Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars.

This commit is contained in:
Dileep V. Reddy 2024-01-19 22:30:31 -07:00 committed by Rachael Alexanderson
commit dc897eacc0
15 changed files with 101 additions and 34 deletions

View file

@ -163,28 +163,29 @@ 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->player != NULL)
if((r_isocam || (camera->Level->flags3 & LEVEL3_ISOMETRICMODE)) && camera->player != NULL)
{
float camdist = r_iso_dist;
if (r_orthographic) camdist = r_iso_camdist;
float camheight = camdist*FAngle::fromDeg(r_iso_pitch).Tan();
camheight -= 0.5*camera->player->viewheight;
int myisoviewpoint = 1;
if (r_isoviewpoint > 0 && r_isoviewpoint < 9) myisoviewpoint = r_isoviewpoint - 1;
else myisoviewpoint = camera->player->isoviewpoint % 8;
if (myisoviewpoint < 0) myisoviewpoint = 0;
if (r_isoviewpoint < 9) camera->player->isoyaw = 45.0 * myisoviewpoint; // The eight cardinal directions
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
if (r_orthographic || (camera->Level->flags3 & LEVEL3_ORTHOGRAPHIC)) 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 += camheight;
vp.HWAngles.Pitch = FAngle::fromDeg(r_iso_pitch);
vp.Angles.Pitch = DAngle::fromDeg(r_iso_pitch);
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
di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio, r_orthographic);
di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio * inv_iso_dist, r_orthographic || (camera->Level->flags3 & LEVEL3_ORTHOGRAPHIC));
}
else // Regular first-person viewpoint
{

View file

@ -477,9 +477,9 @@ 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) mat.Translate(0.0, z2 - zcenter, 0.0);
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) mat.Translate(0.0, zcenter - z2, 0.0);
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 +902,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
{
bool mirror = false;
DAngle ang = (thingpos - vp.Pos).Angle();
if(r_isocam) ang = vp.Angles.Yaw;
if(r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE)) ang = vp.Angles.Yaw;
FTextureID patch;
// [ZZ] add direct picnum override
if (isPicnumOverride)
@ -1022,7 +1022,7 @@ 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(thing->radius > 0 && r_isocam) // If sprites are drawn from an isometric perspective
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;
@ -1076,7 +1076,7 @@ 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) depth = depth * vp.Angles.Pitch.Cos() - vp.Angles.Pitch.Sin() * z2; // Helps with stacking actors with small xy offsets
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

View file

@ -103,7 +103,7 @@ 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.")
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;
@ -116,14 +116,14 @@ CUSTOM_CVAR(Float, r_iso_camdist, 1000.0f, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR
if (self < 1000.f)
self = 1000.f;
}
CUSTOM_CVARD(Int, r_isoviewpoint, 0, CVAR_ARCHIVE, "Isometric viewpoint angle. 1 to 8 for cardinal directions. 0 for ignore and use player->isoviewpoint. 9 for continuous use player->isoyaw.")
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 > 9)
self = 9;
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")
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;
@ -182,6 +182,8 @@ 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
@ -659,6 +661,9 @@ 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;

View file

@ -33,6 +33,8 @@ 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