Commit graph

36 commits

Author SHA1 Message Date
Dileep V. Reddy
25f1407228 Cleaning up implementation of isometric camera with optional orthographic projection.
All CVars, mapinfo variables, and playerinfo/playerpawn variables are gone.
A Camera actor named 'SpectatorCamera' is defined in warsrc/static/zscript/actors/shared/camera.zs

The following new flag bits were defined in the 'DViewPosition' struct for use with actor->ViewPos in src/playsim/actor.h:
	VPSF_ALLOWOUTOFBOUNDS =		1 << 3,			// Allow viewpoint to go out of bounds (hardware renderer only).
	VPSF_ORTHOGRAPHIC =		1 << 4,			// Use orthographic projection.
	VPSF_ISOMETRICSPRITES =		1 << 5,			// Displace sprites towards camera and don't billboard (drawn from isometric perspective).

Basically, spawn a SpectatorCamera actor with the appropriate flags and set it to player.camera.
See example template: https://www.mediafire.com/file/fv8rytayjt9l6g1/isometric_actor_wads.zip/file

Has been tested with multiplayer death and disconnection (and respawns). Not tested with portals.
Still only works with hardware renderer (mostly). But should be compatible with older mods and libraries.
2024-02-01 08:43:34 -05:00
Major Cooke
dbd6059894 Fixed player sprites not showing up in chasecam mode. 2024-01-28 09:48:11 -05:00
Dileep V. Reddy
d3405837ce Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars. 2024-01-21 12:13:42 -05:00
Dileep V. Reddy
08b03e6b19 Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom. 2024-01-21 12:13:42 -05:00
Rachael Alexanderson
af08413e10
- 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 commit 26908f5bc5.

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

This reverts commit dc897eacc0.

Revert "Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom."

This reverts commit d2c2c93cf1.
2024-01-21 08:18:16 -05:00
Dileep V. Reddy
dc897eacc0 Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars. 2024-01-21 03:34:00 -05:00
Dileep V. Reddy
d2c2c93cf1 Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom. 2024-01-21 03:34:00 -05:00
Major Cooke
f647545c1d Disabled player sprites when crossing through portals. 2024-01-04 07:23:24 -05:00
Christoph Oelckers
89535b803a Backend update from Raze. 2023-10-07 18:42:24 +02:00
Christoph Oelckers
f6bfc48d9f - Backend update from Raze. 2023-02-11 12:05:45 +01:00
Hugo Locurcio
ad49d52b1c Add cvars to sprite shadows progressively according to thing <-> floor distance
This also adds the `r_actorspriteshadowalpha` and `r_actorspriteshadowfadeheight`
cvars for greater control (only effective in hardware renderers).
These are set to 0.5 and 0 by default, which means this fading behavior
is disabled by default.

When enabled, this has two benefits:

