorytics", inventorytics) @@ -1744,7 +1742,6 @@ DEFINE_FIELD_X(PlayerInfo, player_t, viewheight) DEFINE_FIELD_X(PlayerInfo, player_t, deltaviewheight) DEFINE_FIELD_X(PlayerInfo, player_t, bob) DEFINE_FIELD_X(PlayerInfo, player_t, Vel) -DEFINE_FIELD_X(PlayerInfo, player_t, isoyaw) DEFINE_FIELD_X(PlayerInfo, player_t, centering) DEFINE_FIELD_X(PlayerInfo, player_t, turnticks) DEFINE_FIELD_X(PlayerInfo, player_t, attackdown) diff --git a/src/rendering/hwrenderer/hw_entrypoint.cpp b/src/rendering/hwrenderer/hw_entrypoint.cpp index df8371c49..e80d7ef66 100644 --- a/src/rendering/hwrenderer/hw_entrypoint.cpp +++ b/src/rendering/hwrenderer/hw_entrypoint.cpp @@ -162,40 +162,8 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou di->Viewpoint.FieldOfView = DAngle::fromDeg(fov); // Set the real FOV for the current scene (it's not necessarily the same as the global setting in r_viewpoint) - // Switch viewpoint for isometric camera - if((r_isocam || (camera->Level->flags3 & LEVEL3_ISOMETRICMODE)) && camera->player != NULL) - { - float camdist = camera->Level->iso_dist; - float isocam_pitch = camera->Level->isocam_pitch; - if (r_isoviewpoint > 0) - { - isocam_pitch = r_iso_pitch; - camdist = r_iso_dist; - camera->player->isoyaw = 45.0 * (r_isoviewpoint - 1); // The eight cardinal directions - } - float inv_iso_dist = 1.0f/camdist; // camdist can change in next line - bool iso_ortho = ((r_isoviewpoint > 0) && r_orthographic) || ((r_isoviewpoint == 0) && camera->Level->flags3 & LEVEL3_ORTHOGRAPHIC); - if (iso_ortho) camdist = r_iso_camdist; - vp.Pos.X -= camdist * DAngle::fromDeg(camera->player->isoyaw).Cos(); - vp.Pos.Y -= camdist * DAngle::fromDeg(camera->player->isoyaw).Sin(); - vp.Pos.Z += camdist * FAngle::fromDeg(isocam_pitch).Tan() - 0.5 * camera->player->viewheight; - vp.HWAngles.Pitch = FAngle::fromDeg(isocam_pitch); - vp.Angles.Pitch = DAngle::fromDeg(isocam_pitch); - vp.Angles.Yaw = DAngle::fromDeg(camera->player->isoyaw); - vp.Angles.Roll = DAngle::fromDeg(0); - vp.showviewer = true; // Draw player sprite - r_drawplayersprites = false; // Don't draw first-person hands/weapons - // Stereo mode specific perspective projection - if (!iso_ortho) inv_iso_dist = 1.0f; - di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio * inv_iso_dist, iso_ortho); - } - else // Regular first-person viewpoint - { - vp.showviewer = false; - r_drawplayersprites = true; // Restore first-person hands/weapons - // Stereo mode specific perspective projection - di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio, false); - } + // Stereo mode specific perspective projection + di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio); // Stereo mode specific viewpoint adjustment vp.Pos += eye.GetViewShift(vp.HWAngles.Yaw.Degrees()); di->SetupView(RenderState, vp.Pos.X, vp.Pos.Y, vp.Pos.Z, false, false); diff --git a/src/rendering/hwrenderer/scene/hw_sprites.cpp b/src/rendering/hwrenderer/scene/hw_sprites.cpp index 2885a6231..09db1101d 100644 --- a/src/rendering/hwrenderer/scene/hw_sprites.cpp +++ b/src/rendering/hwrenderer/scene/hw_sprites.cpp @@ -477,9 +477,7 @@ bool HWSprite::CalculateVertices(HWDrawInfo* di, FVector3* v, DVector3* vp) // Rotate the sprite about the vector starting at the center of the sprite // triangle strip and with direction orthogonal to where the player is looking // in the x/y plane. - if(r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE)) mat.Translate(0.0, z2 - zcenter, 0.0); mat.Rotate(-sin(angleRad), 0, cos(angleRad), -HWAngles.Pitch.Degrees()); - if(r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE)) mat.Translate(0.0, zcenter - z2, 0.0); } mat.Translate(-center.X, -center.Z, -center.Y); // retreat from sprite center @@ -902,7 +900,6 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t { bool mirror = false; DAngle ang = (thingpos - vp.Pos).Angle(); - if(r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE)) ang = vp.Angles.Yaw; FTextureID patch; // [ZZ] add direct picnum override if (isPicnumOverride) @@ -1022,20 +1019,6 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t x2 = x - viewvecY*rightfac; y1 = y + viewvecX*leftfac; y2 = y + viewvecX*rightfac; - if(di->Level->flags3 & LEVEL3_ISOMETRICSPRITES && (r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE))) // If sprites are drawn from an isometric perspective - { - float signX = 1.0; - float signY = 1.0; - if(viewvecX < 0) signX = -1.0; - if(viewvecY < 0) signY = -1.0; - if(viewvecX == 0) signX = 0.0; - if(viewvecY == 0) signY = 0.0; - - x1 -= signX * thing->radius; - x2 -= signX * thing->radius; - y1 -= signY * thing->radius; - y2 -= signY * thing->radius; - } break; } case RF_FLATSPRITE: @@ -1076,7 +1059,6 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t } depth = (float)((x - vp.Pos.X) * vp.TanCos + (y - vp.Pos.Y) * vp.TanSin); - if(r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE)) depth = depth * vp.PitchCos - vp.PitchSin * z2; // Helps with stacking actors with small xy offsets if (isSpriteShadow) depth += 1.f/65536.f; // always sort shadows behind the sprite. // light calculation diff --git a/src/rendering/r_utility.cpp b/src/rendering/r_utility.cpp index 216500feb..4daf7af7c 100644 --- a/src/rendering/r_utility.cpp +++ b/src/rendering/r_utility.cpp @@ -101,35 +101,6 @@ CVAR (Bool, r_deathcamera, false, CVAR_ARCHIVE) CVAR (Int, r_clearbuffer, 0, 0) CVAR (Bool, r_drawvoxels, true, 0) CVAR (Bool, r_drawplayersprites, true, 0) // [RH] Draw player sprites? -CVARD (Bool, r_isocam, false, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "render from isometric viewpoint.") -CVARD (Bool, r_orthographic, true, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "render orthographic projection. Only used with r_isocam") -CUSTOM_CVARD(Float, r_iso_pitch, 30.0f, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "pitch for isometric camera: 0 to 89 degrees. Used only if r_isoviewpoint > 0.") -{ - if (self < 0.f) - self = 0.f; - else if (self > 89.f) - self = 89.f; -} -CUSTOM_CVAR(Float, r_iso_camdist, 1000.0f, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT) -{ - // Keep this large to avoid texture clipping, not used if r_orthographic is false - if (self < 1000.f) - self = 1000.f; -} -CUSTOM_CVARD(Int, r_isoviewpoint, 0, CVAR_ARCHIVE, "Isometric viewpoint angle. 1 to 8 for cardinal directions using r_iso_pitch and r_iso_dist. 0 for ignore and use player->isoyaw, level->isocam_pitch and level->iso_dist (from mapinfo).") -{ - if (self < 0) - self = 0; - else if (self > 8) - self = 8; -} -CUSTOM_CVARD(Float, r_iso_dist, 300.0, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "how far the isometric camera (r_isocam) is in the XY plane. Used only if r_isoviewpoint > 0.") -{ - if (self < 0.f) - self = 0.f; - else if (self > 1000.f) - self = 1000.f; -} CUSTOM_CVAR(Float, r_quakeintensity, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) { if (self < 0.f) self = 0.f; @@ -182,8 +153,6 @@ FRenderViewpoint::FRenderViewpoint() Sin = 0.0; TanCos = 0.0; TanSin = 0.0; - PitchCos = 0.0; - PitchSin = 0.0; camera = nullptr; sector = nullptr; FieldOfView = DAngle::fromDeg(90.); // Angles in the SCREENWIDTH wide window @@ -661,9 +630,6 @@ void FRenderViewpoint::SetViewAngle (const FViewWindow &viewwindow) TanSin = viewwindow.FocalTangent * Sin; TanCos = viewwindow.FocalTangent * Cos; - PitchSin = Angles.Pitch.Sin(); - PitchCos = Angles.Pitch.Cos(); - DVector2 v = Angles.Yaw.ToVector(); ViewVector.X = v.X; ViewVector.Y = v.Y; diff --git a/src/rendering/r_utility.h b/src/rendering/r_utility.h index c5f87eef5..7ba6e738c 100644 --- a/src/rendering/r_utility.h +++ b/src/rendering/r_utility.h @@ -33,8 +33,6 @@ struct FRenderViewpoint double Sin; // sin(Angles.Yaw) double TanCos; // FocalTangent * cos(Angles.Yaw) double TanSin; // FocalTangent * sin(Angles.Yaw) - double PitchCos; // cos(Angles.Pitch) - double PitchSin; // sin(Angles.Pitch) AActor *camera; // camera actor sector_t *sector; // [RH] keep track of sector viewing from diff --git a/src/scripting/vmthunks.cpp b/src/scripting/vmthunks.cpp index 6a43dde5a..450d4552a 100644 --- a/src/scripting/vmthunks.cpp +++ b/src/scripting/vmthunks.cpp @@ -1694,22 +1694,6 @@ DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetXOffset, SetXOffset) ACTION_RETURN_BOOL(self->IsFreelookAllowed()); } - //========================================================================== - // - // - //========================================================================== - - static int IsIsometricMode(FLevelLocals *self) - { - return self->IsIsometricMode(); - } - - DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, IsIsometricMode, IsIsometricMode) - { - PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals); - ACTION_RETURN_BOOL(self->IsIsometricMode()); - } - //========================================================================== // // ZScript counterpart to ACS ChangeSky, uses TextureIDs diff --git a/wadsrc/static/zscript/actors/player/player.zs b/wadsrc/static/zscript/actors/player/player.zs index 6c687210b..235b97c8d 100644 --- a/wadsrc/static/zscript/actors/player/player.zs +++ b/wadsrc/static/zscript/actors/player/player.zs @@ -2744,7 +2744,6 @@ struct PlayerInfo native play // self is what internally is known as player_t native double deltaviewheight; native double bob; native vector2 vel; - native int isoyaw; native bool centering; native uint8 turnticks; native bool attackdown; diff --git a/wadsrc/static/zscript/doombase.zs b/wadsrc/static/zscript/doombase.zs index d2bd8a21a..5a99de9e6 100644 --- a/wadsrc/static/zscript/doombase.zs +++ b/wadsrc/static/zscript/doombase.zs @@ -490,7 +490,6 @@ struct LevelLocals native native bool IsJumpingAllowed() const; native bool IsCrouchingAllowed() const; native bool IsFreelookAllowed() const; - native bool IsIsometricMode() const; native void StartIntermission(Name type, int state) const; native play SpotState GetSpotState(bool create = true); native int FindUniqueTid(int start = 0, int limit = 0);