Merge branch 'master' into next

This commit is contained in:
Sally Cochenour 2019-02-27 01:22:18 -05:00
commit c6be0c24d1
9 changed files with 55 additions and 65 deletions

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@ -72,6 +72,7 @@
#include "../v_video.h"
#include "hw_clip.h"
#include "hw_glob.h"
#include "../r_main.h"
#include "../r_state.h"
#include "../tables.h"
#include "r_opengl/r_opengl.h"
@ -328,7 +329,7 @@ angle_t gld_FrustumAngle(void)
// NEWCLIP TODO: SRB2CBTODO: make a global render_fov for this function
float render_fov = FIXED_TO_FLOAT(cv_grfov.value);
float render_fov = FIXED_TO_FLOAT(cv_fov.value);
float render_fovratio = (float)BASEVIDWIDTH / (float)BASEVIDHEIGHT; // SRB2CBTODO: NEWCLIPTODO: Is this right?
float render_multiplier = 64.0f / render_fovratio / RMUL;

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@ -86,12 +86,10 @@ static UINT32 atohex(const char *s);
static void CV_filtermode_ONChange(void);
static void CV_anisotropic_ONChange(void);
static void CV_FogDensity_ONChange(void);
static void CV_grFov_OnChange(void);
// ==========================================================================
// 3D ENGINE COMMANDS & CONSOLE VARS
// ==========================================================================
static CV_PossibleValue_t grfov_cons_t[] = {{0, "MIN"}, {179*FRACUNIT, "MAX"}, {0, NULL}};
static CV_PossibleValue_t grfiltermode_cons_t[]= {{HWD_SET_TEXTUREFILTER_POINTSAMPLED, "Nearest"},
{HWD_SET_TEXTUREFILTER_BILINEAR, "Bilinear"}, {HWD_SET_TEXTUREFILTER_TRILINEAR, "Trilinear"},
{HWD_SET_TEXTUREFILTER_MIXED1, "Linear_Nearest"},
@ -112,7 +110,6 @@ static consvar_t cv_grbeta = {"gr_beta", "0", 0, CV_Unsigned, NULL, 0, NULL, NUL
static float HWRWipeCounter = 1.0f;
consvar_t cv_grrounddown = {"gr_rounddown", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grfov = {"gr_fov", "90", CV_FLOAT|CV_CALL, grfov_cons_t, CV_grFov_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grfogdensity = {"gr_fogdensity", "150", CV_CALL|CV_NOINIT, CV_Unsigned,
CV_FogDensity_ONChange, 0, NULL, NULL, 0, 0, NULL};
@ -5907,7 +5904,7 @@ void HWR_SetViewSize(void)
// ==========================================================================
void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player)
{
const float fpov = FIXED_TO_FLOAT(cv_grfov.value+player->fovadd);
const float fpov = FIXED_TO_FLOAT(cv_fov.value+player->fovadd);
postimg_t *type;
UINT8 ssplayer = 0;
@ -6073,7 +6070,7 @@ if (0)
viewangle = localaiming4;
// Handle stuff when you are looking farther up or down.
if ((aimingangle || cv_grfov.value+player->fovadd > 90*FRACUNIT))
if ((aimingangle || cv_fov.value+player->fovadd > 90*FRACUNIT))
{
dup_viewangle += ANGLE_90;
HWR_ClearClipSegs();
@ -6151,7 +6148,7 @@ if (0)
// ==========================================================================
void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
{
const float fpov = FIXED_TO_FLOAT(cv_grfov.value+player->fovadd);
const float fpov = FIXED_TO_FLOAT(cv_fov.value+player->fovadd);
postimg_t *type;
UINT8 ssplayer = 0;
@ -6332,7 +6329,7 @@ if (0)
viewangle = localaiming4;
// Handle stuff when you are looking farther up or down.
if ((aimingangle || cv_grfov.value+player->fovadd > 90*FRACUNIT))
if ((aimingangle || cv_fov.value+player->fovadd > 90*FRACUNIT))
{
dup_viewangle += ANGLE_90;
HWR_ClearClipSegs();
@ -6455,11 +6452,6 @@ static void HWR_FoggingOn(void)
// ==========================================================================
static void CV_grFov_OnChange(void)
{
if ((netgame || multiplayer) && !cv_debug && cv_grfov.value != 90*FRACUNIT)
CV_Set(&cv_grfov, cv_grfov.defaultvalue);
}
static void Command_GrStats_f(void)
{
@ -6482,7 +6474,6 @@ static void Command_GrStats_f(void)
void HWR_AddCommands(void)
{
CV_RegisterVar(&cv_grrounddown);
CV_RegisterVar(&cv_grfov);
CV_RegisterVar(&cv_grfogdensity);
CV_RegisterVar(&cv_grfiltermode);
CV_RegisterVar(&cv_granisotropicmode);