- It becomes easier for the player to judge an entity's height since
  the shadow opacity now gives this information.
- Entities that are far high above the ground no longer cast a shadow,
  which looked strange.
2023-01-25 17:43:04 -05:00
Mitchell Richters
6629944d39 - Make the new scaled angle changes at frame rate opt-in behind new flag SPF_SCALEDNOLERP.
* This will still test whether the game needs to lerp and will force `SPF_INTERPOLATE` if needed.
2022-12-04 15:11:17 +01:00
Mitchell Richters
cf1ac82da3 - Set up interpolated camera angle changes to occur at framerate when all conditions in P_NoInterpolation() are met. 2022-12-04 15:11:17 +01:00
Mitchell Richters
20bf9e89f5 - Split insane interpolation test if statement into a function, we'll need this elsewhere later on. 2022-12-04 15:11:17 +01:00
Mitchell Richters
9f9c1eb18a - Make view angles interpolate on a separate flag to the one that forces interpolation for the entire frame.
* As view angles are an offset, there's no reason why these cannot lerp separately.
2022-12-04 15:11:17 +01:00
Mitchell Richters
6594ec0750 - Remove local angle truncation in R_InterpolateView().
* Genuinely see no need for this. If the local angle is BAM, why not just use it to its maximum precision?
2022-12-04 15:11:17 +01:00
Christoph Oelckers
706d465781 - removed the unused BaseBlend* variables and the testblend CCMD.
When this was still working it was software rendering only anyway so no real loss here.
2022-11-08 11:46:13 +01:00
Christoph Oelckers
8aaab153fa - add a system interface for CheckCheatmode and moved some sound code to the backend. 2022-10-02 16:48:56 +02:00
Christoph Oelckers
4032576519 - blocked off direct access to TAngle’s internal storage. 2022-08-26 18:09:29 +02:00
Christoph Oelckers
3d2578820b - block direct comparisons of TAngle with floats 2022-08-26 18:01:52 +02:00
Christoph Oelckers
f0fbdba593 - disable implicit conversions from float to TAngle 2022-08-26 18:01:26 +02:00
Christoph Oelckers
989dcfcf1c - avoid storing texture pointers in longer lived data
* these circumvented all internal texture replacement logic. Texture objects should only be resolved right before drawing them
* added an explicit ‚tilebackground‘ option for the summary screen to fix problems with bad decision logic based on incorrect texture type checks. Automatic tiling no longer depends on texture type, but solely on size.
* added a DrawTexture variant that can be passed a texture ID instead of a pointer
2022-06-07 00:00:54 +02:00
Christoph Oelckers
7e57aeb24a - re-enabled translation initialization.
This had been commented out for testing and was forgotten.
2022-06-06 08:50:27 +02:00
Christoph Oelckers
59cddf1601 - hooked up graphical start screens with the in-game renderer. 2022-06-01 08:37:00 +02:00
Christoph Oelckers
27cba4c990 - implement proper GC handling for AActor::ViewPos. 2022-04-02 07:52:50 +02:00
Major Cooke
046799db68 Removed all attempts to stop the sprite from appearing in portals. This may likely require a fundamental breakdown of the system itself in order to address the problem. 2022-01-24 12:00:33 -05:00
Major Cooke
4e8d59951b Added A_SetViewPos(Vector3 Offset, int Flags = -1)
- Offset: The offset from the actor's view to move the camera about.
 - Flags: (Default is -1, which means don't change flags)
  - VPSF_ABSOLUTEOFFSET: Don't include actor angles in calculation.
  - VPSF_ABSOLUTEPOS: Position is absolute, and disables all transformations. Modders are responsible for being portal aware!

Notes:
- `ViewPos` in Actor will be `null` until A_SetViewPos is called for the first time.

**Issues:**
- Hiding sprite while in portal incomplete.
2022-01-24 12:00:33 -05:00
Christoph Oelckers
77d74a11d1 - removed most templates.h includes. 2021-10-30 10:49:12 +02:00
Christoph Oelckers
e82fd43313 - tweaked shadow code a bit.
* let CASTSPRITESHADOW act as an override for render style checks. If this is set we can assume that a shadow is desired regardless of style.
* reordered code to do the more costly checks only when needed.
2021-07-02 09:12:26 +02:00
Christoph Oelckers
8547a55677 - better sprite shadow control
* exclude sprites which are not either opaque or use regular blended translucency from casting shadows.
* exclude wall and flat sprites from casting shadows.

In both of these cases the shadow math is unable to produce anything useful that doesn't look off.
2021-07-02 08:47:58 +02:00
nashmuhandes
5446a1a355 Add sprite shadows for the software renderer 2021-04-24 22:40:54 -04:00
MajorCooke
eaba63e13b
View Angles (Part 1 - Redux) (#1002)
* Added ViewAngle/Pitch/Roll properties to actors.

- These are offsets for camera angles that allow turning the camera without affecting aim or movement direction.
- Added A_SetView<Angle/Pitch/Roll>, which will set the view direction.
- Added ABSVIEWANGLES flag, used to make the view absolute instead of an offset.

* Converted functions to be direct-native.
2020-08-27 13:03:06 -04:00
Christoph Oelckers
ddef3f7b98 - made video base code game independent 2020-04-28 22:54:53 +02:00
Christoph Oelckers
2e7af1338c - the big cleanup of the exit cleanup is done!
atterm is gone and only a few system-side functions use atexit.
All game side cleanup is performed in D_DoomMain now.
2019-10-07 20:28:55 +02:00
Christoph Oelckers
86ab366958 - some reformatting on exit code, mainly to make searching for the content easier. 2019-10-01 19:06:28 +02:00
Christoph Oelckers
7346288bf5 - moved some more files. 2019-07-14 21:09:49 +02:00
Renamed from src/r_utility.cpp (Browse further)