vkdoom_m/src/rendering/r_utility.cpp
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

1256 lines
37 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1994-1996 Raven Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
// DESCRIPTION:
// Rendering main loop and setup functions,
// utility functions (BSP, geometry, trigonometry).
// See tables.c, too.
//
//-----------------------------------------------------------------------------
// HEADER FILES ------------------------------------------------------------
#include <stdlib.h>
#include <math.h>
#include "doomdef.h"
#include "d_net.h"
#include "doomstat.h"
#include "m_random.h"
#include "m_bbox.h"
#include "r_sky.h"
#include "st_stuff.h"
#include "c_dispatch.h"
#include "v_video.h"
#include "stats.h"
#include "i_video.h"
#include "a_sharedglobal.h"
#include "p_3dmidtex.h"
#include "r_data/r_interpolate.h"
#include "po_man.h"
#include "p_effect.h"
#include "st_start.h"
#include "v_font.h"
#include "swrenderer/r_renderer.h"
#include "serializer.h"
#include "r_utility.h"
#include "d_player.h"
#include "p_local.h"
#include "g_levellocals.h"
#include "p_maputl.h"
#include "sbar.h"
#include "vm.h"
#include "i_time.h"
#include "actorinlines.h"
#include "g_game.h"
#include "i_system.h"
#include "v_draw.h"
#include "i_interface.h"
#include "d_main.h"
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern bool DrawFSHUD; // [RH] Defined in d_main.cpp
EXTERN_CVAR (Bool, cl_capfps)
// TYPES -------------------------------------------------------------------
struct InterpolationViewer
{
struct instance
{
DVector3 Pos;
DRotator Angles;
DRotator ViewAngles;
};
AActor *ViewActor;
int otic;
instance Old, New;
};
// PRIVATE DATA DECLARATIONS -----------------------------------------------
static TArray<InterpolationViewer> PastViewers;
static FRandom pr_torchflicker ("TorchFlicker");
static FRandom pr_hom;
bool NoInterpolateView; // GL needs access to this.
static TArray<DVector3a> InterpolationPath;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
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?
CUSTOM_CVAR(Float, r_quakeintensity, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 0.f) self = 0.f;
else if (self > 1.f) self = 1.f;
}
CUSTOM_CVARD(Int, r_actorspriteshadow, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "render actor sprite shadows. 0 = off, 1 = default, 2 = always on")
{
if (self < 0)
self = 0;
else if (self > 2)
self = 2;
}
CUSTOM_CVARD(Float, r_actorspriteshadowdist, 1500.0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "how far sprite shadows should be rendered")
{
if (self < 0.f)
self = 0.f;
else if (self > 8192.f)
self = 8192.f;
}
CUSTOM_CVARD(Float, r_actorspriteshadowalpha, 0.5, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "maximum sprite shadow opacity, only effective with hardware renderers (0.0 = fully transparent, 1.0 = opaque)")
{
if (self < 0.f)
self = 0.f;
else if (self > 1.f)
self = 1.f;
}
CUSTOM_CVARD(Float, r_actorspriteshadowfadeheight, 0.0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "distance over which sprite shadows should fade, only effective with hardware renderers (0 = infinite)")
{
if (self < 0.f)
self = 0.f;
else if (self > 8192.f)
self = 8192.f;
}
int viewwindowx;
int viewwindowy;
int viewwidth;
int viewheight;
FRenderViewpoint::FRenderViewpoint()
{
player = nullptr;
Pos = { 0.0, 0.0, 0.0 };
ActorPos = { 0.0, 0.0, 0.0 };
Angles = { nullAngle, nullAngle, nullAngle };
Path[0] = { 0.0, 0.0, 0.0 };
Path[1] = { 0.0, 0.0, 0.0 };
Cos = 0.0;
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
TicFrac = 0.0;
FrameTime = 0;
extralight = 0;
showviewer = false;
}
FRenderViewpoint r_viewpoint;
FViewWindow r_viewwindow;
bool r_NoInterpolate;
angle_t LocalViewAngle;
int LocalViewPitch;
bool LocalKeyboardTurner;
int setblocks;
unsigned int R_OldBlend = ~0;
int validcount = 1; // increment every time a check is made
int dl_validcount = 1; // increment every time a check is made
int freelookviewheight;
DVector3a view;
DAngle viewpitch;
DEFINE_GLOBAL(LocalViewPitch);
// CODE --------------------------------------------------------------------
//==========================================================================
//
// R_SetFOV
//
// Changes the field of view in degrees
//
//==========================================================================
void R_SetFOV (FRenderViewpoint &viewpoint, DAngle fov)
{
if (fov < DAngle::fromDeg(5.)) fov = DAngle::fromDeg(5.);
else if (fov > DAngle::fromDeg(170.)) fov = DAngle::fromDeg(170.);
if (fov != viewpoint.FieldOfView)
{
viewpoint.FieldOfView = fov;
setsizeneeded = true;
}
}
//==========================================================================
//
// R_SetViewSize
//
// Do not really change anything here, because it might be in the middle
// of a refresh. The change will take effect next refresh.
