- Place the HUD model correctly in the world so that shader light calculations work
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7 changed files with 23 additions and 48 deletions
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@ -1095,33 +1095,33 @@ void gl_RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
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glFrontFace(GL_CCW);
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}
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// [BB] The model has to be drawn independently from the position of the player,
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// so we have to reset the view matrix.
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gl_RenderState.mViewMatrix.loadIdentity();
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// Need to reset the normal matrix too
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gl_RenderState.mNormalViewMatrix.loadIdentity();
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// The model position and orientation has to be drawn independently from the position of the player,
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// but we need to position it correctly in the world for light to work properly.
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VSMatrix objectToWorldMatrix;
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gl_RenderState.mViewMatrix.inverseMatrix(objectToWorldMatrix);
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// Scaling model (y scale for a sprite means height, i.e. z in the world!).
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gl_RenderState.mViewMatrix.scale(smf->xscale, smf->zscale, smf->yscale);
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objectToWorldMatrix.scale(smf->xscale, smf->zscale, smf->yscale);
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// Aplying model offsets (model offsets do not depend on model scalings).
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gl_RenderState.mViewMatrix.translate(smf->xoffset / smf->xscale, smf->zoffset / smf->zscale, smf->yoffset / smf->yscale);
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objectToWorldMatrix.translate(smf->xoffset / smf->xscale, smf->zoffset / smf->zscale, smf->yoffset / smf->yscale);
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// [BB] Weapon bob, very similar to the normal Doom weapon bob.
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gl_RenderState.mViewMatrix.rotate(ofsX/4, 0, 1, 0);
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gl_RenderState.mViewMatrix.rotate((ofsY-WEAPONTOP)/-4., 1, 0, 0);
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objectToWorldMatrix.rotate(ofsX/4, 0, 1, 0);
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objectToWorldMatrix.rotate((ofsY-WEAPONTOP)/-4., 1, 0, 0);
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// [BB] For some reason the jDoom models need to be rotated.
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gl_RenderState.mViewMatrix.rotate(90.f, 0, 1, 0);
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objectToWorldMatrix.rotate(90.f, 0, 1, 0);
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// Applying angleoffset, pitchoffset, rolloffset.
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gl_RenderState.mViewMatrix.rotate(-smf->angleoffset, 0, 1, 0);
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gl_RenderState.mViewMatrix.rotate(smf->pitchoffset, 0, 0, 1);
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gl_RenderState.mViewMatrix.rotate(-smf->rolloffset, 1, 0, 0);
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gl_RenderState.ApplyMatrices();
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objectToWorldMatrix.rotate(-smf->angleoffset, 0, 1, 0);
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objectToWorldMatrix.rotate(smf->pitchoffset, 0, 0, 1);
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objectToWorldMatrix.rotate(-smf->rolloffset, 1, 0, 0);
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gl_RenderState.mModelMatrix = objectToWorldMatrix;
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gl_RenderState.EnableModelMatrix(true);
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gl_RenderFrameModels( smf, psp->GetState(), psp->GetTics(), playermo->player->ReadyWeapon->GetClass(), nullptr, 0 );
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gl_RenderState.EnableModelMatrix(false);
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glDepthFunc(GL_LESS);
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if (!( playermo->RenderStyle == LegacyRenderStyles[STYLE_Normal] ))
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