From 84329fcd2677a42860f986e06b901434bc44966e Mon Sep 17 00:00:00 2001 From: fickleheart Date: Fri, 17 Jan 2020 19:01:45 -0600 Subject: [PATCH] OGL can have little a viewroll --- src/hardware/hw_main.c | 6 ++++++ src/hardware/r_opengl/r_opengl.c | 2 ++ 2 files changed, 8 insertions(+) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 74be53db5..e1b5d23ff 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -5969,6 +5969,8 @@ static void HWR_DrawSkyBackground(player_t *player) dometransform.scalez = 1; dometransform.fovxangle = fpov; // Tails dometransform.fovyangle = fpov; // Tails + dometransform.roll = (player->viewrollangle != 0); + dometransform.rollangle = FIXED_TO_FLOAT(AngleFixed(player->viewrollangle)); dometransform.splitscreen = splitscreen; HWR_GetTexture(texturetranslation[skytexture]); @@ -6192,6 +6194,8 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player) atransform.scalez = 1; atransform.fovxangle = fpov; // Tails atransform.fovyangle = fpov; // Tails + atransform.roll = (player->viewrollangle != 0); + atransform.rollangle = FIXED_TO_FLOAT(AngleFixed(player->viewrollangle)); atransform.splitscreen = splitscreen; gr_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l))); @@ -6412,6 +6416,8 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player) atransform.scalez = 1; atransform.fovxangle = fpov; // Tails atransform.fovyangle = fpov; // Tails + atransform.roll = (player->viewrollangle != 0); + atransform.rollangle = FIXED_TO_FLOAT(AngleFixed(player->viewrollangle)); atransform.splitscreen = splitscreen; gr_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l))); diff --git a/src/hardware/r_opengl/r_opengl.c b/src/hardware/r_opengl/r_opengl.c index becce9fa3..a3ed3c8d2 100644 --- a/src/hardware/r_opengl/r_opengl.c +++ b/src/hardware/r_opengl/r_opengl.c @@ -2238,6 +2238,8 @@ EXPORT void HWRAPI(SetTransform) (FTransform *stransform) else pglScalef(stransform->scalex, stransform->scaley, -stransform->scalez); + if (stransform->roll) + pglRotatef(stransform->rollangle, 0.0f, 0.0f, 1.0f); pglRotatef(stransform->anglex , 1.0f, 0.0f, 0.0f); pglRotatef(stransform->angley+270.0f, 0.0f, 1.0f, 0.0f); pglTranslatef(-stransform->x, -stransform->z, -stransform->y);