//
//==========================================================================
void R_SetViewSize (int blocks)
{
setsizeneeded = true;
setblocks = blocks;
}
//==========================================================================
//
// R_SetWindow
//
//==========================================================================
void R_SetWindow (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, int windowSize, int fullWidth, int fullHeight, int stHeight, bool renderingToCanvas)
{
if (windowSize >= 11)
{
viewwidth = fullWidth;
freelookviewheight = viewheight = fullHeight;
}
else if (windowSize == 10)
{
viewwidth = fullWidth;
viewheight = stHeight;
freelookviewheight = fullHeight;
}
else
{
viewwidth = ((setblocks*fullWidth)/10) & (~15);
viewheight = ((setblocks*stHeight)/10)&~7;
freelookviewheight = ((setblocks*fullHeight)/10)&~7;
}
if (renderingToCanvas)
{
viewwindow.WidescreenRatio = fullWidth / (float)fullHeight;
}
else
{
viewwindow.WidescreenRatio = ActiveRatio(fullWidth, fullHeight);
DrawFSHUD = (windowSize == 11);
}
// [RH] Sky height fix for screens not 200 (or 240) pixels tall
R_InitSkyMap ();
viewwindow.centery = viewheight/2;
viewwindow.centerx = viewwidth/2;
if (AspectTallerThanWide(viewwindow.WidescreenRatio))
{
viewwindow.centerxwide = viewwindow.centerx;
}
else
{
viewwindow.centerxwide = viewwindow.centerx * AspectMultiplier(viewwindow.WidescreenRatio) / 48;
}
DAngle fov = viewpoint.FieldOfView;
// For widescreen displays, increase the FOV so that the middle part of the
// screen that would be visible on a 4:3 display has the requested FOV.
if (viewwindow.centerxwide != viewwindow.centerx)
{ // centerxwide is what centerx would be if the display was not widescreen
fov = DAngle::fromRad(2 * atan(viewwindow.centerx * tan(fov.Radians()/2) / double(viewwindow.centerxwide)));
if (fov > DAngle::fromDeg(170.)) fov = DAngle::fromDeg(170.);
}
viewwindow.FocalTangent = tan(fov.Radians() / 2);
}
//==========================================================================
//
// R_ExecuteSetViewSize
//
//==========================================================================
void R_ExecuteSetViewSize (FRenderViewpoint &viewpoint, FViewWindow &viewwindow)
{
setsizeneeded = false;
R_SetWindow (viewpoint, viewwindow, setblocks, SCREENWIDTH, SCREENHEIGHT, StatusBar->GetTopOfStatusbar());
// Handle resize, e.g. smaller view windows with border and/or status bar.
viewwindowx = (screen->GetWidth() - viewwidth) >> 1;
// Same with base row offset.
viewwindowy = (viewwidth == screen->GetWidth()) ? 0 : (StatusBar->GetTopOfStatusbar() - viewheight) >> 1;
}
//==========================================================================
//
// r_visibility
//
// Controls how quickly light ramps across a 1/z range.
//
//==========================================================================
double R_ClampVisibility(double vis)
{
// Allow negative visibilities, just for novelty's sake
return clamp(vis, -204.7, 204.7); // (205 and larger do not work in 5:4 aspect ratio)
}
CUSTOM_CVAR(Float, r_visibility, 8.0f, CVAR_NOINITCALL)
{
if (netgame && self != 8.0f)
{
Printf("Visibility cannot be changed in net games.\n");
self = 8.0f;
}
else
{
float clampValue = (float)R_ClampVisibility(self);
if (self != clampValue)
self = clampValue;
}
}
//==========================================================================
//
// R_GetGlobVis
//
// Calculates the global visibility constant used by the software renderer
//
//==========================================================================
double R_GetGlobVis(const FViewWindow &viewwindow, double vis)
{
vis = R_ClampVisibility(vis);
double virtwidth = screen->GetWidth();
double virtheight = screen->GetHeight();
if (AspectTallerThanWide(viewwindow.WidescreenRatio))
{
virtheight = (virtheight * AspectMultiplier(viewwindow.WidescreenRatio)) / 48;
}
else
{
virtwidth = (virtwidth * AspectMultiplier(viewwindow.WidescreenRatio)) / 48;
}
double YaspectMul = 320.0 * virtheight / (200.0 * virtwidth);
double InvZtoScale = YaspectMul * viewwindow.centerx;
double wallVisibility = vis;