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@ -80,7 +80,6 @@ extern consvar_t cv_grstaticlighting;
extern consvar_t cv_grcoronas;
extern consvar_t cv_grcoronasize;
#endif
extern consvar_t cv_grfov;
extern consvar_t cv_grmd2;
extern consvar_t cv_grfog;
extern consvar_t cv_grfogcolor;

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@ -2056,10 +2056,11 @@ EXPORT void HWRAPI(DrawMD2) (INT32 *gl_cmd_buffer, md2_frame_t *frame, FTransfor
EXPORT void HWRAPI(SetTransform) (FTransform *stransform)
{
static boolean special_splitscreen;
float used_fov;
pglLoadIdentity();
if (stransform)
{
boolean fovx90;
used_fov = stransform->fovxangle;
// keep a trace of the transformation for md2
memcpy(&md2_transform, stransform, sizeof (md2_transform));
@ -2074,36 +2075,29 @@ EXPORT void HWRAPI(SetTransform) (FTransform *stransform)
pglRotatef(stransform->angley+270.0f, 0.0f, 1.0f, 0.0f);
pglTranslatef(-stransform->x, -stransform->z, -stransform->y);
pglMatrixMode(GL_PROJECTION);
pglLoadIdentity();
fovx90 = stransform->fovxangle > 0.0f && fabsf(stransform->fovxangle - 90.0f) < 0.5f;
special_splitscreen = (stransform->splitscreen == 1 && fovx90);
if (special_splitscreen)
GLPerspective(53.13l, 2*ASPECT_RATIO); // 53.13 = 2*atan(0.5)
else
GLPerspective(stransform->fovxangle, ASPECT_RATIO);
#ifndef MINI_GL_COMPATIBILITY
pglGetDoublev(GL_PROJECTION_MATRIX, projMatrix); // added for new coronas' code (without depth buffer)
#endif
pglMatrixMode(GL_MODELVIEW);
special_splitscreen = (stransform->splitscreen == 1);
}
else
{
//Hurdler: is "fov" correct?
used_fov = fov;
pglScalef(1.0f, 1.0f, -1.0f);
pglMatrixMode(GL_PROJECTION);
pglLoadIdentity();
if (special_splitscreen)
GLPerspective(53.13l, 2*ASPECT_RATIO); // 53.13 = 2*atan(0.5)
else
//Hurdler: is "fov" correct?
GLPerspective(fov, ASPECT_RATIO);
#ifndef MINI_GL_COMPATIBILITY
pglGetDoublev(GL_PROJECTION_MATRIX, projMatrix); // added for new coronas' code (without depth buffer)
#endif
pglMatrixMode(GL_MODELVIEW);
}
pglMatrixMode(GL_PROJECTION);
pglLoadIdentity();
if (special_splitscreen)
{
used_fov = atan(tan(used_fov*M_PI/360)*0.8)*360/M_PI;
GLPerspective(used_fov, 2*ASPECT_RATIO);
}
else
GLPerspective(used_fov, ASPECT_RATIO);
#ifndef MINI_GL_COMPATIBILITY
pglGetDoublev(GL_PROJECTION_MATRIX, projMatrix); // added for new coronas' code (without depth buffer)
#endif
pglMatrixMode(GL_MODELVIEW);
#ifndef MINI_GL_COMPATIBILITY
pglGetDoublev(GL_MODELVIEW_MATRIX, modelMatrix); // added for new coronas' code (without depth buffer)
#endif

