- reverting pull request #2361 - apparently pull request #2364 changed some behaviour and these two do not play nice together. One or the other unfortunately has to be rolled back to allow GZDoom to build properly again.
Revert "Restored r_orthographic behavior." This reverts commit26908f5bc5. Revert "Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars." This reverts commitdc897eacc0. Revert "Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom." This reverts commitd2c2c93cf1.
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parent
26908f5bc5
commit
af08413e10
17 changed files with 5 additions and 186 deletions
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@ -101,35 +101,6 @@ CVAR (Bool, r_deathcamera, false, CVAR_ARCHIVE)
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CVAR (Int, r_clearbuffer, 0, 0)
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CVAR (Bool, r_drawvoxels, true, 0)
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CVAR (Bool, r_drawplayersprites, true, 0) // [RH] Draw player sprites?
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CVARD (Bool, r_isocam, false, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "render from isometric viewpoint.")
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CVARD (Bool, r_orthographic, true, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "render orthographic projection. Only used with r_isocam")
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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.")
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{
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if (self < 0.f)
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self = 0.f;
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else if (self > 89.f)
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self = 89.f;
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}
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CUSTOM_CVAR(Float, r_iso_camdist, 1000.0f, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT)
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{
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// Keep this large to avoid texture clipping, not used if r_orthographic is false
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if (self < 1000.f)
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self = 1000.f;
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}
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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).")
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{
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if (self < 0)
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self = 0;
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else if (self > 8)
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self = 8;
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}
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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.")
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{
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if (self < 0.f)
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self = 0.f;
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else if (self > 1000.f)
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self = 1000.f;
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}
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CUSTOM_CVAR(Float, r_quakeintensity, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 0.f) self = 0.f;
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@ -182,8 +153,6 @@ FRenderViewpoint::FRenderViewpoint()
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Sin = 0.0;
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TanCos = 0.0;
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TanSin = 0.0;
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PitchCos = 0.0;
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PitchSin = 0.0;
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camera = nullptr;
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sector = nullptr;
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FieldOfView = DAngle::fromDeg(90.); // Angles in the SCREENWIDTH wide window
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@ -661,9 +630,6 @@ void FRenderViewpoint::SetViewAngle (const FViewWindow &viewwindow)
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TanSin = viewwindow.FocalTangent * Sin;
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TanCos = viewwindow.FocalTangent * Cos;
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PitchSin = Angles.Pitch.Sin();
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PitchCos = Angles.Pitch.Cos();
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DVector2 v = Angles.Yaw.ToVector();
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ViewVector.X = v.X;
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ViewVector.Y = v.Y;
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