// Prevent overflow on walls
double maxVisForWall = (InvZtoScale * (screen->GetWidth() * r_Yaspect) / (viewwidth * screen->GetHeight() * viewwindow.FocalTangent));
maxVisForWall = 32767.0 / maxVisForWall;
if (vis < 0 && vis < -maxVisForWall)
wallVisibility = -maxVisForWall;
else if (vis > 0 && vis > maxVisForWall)
wallVisibility = maxVisForWall;
wallVisibility = InvZtoScale * screen->GetWidth() * AspectBaseHeight(viewwindow.WidescreenRatio) / (viewwidth * screen->GetHeight() * 3) * (wallVisibility * viewwindow.FocalTangent);
return wallVisibility / viewwindow.FocalTangent;
}
//==========================================================================
//
// CVAR screenblocks
//
// Selects the size of the visible window
//
//==========================================================================
CUSTOM_CVAR (Int, screenblocks, 10, CVAR_ARCHIVE)
{
if (self > 12)
self = 12;
else if (self < 3)
self = 3;
else
R_SetViewSize (self);
}
//==========================================================================
//
//
//
//==========================================================================
FRenderer *CreateSWRenderer();
FRenderer* SWRenderer;
//==========================================================================
//
// R_Init
//
//==========================================================================
void R_Init ()
{
R_InitTranslationTables ();
R_SetViewSize (screenblocks);
if (SWRenderer == NULL)
{
SWRenderer = CreateSWRenderer();
}
SWRenderer->Init();
}
//==========================================================================
//
// R_Shutdown
//
//==========================================================================
void R_Shutdown ()
{
if (SWRenderer != nullptr) delete SWRenderer;
SWRenderer = nullptr;
}
//==========================================================================
//
// P_NoInterpolation
//
//==========================================================================
//CVAR (Int, tf, 0, 0)
EXTERN_CVAR (Bool, cl_noprediction)
bool P_NoInterpolation(player_t const *player, AActor const *actor)
{
return player != NULL &&
!(player->cheats & CF_INTERPVIEW) &&
player - players == consoleplayer &&
actor == player->mo &&
!demoplayback &&
!(player->cheats & (CF_TOTALLYFROZEN | CF_FROZEN)) &&
player->playerstate == PST_LIVE &&
player->mo->reactiontime == 0 &&
!NoInterpolateView &&
!paused &&
(!netgame || !cl_noprediction) &&
!LocalKeyboardTurner;
}
//==========================================================================
//
// R_InterpolateView
//
//==========================================================================
void R_InterpolateView (FRenderViewpoint &viewpoint, player_t *player, double Frac, InterpolationViewer *iview)
{
if (NoInterpolateView)
{
InterpolationPath.Clear();
NoInterpolateView = false;
iview->Old = iview->New;
}
auto Level = viewpoint.ViewLevel;
int oldgroup = Level->PointInRenderSubsector(iview->Old.Pos)->sector->PortalGroup;
int newgroup = Level->PointInRenderSubsector(iview->New.Pos)->sector->PortalGroup;
DAngle oviewangle = iview->Old.Angles.Yaw;
DAngle nviewangle = iview->New.Angles.Yaw;
if (!cl_capfps)
{
if ((iview->Old.Pos.X != iview->New.Pos.X || iview->Old.Pos.Y != iview->New.Pos.Y) && InterpolationPath.Size() > 0)
{
DVector3 view = iview->New.Pos;
// Interpolating through line portals is a messy affair.
// What needs be done is to store the portal transitions of the camera actor as waypoints
// and then find out on which part of the path the current view lies.
// Needless to say, this doesn't work for chasecam mode or viewpos.
if (!viewpoint.showviewer && !viewpoint.NoPortalPath)
{
double pathlen = 0;
double zdiff = 0;
double totalzdiff = 0;
DAngle adiff = nullAngle;
DAngle totaladiff = nullAngle;
double oviewz = iview->Old.Pos.Z;
double nviewz = iview->New.Pos.Z;
DVector3a oldpos = { { iview->Old.Pos.X, iview->Old.Pos.Y, 0 }, nullAngle };
DVector3a newpos = { { iview->New.Pos.X, iview->New.Pos.Y, 0 }, nullAngle };
InterpolationPath.Push(newpos); // add this to the array to simplify the loops below
for (unsigned i = 0; i < InterpolationPath.Size(); i += 2)