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@ -1249,7 +1249,7 @@ static menuitem_t OP_OpenGLOptionsMenu[] =
{IT_SUBMENU|IT_STRING, NULL, "Fog...", &OP_OpenGLFogDef, 10},
{IT_SUBMENU|IT_STRING, NULL, "Gamma...", &OP_OpenGLColorDef, 20},
{IT_STRING|IT_CVAR, NULL, "Field of View", &cv_grfov, 35},
{IT_STRING|IT_CVAR, NULL, "Field of View", &cv_fov, 35},
{IT_STRING|IT_CVAR, NULL, "Quality", &cv_scr_depth, 45},
{IT_STRING|IT_CVAR, NULL, "Texture Filter", &cv_grfiltermode, 55},
{IT_STRING|IT_CVAR, NULL, "Anisotropic", &cv_granisotropicmode, 65},

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@ -3214,10 +3214,9 @@ boolean P_SetupLevel(boolean skipprecip)
if (!cv_analog4.changed)
CV_SetValue(&cv_analog4, 0);*/
#ifdef HWRENDER
if (rendermode != render_soft && rendermode != render_none)
CV_Set(&cv_grfov, cv_grfov.defaultvalue);
#endif
// Shouldn't be necessary with render parity?
/*if (rendermode != render_none)
CV_Set(&cv_fov, cv_fov.defaultvalue);*/
displayplayer = consoleplayer; // Start with your OWN view, please!
}

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@ -8295,9 +8295,6 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
if (mo->eflags & MFE_VERTICALFLIP)
camheight += thiscam->height;
if (splitscreen == 1)
camspeed = (3*camspeed)/4;
if (camspeed > FRACUNIT)
camspeed = FRACUNIT;
@ -8351,13 +8348,6 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
height -= FixedMul(height, player->kartstuff[k_boostcam]);
}
// in splitscreen modes, mess with the camera distances to make it feel proportional to how it feels normally
if (splitscreen == 1) // widescreen splits should get x1.5 distance
{
dist = FixedMul(dist, 3*FRACUNIT/2);
height = FixedMul(height, 3*FRACUNIT/2);
}
x = mo->x - FixedMul(FINECOSINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist);
y = mo->y - FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist);
@ -8623,10 +8613,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
{
thiscam->momx = x - thiscam->x;
thiscam->momy = y - thiscam->y;
if (splitscreen == 1) // Wide-screen needs to follow faster, due to a smaller vertical:horizontal ratio of screen space
thiscam->momz = FixedMul(z - thiscam->z, (3*camspeed)/4);
else
thiscam->momz = FixedMul(z - thiscam->z, camspeed/2);
thiscam->momz = FixedMul(z - thiscam->z, camspeed/2);
}
thiscam->pan = pan;

