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Adding isometric camera mode with orthographic projection to current …
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…state of master branch of GZDoom.
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dileepvr authored and madame-rachelle committed Jan 21, 2024
1 parent 5925a6a commit 08b03e6
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Showing 10 changed files with 117 additions and 5 deletions.
1 change: 1 addition & 0 deletions src/common/filesystem/source/file_zip.cpp
Expand Up @@ -35,6 +35,7 @@

#include <time.h>
#include <stdexcept>
#include <cstdint>
#include "w_zip.h"
#include "ancientzip.h"
#include "resourcefile.h"
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8 changes: 8 additions & 0 deletions src/common/rendering/hwrenderer/data/hw_cvars.h
Expand Up @@ -54,3 +54,11 @@ EXTERN_CVAR(Int, gl_shadowmap_filter)
EXTERN_CVAR(Bool, gl_brightfog)
EXTERN_CVAR(Bool, gl_lightadditivesurfaces)
EXTERN_CVAR(Bool, gl_notexturefill)

EXTERN_CVAR(Bool, r_isocam)
EXTERN_CVAR(Int, r_isoviewpoint)
EXTERN_CVAR(Float, r_iso_camdist)
EXTERN_CVAR(Float, r_iso_dist)
EXTERN_CVAR(Float, r_iso_pitch)
EXTERN_CVAR(Bool, r_drawplayersprites)
EXTERN_CVAR(Bool, r_orthographic)
20 changes: 18 additions & 2 deletions src/common/rendering/hwrenderer/data/hw_vrmodes.cpp
Expand Up @@ -146,11 +146,27 @@ float VREyeInfo::getShift() const
return vr_swap_eyes ? -res : res;
}

VSMatrix VREyeInfo::GetProjection(float fov, float aspectRatio, float fovRatio) const
VSMatrix VREyeInfo::GetProjection(float fov, float aspectRatio, float fovRatio, bool isocam) const
{
VSMatrix result;

if (mShiftFactor == 0)
if (isocam) // Orthographic projection for isometric viewpoint
{
double zNear = -1.0; // screen->GetZNear();
double zFar = screen->GetZFar();

double fH = r_iso_dist * tan(DEG2RAD(fov) / 2) / fovRatio;
double fW = fH * aspectRatio * mScaleFactor;
double left = -fW;
double right = fW;
double bottom = -fH;
double top = fH;

VSMatrix fmat(1);
fmat.ortho((float)left, (float)right, (float)bottom, (float)top, (float)zNear, (float)zFar);
return fmat;
}
else if (mShiftFactor == 0)
{
float fovy = (float)(2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovRatio)));
result.perspective(fovy, aspectRatio, screen->GetZNear(), screen->GetZFar());
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2 changes: 1 addition & 1 deletion src/common/rendering/hwrenderer/data/hw_vrmodes.h
Expand Up @@ -27,7 +27,7 @@ struct VREyeInfo
float mShiftFactor;
float mScaleFactor;

VSMatrix GetProjection(float fov, float aspectRatio, float fovRatio) const;
VSMatrix GetProjection(float fov, float aspectRatio, float fovRatio, bool isocam) const;
DVector3 GetViewShift(float yaw) const;
private:
float getShift() const;
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3 changes: 3 additions & 0 deletions src/playsim/d_player.h
Expand Up @@ -324,6 +324,9 @@ class player_t
// This only represents the thrust that the player applies himself.
// This avoids anomalies with such things as Boom ice and conveyors.
DVector2 Vel = { 0,0 };
// Used by isometric camera (% 8 cardinal directions) (See RenderViewpoint() in src/rendering/hwrenderer/hw_entrypoint.cpp)
int isoviewpoint = 1;
int isoyaw = 225; // degrees