{
DVector3a &start = i == 0 ? oldpos : InterpolationPath[i - 1];
DVector3a &end = InterpolationPath[i];
pathlen += (end.pos - start.pos).Length();
totalzdiff += start.pos.Z;
totaladiff += start.angle;
}
double interpolatedlen = Frac * pathlen;
for (unsigned i = 0; i < InterpolationPath.Size(); i += 2)
{
DVector3a &start = i == 0 ? oldpos : InterpolationPath[i - 1];
DVector3a &end = InterpolationPath[i];
double fraglen = (end.pos - start.pos).Length();
zdiff += start.pos.Z;
adiff += start.angle;
if (fraglen <= interpolatedlen)
{
interpolatedlen -= fraglen;
}
else
{
double fragfrac = interpolatedlen / fraglen;
oviewz += zdiff;
nviewz -= totalzdiff - zdiff;
oviewangle += adiff;
nviewangle -= totaladiff - adiff;
DVector2 viewpos = start.pos.XY() + (fragfrac * (end.pos - start.pos).XY());
viewpoint.Pos = { viewpos, oviewz + Frac * (nviewz - oviewz) };
break;
}
}
InterpolationPath.Pop();
viewpoint.Path[0] = iview->Old.Pos;
viewpoint.Path[1] = viewpoint.Path[0] + (InterpolationPath[0].pos - viewpoint.Path[0]).XY().MakeResize(pathlen);
}
}
else
{
DVector2 disp = viewpoint.ViewLevel->Displacements.getOffset(oldgroup, newgroup);
viewpoint.Pos = iview->Old.Pos + (iview->New.Pos - iview->Old.Pos - disp) * Frac;
viewpoint.Path[0] = viewpoint.Path[1] = iview->New.Pos;
}
}
else
{
viewpoint.Pos = iview->New.Pos;
viewpoint.Path[0] = viewpoint.Path[1] = iview->New.Pos;
}
if (P_NoInterpolation(player, viewpoint.camera) &&
iview->New.Pos.X == viewpoint.camera->X() &&
iview->New.Pos.Y == viewpoint.camera->Y())
{
viewpoint.Angles.Yaw = (nviewangle + DAngle::fromBam(LocalViewAngle)).Normalized180();
DAngle delta = player->centering ? nullAngle : DAngle::fromBam(LocalViewPitch);
viewpoint.Angles.Pitch = clamp<DAngle>((iview->New.Angles.Pitch - delta).Normalized180(), player->MinPitch, player->MaxPitch);
viewpoint.Angles.Roll = iview->New.Angles.Roll.Normalized180();
}
else
{
viewpoint.Angles.Pitch = (iview->Old.Angles.Pitch + deltaangle(iview->Old.Angles.Pitch, iview->New.Angles.Pitch) * Frac).Normalized180();
viewpoint.Angles.Yaw = (oviewangle + deltaangle(oviewangle, nviewangle) * Frac).Normalized180();
viewpoint.Angles.Roll = (iview->Old.Angles.Roll + deltaangle(iview->Old.Angles.Roll, iview->New.Angles.Roll) * Frac).Normalized180();
}
// [MR] Apply the view angles as an offset if ABSVIEWANGLES isn't specified.
if (!(viewpoint.camera->flags8 & MF8_ABSVIEWANGLES))
{
viewpoint.Angles += (!player || (player->cheats & CF_INTERPVIEWANGLES)) ? interpolatedvalue(iview->Old.ViewAngles, iview->New.ViewAngles, Frac) : iview->New.ViewAngles;
}
// Due to interpolation this is not necessarily the same as the sector the camera is in.
viewpoint.sector = Level->PointInRenderSubsector(viewpoint.Pos)->sector;
bool moved = false;
while (!viewpoint.sector->PortalBlocksMovement(sector_t::ceiling))
{
if (viewpoint.Pos.Z > viewpoint.sector->GetPortalPlaneZ(sector_t::ceiling))
{
viewpoint.Pos += viewpoint.sector->GetPortalDisplacement(sector_t::ceiling);
viewpoint.ActorPos += viewpoint.sector->GetPortalDisplacement(sector_t::ceiling);
viewpoint.sector = Level->PointInRenderSubsector(viewpoint.Pos)->sector;
moved = true;
}
else break;
}
if (!moved)
{
while (!viewpoint.sector->PortalBlocksMovement(sector_t::floor))
{
if (viewpoint.Pos.Z < viewpoint.sector->GetPortalPlaneZ(sector_t::floor))
{
viewpoint.Pos += viewpoint.sector->GetPortalDisplacement(sector_t::floor);
viewpoint.ActorPos += viewpoint.sector->GetPortalDisplacement(sector_t::floor);
viewpoint.sector = Level->PointInRenderSubsector(viewpoint.Pos)->sector;
moved = true;
}
else break;
}
}
if (moved && !viewpoint.showviewer) viewpoint.noviewer = true;
}
//==========================================================================
//
// R_ResetViewInterpolation
//
//==========================================================================
void R_ResetViewInterpolation ()
{
InterpolationPath.Clear();
NoInterpolateView = true;
}
//==========================================================================
//
// R_SetViewAngle
// sets all values derived from the view angle.