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@ -56,6 +56,7 @@ INT32 centerx, centery;
fixed_t centerxfrac, centeryfrac;
fixed_t projection;
fixed_t projectiony; // aspect ratio
fixed_t fovtan; // field of view
// just for profiling purposes
size_t framecount;
@ -134,11 +135,14 @@ static CV_PossibleValue_t drawdist_precip_cons_t[] = {
{1024, "1024"}, {1536, "1536"}, {2048, "2048"},
{0, "None"}, {0, NULL}};
static CV_PossibleValue_t fov_cons_t[] = {{0, "MIN"}, {179*FRACUNIT, "MAX"}, {0, NULL}};
//static CV_PossibleValue_t precipdensity_cons_t[] = {{0, "None"}, {1, "Light"}, {2, "Moderate"}, {4, "Heavy"}, {6, "Thick"}, {8, "V.Thick"}, {0, NULL}};
static CV_PossibleValue_t translucenthud_cons_t[] = {{0, "MIN"}, {10, "MAX"}, {0, NULL}};
static CV_PossibleValue_t maxportals_cons_t[] = {{0, "MIN"}, {12, "MAX"}, {0, NULL}}; // lmao rendering 32 portals, you're a card
static CV_PossibleValue_t homremoval_cons_t[] = {{0, "No"}, {1, "Yes"}, {2, "Flash"}, {0, NULL}};
static void Fov_OnChange(void);
static void ChaseCam_OnChange(void);
static void ChaseCam2_OnChange(void);
static void ChaseCam3_OnChange(void);
@ -175,6 +179,7 @@ consvar_t cv_drawdist = {"drawdist", "Infinite", CV_SAVE, drawdist_cons_t, NULL,
//consvar_t cv_drawdist_nights = {"drawdist_nights", "2048", CV_SAVE, drawdist_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_drawdist_precip = {"drawdist_precip", "1024", CV_SAVE, drawdist_precip_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
//consvar_t cv_precipdensity = {"precipdensity", "Moderate", CV_SAVE, precipdensity_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_fov = {"fov", "90", CV_FLOAT|CV_CALL, fov_cons_t, Fov_OnChange, 0, NULL, NULL, 0, 0, NULL};
// Okay, whoever said homremoval causes a performance hit should be shot.
consvar_t cv_homremoval = {"homremoval", "Yes", CV_SAVE, homremoval_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
@ -227,6 +232,14 @@ void SplitScreen_OnChange(void)
}
}
}
static void Fov_OnChange(void)
{
// Shouldn't be needed with render parity?
//if ((netgame || multiplayer) && !cv_debug && cv_fov.value != 90*FRACUNIT)
// CV_Set(&cv_fov, cv_fov.defaultvalue);
R_SetViewSize();
}
static void ChaseCam_OnChange(void)
{
@ -517,7 +530,7 @@ static void R_InitTextureMapping(void)
//
// Calc focallength
// so FIELDOFVIEW angles covers SCREENWIDTH.
focallength = FixedDiv(centerxfrac,
focallength = FixedDiv(projection,
FINETANGENT(FINEANGLES/4+/*cv_fov.value*/ FIELDOFVIEW/2));
#ifdef ESLOPE
@ -632,6 +645,7 @@ void R_ExecuteSetViewSize(void)
INT32 j;
INT32 level;
INT32 startmapl;
angle_t fov;
setsizeneeded = false;
@ -660,9 +674,12 @@ void R_ExecuteSetViewSize(void)
centerxfrac = centerx<<FRACBITS;
centeryfrac = centery<<FRACBITS;
projection = centerxfrac;
//projectiony = (((vid.height*centerx*BASEVIDWIDTH)/BASEVIDHEIGHT)/vid.width)<<FRACBITS;
projectiony = centerxfrac;
fov = FixedAngle(cv_fov.value/2) + ANGLE_90;
fovtan = FINETANGENT(fov >> ANGLETOFINESHIFT);
if (splitscreen == 1) // Splitscreen FOV should be adjusted to maintain expected vertical view
fovtan = 17*fovtan/10;
projection = projectiony = FixedDiv(centerxfrac, fovtan);
R_InitViewBuffer(scaledviewwidth, viewheight);
@ -688,7 +705,7 @@ void R_ExecuteSetViewSize(void)
for (i = 0; i < j; i++)
{
dy = ((i - viewheight*8)<<FRACBITS) + FRACUNIT/2;
dy = abs(dy);
dy = FixedMul(abs(dy), fovtan);
yslopetab[i] = FixedDiv(centerx*FRACUNIT, dy);
}
}
@ -803,7 +820,7 @@ subsector_t *R_IsPointInSubsector(fixed_t x, fixed_t y)
static mobj_t *viewmobj;
// WARNING: a should be unsigned but to add with 2048, it isn't!
#define AIMINGTODY(a) ((FINETANGENT((2048+(((INT32)a)>>ANGLETOFINESHIFT)) & FINEMASK)*160)>>FRACBITS)
#define AIMINGTODY(a) FixedDiv((FINETANGENT((2048+(((INT32)a)>>ANGLETOFINESHIFT)) & FINEMASK)*160)>>FRACBITS, fovtan)
// recalc necessary stuff for mouseaiming
// slopes are already calculated for the full possible view (which is 4*viewheight).
@ -1490,6 +1507,7 @@ void R_RegisterEngineStuff(void)
CV_RegisterVar(&cv_drawdist);
//CV_RegisterVar(&cv_drawdist_nights);
CV_RegisterVar(&cv_drawdist_precip);
CV_RegisterVar(&cv_fov);
CV_RegisterVar(&cv_chasecam);
CV_RegisterVar(&cv_chasecam2);

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@ -79,6 +79,7 @@ extern consvar_t cv_flipcam, cv_flipcam2, cv_flipcam3, cv_flipcam4;
extern consvar_t cv_shadow, cv_shadowoffs;
extern consvar_t cv_translucency;
extern consvar_t /*cv_precipdensity,*/ cv_drawdist, /*cv_drawdist_nights,*/ cv_drawdist_precip;
extern consvar_t cv_fov;
extern consvar_t cv_skybox;
extern consvar_t cv_tailspickup;