bool centering = false;
uint8_t turnticks = 0;
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6 changes: 6 additions & 0 deletions src/playsim/p_user.cpp
Expand Up @@ -270,6 +270,8 @@ void player_t::CopyFrom(player_t &p, bool copyPSP)
deltaviewheight = p.deltaviewheight;
bob = p.bob;
Vel = p.Vel;
isoviewpoint = p.isoviewpoint;
isoyaw = p.isoyaw;
centering = p.centering;
turnticks = p.turnticks;
attackdown = p.attackdown;
Expand Down Expand Up @@ -1635,6 +1637,8 @@ void player_t::Serialize(FSerializer &arc)
("deltaviewheight", deltaviewheight)
("bob", bob)
("vel", Vel)
("isoviewpoint", isoviewpoint)
("isoyaw", isoyaw)
("centering", centering)
("health", health)
("inventorytics", inventorytics)
Expand Down Expand Up @@ -1742,6 +1746,8 @@ DEFINE_FIELD_X(PlayerInfo, player_t, viewheight)
DEFINE_FIELD_X(PlayerInfo, player_t, deltaviewheight)
DEFINE_FIELD_X(PlayerInfo, player_t, bob)
DEFINE_FIELD_X(PlayerInfo, player_t, Vel)
DEFINE_FIELD_X(PlayerInfo, player_t, isoviewpoint)
DEFINE_FIELD_X(PlayerInfo, player_t, isoyaw)
DEFINE_FIELD_X(PlayerInfo, player_t, centering)
DEFINE_FIELD_X(PlayerInfo, player_t, turnticks)
DEFINE_FIELD_X(PlayerInfo, player_t, attackdown)
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33 changes: 31 additions & 2 deletions src/rendering/hwrenderer/hw_entrypoint.cpp
Expand Up @@ -162,8 +162,37 @@ 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)

// Stereo mode specific perspective projection
di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio);
// Switch viewpoint for isometric camera
if(r_isocam && 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
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.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);
}
else // Regular first-person viewpoint
{
vp.showviewer = false;
r_drawplayersprites = true; // Restore first-person hands/weapons
// Stereo mode specific perspective projection
di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio, false);
}
// Stereo mode specific viewpoint adjustment
vp.Pos += eye.GetViewShift(vp.HWAngles.Yaw.Degrees());
di->SetupView(RenderState, vp.Pos.X, vp.Pos.Y, vp.Pos.Z, false, false);
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18 changes: 18 additions & 0 deletions src/rendering/hwrenderer/scene/hw_sprites.cpp
Expand Up @@ -477,7 +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);
mat.Rotate(-sin(angleRad), 0, cos(angleRad), -HWAngles.Pitch.Degrees());
if(r_isocam) mat.Translate(0.0, zcenter - z2, 0.0);
}

mat.Translate(-center.X, -center.Z, -center.Y); // retreat from sprite center
Expand Down Expand Up @@ -900,6 +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;
FTextureID patch;
// [ZZ] add direct picnum override
if (isPicnumOverride)
Expand Down Expand Up @@ -1019,6 +1022,20 @@ 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
{
float signX = 1.0;
float signY = 1.0;
if(viewvecX < 0) signX = -1.0;
if(viewvecY < 0) signY = -1.0;
if(viewvecX == 0) signX = 0.0;
if(viewvecY == 0) signY = 0.0;

x1 -= signX * thing->radius;
x2 -= signX * thing->radius;
y1 -= signY * thing->radius;
y2 -= signY * thing->radius;
}
break;
}
case RF_FLATSPRITE:
Expand Down Expand Up @@ -1059,6 +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 (isSpriteShadow) depth += 1.f/65536.f; // always sort shadows behind the sprite.

// light calculation
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29 changes: 29 additions & 0 deletions src/rendering/r_utility.cpp
Expand Up @@ -101,6 +101,35 @@ 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?
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.")
{
if (self < 0.f)
self = 0.f;
else if (self > 89.f)
self = 89.f;
}
CUSTOM_CVAR(Float, r_iso_camdist, 1000.0f, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT)
{
// Keep this large to avoid texture clipping, not used if r_orthographic is false
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.")
{
if (self < 0)
self = 0;
else if (self > 9)
self = 9;
}
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")
{
if (self < 0.f)
self = 0.f;
else if (self > 1000.f)
self = 1000.f;
}
CUSTOM_CVAR(Float, r_quakeintensity, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 0.f) self = 0.f;
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2 changes: 2 additions & 0 deletions wadsrc/static/zscript/actors/player/player.zs
Expand Up @@ -2744,6 +2744,8 @@ struct PlayerInfo native play // self is what internally is known as player_t
native double deltaviewheight;
native double bob;
native vector2 vel;
native int isoviewpoint;
native int isoyaw;
native bool centering;
native uint8 turnticks;
native bool attackdown;
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