//
//==========================================================================
void FRenderViewpoint::SetViewAngle (const FViewWindow &viewwindow)
{
Sin = Angles.Yaw.Sin();
Cos = Angles.Yaw.Cos();
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;
HWAngles.Yaw = FAngle::fromDeg(270.0 - Angles.Yaw.Degrees());
}
//==========================================================================
//
// FindPastViewer
//
//==========================================================================
static InterpolationViewer *FindPastViewer (AActor *actor)
{
for (unsigned int i = 0; i < PastViewers.Size(); ++i)
{
if (PastViewers[i].ViewActor == actor)
{
return &PastViewers[i];
}
}
// Not found, so make a new one
InterpolationViewer iview;
memset(&iview, 0, sizeof(iview));
iview.ViewActor = actor;
iview.otic = -1;
InterpolationPath.Clear();
return &PastViewers[PastViewers.Push (iview)];
}
//==========================================================================
//
// R_FreePastViewers
//
//==========================================================================
void R_FreePastViewers ()
{
InterpolationPath.Clear();
PastViewers.Clear ();
}
//==========================================================================
//
// R_ClearPastViewer
//
// If the actor changed in a non-interpolatable way, remove it.
//
//==========================================================================
void R_ClearPastViewer (AActor *actor)
{
InterpolationPath.Clear();
for (unsigned int i = 0; i < PastViewers.Size(); ++i)
{
if (PastViewers[i].ViewActor == actor)
{
// Found it, so remove it.
if (i == PastViewers.Size())
{
PastViewers.Delete (i);
}
else
{
PastViewers.Pop (PastViewers[i]);
}
}
}
}
//==========================================================================
//
// R_RebuildViewInterpolation
//
//==========================================================================
void R_RebuildViewInterpolation(player_t *player)
{
if (player == NULL || player->camera == NULL)
return;
if (!NoInterpolateView)
return;
NoInterpolateView = false;
InterpolationViewer *iview = FindPastViewer(player->camera);
iview->Old = iview->New;
InterpolationPath.Clear();
}
//==========================================================================
//
// R_GetViewInterpolationStatus
//
//==========================================================================
bool R_GetViewInterpolationStatus()
{
return NoInterpolateView;
}
//==========================================================================
//
// R_ClearInterpolationPath
//
//==========================================================================
void R_ClearInterpolationPath()
{
InterpolationPath.Clear();
}
//==========================================================================
//
// R_AddInterpolationPoint
//
//==========================================================================
void R_AddInterpolationPoint(const DVector3a &vec)
{
InterpolationPath.Push(vec);
}
//==========================================================================
//
// QuakePower
//
//==========================================================================
static double QuakePower(double factor, double intensity, double offset)
{
double randumb;
if (intensity == 0)
{
randumb = 0;
}
else
{
randumb = pr_torchflicker.GenRand_Real2() * (intensity * 2) - intensity;
}
return factor * (offset + randumb);
}
//==========================================================================
//
// R_DoActorTickerAngleChanges
//
//==========================================================================
static void R_DoActorTickerAngleChanges(player_t* const player, AActor* const actor, const double scale)
{
for (unsigned i = 0; i < 3; i++)
{
if (player->angleTargets[i].Sgn())
{
// Calculate scaled amount of target and add to the accumlation buffer.
DAngle addition = player->angleTargets[i] * scale;
player->angleAppliedAmounts[i] += addition;
// Test whether we're now reached/exceeded our target.
if (abs(player->angleAppliedAmounts[i]) >= abs(player->angleTargets[i]))
{
addition -= player->angleAppliedAmounts[i] - player->angleTargets[i];
player->angleTargets[i] = player->angleAppliedAmounts[i] = nullAngle;
}
// Apply the scaled addition to the angle.
actor->Angles[i] += addition;
}
}
}
//==========================================================================
//
// R_SetupFrame
//
//==========================================================================
void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor *actor)
{
if (actor == NULL)
{
I_Error ("Tried to render from a NULL actor.");
}
viewpoint.ViewLevel = actor->Level;
player_t *player = actor->player;
unsigned int newblend;
InterpolationViewer *iview;
bool unlinked = false;
if (player != NULL && player->mo == actor)
{ // [RH] Use camera instead of viewplayer
viewpoint.camera = player->camera;
if (viewpoint.camera == NULL)
{
viewpoint.camera = player->camera = player->mo;
}
}
else
{
viewpoint.camera = actor;
}
if (viewpoint.camera == NULL)
{
I_Error ("You lost your body. Bad dehacked work is likely to blame.");
}
// [MR] Get the input fraction, even if we don't need it this frame. Must run every frame.
const auto scaleAdjust = I_GetInputFrac();
// [MR] Process player angle changes if permitted to do so.
if (player && (player->cheats & CF_SCALEDNOLERP) && P_NoInterpolation(player, viewpoint.camera))
{
R_DoActorTickerAngleChanges(player, viewpoint.camera, scaleAdjust);
}
iview = FindPastViewer (viewpoint.camera);
int nowtic = I_GetTime ();
if (iview->otic != -1 && nowtic > iview->otic)
{
iview->otic = nowtic;
iview->Old = iview->New;
viewpoint.noviewer = false;
}
//==============================================================================================
// Handles offsetting the camera with ChaseCam and/or viewpos.
{
AActor *mo = viewpoint.camera;
DViewPosition *VP = mo->ViewPos;
const DVector3 orig = { mo->Pos().XY(), mo->player ? mo->player->viewz : mo->Z() + mo->GetCameraHeight() };
viewpoint.ActorPos = orig;
bool DefaultDraw = true;
sector_t *oldsector = viewpoint.ViewLevel->PointInRenderSubsector(iview->Old.Pos)->sector;
if (gamestate != GS_TITLELEVEL &&
((player && (player->cheats & CF_CHASECAM)) || (r_deathcamera && viewpoint.camera->health <= 0)))
{
// [RH] Use chasecam view
DefaultDraw = false;
DVector3 campos;
DAngle camangle;
P_AimCamera(viewpoint.camera, campos, camangle, viewpoint.sector, unlinked); // fixme: This needs to translate the angle, too.
iview->New.Pos = campos;
iview->New.Angles.Yaw = camangle;
viewpoint.noviewer = false;
viewpoint.showviewer = true;
// Interpolating this is a very complicated thing because nothing keeps track of the aim camera's movement, so whenever we detect a portal transition
// it's probably best to just reset the interpolation for this move.
// Note that this can still cause problems with unusually linked portals
if (viewpoint.sector->PortalGroup != oldsector->PortalGroup || (unlinked && ((iview->New.Pos.XY() - iview->Old.Pos.XY()).LengthSquared()) > 256 * 256))
{
iview->otic = nowtic;
iview->Old = iview->New;
r_NoInterpolate = true;
}
viewpoint.ActorPos = campos;
}
else if (VP) // No chase/death cam and player is alive, wants viewpos.
{
viewpoint.sector = viewpoint.ViewLevel->PointInRenderSubsector(iview->New.Pos.XY())->sector;
viewpoint.showviewer = false;
// [MC] Ignores all portal portal transitions since it's meant to be absolute.
// Modders must handle performing offsetting with the appropriate functions to get it to work.
// Hint: Check P_AdjustViewPos.
if (VP->Flags & VPSF_ABSOLUTEPOS)
{
iview->New.Pos = VP->Offset;
}
else
{
DVector3 next = orig;
if (VP->isZero())
{
// Since viewpos isn't being used, it's safe to enable path interpolation
viewpoint.NoPortalPath = false;
}
else if (VP->Flags & VPSF_ABSOLUTEOFFSET)
{
// No relativity added from angles.
next += VP->Offset;
}
else
{
// [MC] Do NOT handle portals here! Trace must have the unportaled (absolute) position to
// get the correct angle and distance. Trace automatically handles portals by itself.
// Note: viewpos does not include view angles, and ViewZ/CameraHeight are applied before this.
DAngle yaw = mo->Angles.Yaw;
DAngle pitch = mo->Angles.Pitch;
DAngle roll = mo->Angles.Roll;
DVector3 relx, rely, relz, Off = VP->Offset;
DMatrix3x3 rot =
DMatrix3x3(DVector3(0., 0., 1.), yaw.Cos(), yaw.Sin()) *
DMatrix3x3(DVector3(0., 1., 0.), pitch.Cos(), pitch.Sin()) *
DMatrix3x3(DVector3(1., 0., 0.), roll.Cos(), roll.Sin());
relx = DVector3(1., 0., 0.)*rot;
rely = DVector3(0., 1., 0.)*rot;
relz = DVector3(0., 0., 1.)*rot;
next += relx * Off.X + rely * Off.Y + relz * Off.Z;
}
if (next != orig)
{
// [MC] Disable interpolation if the camera view is crossing through a portal. Sometimes
// the player is made visible when crossing a portal and it's extremely jarring.
// Also, disable the portal interpolation pathing entirely when using the viewpos feature.
// Interpolation still happens with everything else though and seems to work fine.
DefaultDraw = false;
viewpoint.NoPortalPath = true;
// Allow VPSF_ALLOWOUTOFBOUNDS camera viewpoints to go out of bounds when using HW renderer
if (!(VP->Flags & VPSF_ALLOWOUTOFBOUNDS) || !V_IsHardwareRenderer())
{
P_AdjustViewPos(mo, orig, next, viewpoint.sector, unlinked, VP, &viewpoint);
}
if (viewpoint.sector->PortalGroup != oldsector->PortalGroup || (unlinked && ((iview->New.Pos.XY() - iview->Old.Pos.XY()).LengthSquared()) > 256 * 256))
{
iview->otic = nowtic;
iview->Old = iview->New;
r_NoInterpolate = true;
}
iview->New.Pos = next;
}
}
}
if (DefaultDraw)
{
iview->New.Pos = orig;
viewpoint.sector = viewpoint.camera->Sector;
viewpoint.showviewer = viewpoint.NoPortalPath = false;
}
}
// [MR] Apply view angles as the viewpoint angles if asked to do so.
iview->New.Angles = !(viewpoint.camera->flags8 & MF8_ABSVIEWANGLES) ? viewpoint.camera->Angles : viewpoint.camera->ViewAngles;
iview->New.ViewAngles = viewpoint.camera->ViewAngles;
if (viewpoint.camera->player != 0)
{
player = viewpoint.camera->player;
}
if (iview->otic == -1 || r_NoInterpolate || (viewpoint.camera->renderflags & RF_NOINTERPOLATEVIEW))
{
viewpoint.camera->renderflags &= ~RF_NOINTERPOLATEVIEW;
R_ResetViewInterpolation ();
iview->otic = nowtic;
}
viewpoint.TicFrac = I_GetTimeFrac ();
if (cl_capfps || r_NoInterpolate)
{
viewpoint.TicFrac = 1.;
}
R_InterpolateView (viewpoint, player, viewpoint.TicFrac, iview);
viewpoint.SetViewAngle (viewwindow);
// Keep the view within the sector's floor and ceiling
// But allow VPSF_ALLOWOUTOFBOUNDS camera viewpoints to go out of bounds when using hardware renderer
bool disembodied = false;
if (viewpoint.camera->ViewPos != NULL) disembodied = viewpoint.camera->ViewPos->Flags & VPSF_ALLOWOUTOFBOUNDS;
if (viewpoint.sector->PortalBlocksMovement(sector_t::ceiling) && (!disembodied || !V_IsHardwareRenderer()))
{
double theZ = viewpoint.sector->ceilingplane.ZatPoint(viewpoint.Pos) - 4;
if (viewpoint.Pos.Z > theZ)
{
viewpoint.Pos.Z = theZ;
}
}
if (viewpoint.sector->PortalBlocksMovement(sector_t::floor) && (!disembodied || !V_IsHardwareRenderer()))
{
double theZ = viewpoint.sector->floorplane.ZatPoint(viewpoint.Pos) + 4;
if (viewpoint.Pos.Z < theZ)
{
viewpoint.Pos.Z = theZ;
}
}
if (!paused)
{
FQuakeJiggers jiggers;
memset(&jiggers, 0, sizeof(jiggers));
if (DEarthquake::StaticGetQuakeIntensities(viewpoint.TicFrac, viewpoint.camera, jiggers) > 0)
{
double quakefactor = r_quakeintensity;
DVector3 pos; pos.Zero();
if (jiggers.RollIntensity != 0 || jiggers.RollWave != 0)
{
viewpoint.Angles.Roll += DAngle::fromDeg(QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave));
}
if (jiggers.RelIntensity.X != 0 || jiggers.RelOffset.X != 0)
{
pos.X += QuakePower(quakefactor, jiggers.RelIntensity.X, jiggers.RelOffset.X);
}
if (jiggers.RelIntensity.Y != 0 || jiggers.RelOffset.Y != 0)
{
pos.Y += QuakePower(quakefactor, jiggers.RelIntensity.Y, jiggers.RelOffset.Y);
}
if (jiggers.RelIntensity.Z != 0 || jiggers.RelOffset.Z != 0)
{
pos.Z += QuakePower(quakefactor, jiggers.RelIntensity.Z, jiggers.RelOffset.Z);
}
// [MC] Tremendous thanks to Marisa Kirisame for helping me with this.
// Use a rotation matrix to make the view relative.
if (!pos.isZero())
{
DAngle yaw = viewpoint.camera->Angles.Yaw;
DAngle pitch = viewpoint.camera->Angles.Pitch;
DAngle roll = viewpoint.camera->Angles.Roll;
DVector3 relx, rely, relz;
DMatrix3x3 rot =
DMatrix3x3(DVector3(0., 0., 1.), yaw.Cos(), yaw.Sin()) *
DMatrix3x3(DVector3(0., 1., 0.), pitch.Cos(), pitch.Sin()) *
DMatrix3x3(DVector3(1., 0., 0.), roll.Cos(), roll.Sin());
relx = DVector3(1., 0., 0.)*rot;
rely = DVector3(0., 1., 0.)*rot;
relz = DVector3(0., 0., 1.)*rot;
viewpoint.Pos += relx * pos.X + rely * pos.Y + relz * pos.Z;
}
if (jiggers.Intensity.X != 0 || jiggers.Offset.X != 0)
{
viewpoint.Pos.X += QuakePower(quakefactor, jiggers.Intensity.X, jiggers.Offset.X);
}
if (jiggers.Intensity.Y != 0 || jiggers.Offset.Y != 0)
{
viewpoint.Pos.Y += QuakePower(quakefactor, jiggers.Intensity.Y, jiggers.Offset.Y);
}
if (jiggers.Intensity.Z != 0 || jiggers.Offset.Z != 0)
{
viewpoint.Pos.Z += QuakePower(quakefactor, jiggers.Intensity.Z, jiggers.Offset.Z);
}
}
}
viewpoint.extralight = viewpoint.camera->player ? viewpoint.camera->player->extralight : 0;
// killough 3/20/98, 4/4/98: select colormap based on player status
// [RH] Can also select a blend
newblend = 0;
TArray<lightlist_t> &lightlist = viewpoint.sector->e->XFloor.lightlist;
if (lightlist.Size() > 0)
{
for(unsigned int i = 0; i < lightlist.Size(); i++)
{
secplane_t *plane;
int viewside;
plane = (i < lightlist.Size()-1) ? &lightlist[i+1].plane : &viewpoint.sector->floorplane;
viewside = plane->PointOnSide(viewpoint.Pos);
// Reverse the direction of the test if the plane was downward facing.
// We want to know if the view is above it, whatever its orientation may be.
if (plane->fC() < 0)
viewside = -viewside;
if (viewside > 0)
{
// 3d floor 'fog' is rendered as a blending value
PalEntry blendv = lightlist[i].blend;
// If no alpha is set, use 50%
if (blendv.a==0 && blendv!=0) blendv.a=128;
newblend = blendv.d;
break;
}
}
}
else
{
const sector_t *s = viewpoint.sector->GetHeightSec();
if (s != NULL)
{
newblend = s->floorplane.PointOnSide(viewpoint.Pos) < 0
? s->bottommap
: s->ceilingplane.PointOnSide(viewpoint.Pos) < 0
? s->topmap
: s->midmap;
if (APART(newblend) == 0 && newblend >= fakecmaps.Size())
newblend = 0;
}
}
// [RH] Don't override testblend unless entering a sector with a
// blend different from the previous sector's. Same goes with
// NormalLight's maps pointer.
if (R_OldBlend != newblend)
{
R_OldBlend = newblend;
}
validcount++;
if (r_clearbuffer != 0)
{
int color;
int hom = r_clearbuffer;
if (hom == 3)
{
hom = ((screen->FrameTime / 128) & 1) + 1;
}
if (hom == 1)
{
color = GPalette.BlackIndex;
}
else if (hom == 2)
{
color = GPalette.WhiteIndex;
}
else if (hom == 4)
{
color = (screen->FrameTime / 32) & 255;
}
else
{
color = pr_hom();
}
screen->SetClearColor(color);
SWRenderer->SetClearColor(color);
}
else
{
screen->SetClearColor(GPalette.BlackIndex);
}
// And finally some info that is needed for the hardware renderer
// Scale the pitch to account for the pixel stretching, because the playsim doesn't know about this and treats it as 1:1.
// However, to set up a projection matrix this needs to be adjusted.
double radPitch = viewpoint.Angles.Pitch.Normalized180().Radians();
double angx = cos(radPitch);
double angy = sin(radPitch) * actor->Level->info->pixelstretch;
double alen = sqrt(angx*angx + angy*angy);
viewpoint.HWAngles.Pitch = FAngle::fromRad((float)asin(angy / alen));
viewpoint.HWAngles.Roll = FAngle::fromDeg(viewpoint.Angles.Roll.Degrees()); // copied for convenience.
// ViewActor only gets set, if the camera actor should not be rendered
if (actor->player && actor->player - players == consoleplayer &&
((actor->player->cheats & CF_CHASECAM) || (r_deathcamera && actor->health <= 0)) && actor == actor->player->mo)
{
viewpoint.ViewActor = nullptr;
}
else
{
viewpoint.ViewActor = actor;
}
}
CUSTOM_CVAR(Float, maxviewpitch, 90.f, CVAR_ARCHIVE | CVAR_SERVERINFO)
{
if (self>90.f) self = 90.f;
else if (self<-90.f) self = -90.f;
if (usergame)
{
// [SP] Update pitch limits to the netgame/gamesim.
players[consoleplayer].SendPitchLimits();
}
}
//==========================================================================
//
// R_ShouldDrawSpriteShadow
//
//==========================================================================
bool R_ShouldDrawSpriteShadow(AActor *thing)
{
int rf = thing->renderflags;
// for wall and flat sprites the shadow math does not work so these must be unconditionally skipped.
if (rf & (RF_FLATSPRITE | RF_WALLSPRITE)) return false;
bool doit = false;
switch (r_actorspriteshadow)
{
case 1:
doit = (rf & RF_CASTSPRITESHADOW);
break;
case 2:
doit = (rf & RF_CASTSPRITESHADOW) || (!(rf & RF_NOSPRITESHADOW) && ((thing->flags3 & MF3_ISMONSTER) || thing->player != nullptr));
break;
default:
break;
}
if (doit)
{
auto rs = thing->RenderStyle;
rs.CheckFuzz();
// For non-standard render styles, draw no shadows. This will always look weird. However, if the sprite forces shadows, render them anyway.
if (!(rf & RF_CASTSPRITESHADOW))
{
if (rs.BlendOp != STYLEOP_Add && rs.BlendOp != STYLEOP_Shadow) return false;
if (rs.DestAlpha != STYLEALPHA_Zero && rs.DestAlpha != STYLEALPHA_InvSrc) return false;
}
}
return doit;
}