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Changed all of the isometric functionality to mapinfo and playerinfo …
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…variables. Retained function of most of the CVars.
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dileepvr authored and madame-rachelle committed Jan 21, 2024
1 parent 08b03e6 commit d340583
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Showing 15 changed files with 101 additions and 34 deletions.
6 changes: 3 additions & 3 deletions src/common/rendering/hwrenderer/data/hw_vrmodes.cpp
Expand Up @@ -146,16 +146,16 @@ float VREyeInfo::getShift() const
return vr_swap_eyes ? -res : res;
}

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

if (isocam) // Orthographic projection for isometric viewpoint
if (iso_ortho) // 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 fH = tan(DEG2RAD(fov) / 2) / fovRatio;
double fW = fH * aspectRatio * mScaleFactor;
double left = -fW;
double right = fW;
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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, bool isocam) const;
VSMatrix GetProjection(float fov, float aspectRatio, float fovRatio, bool iso_ortho) const;
DVector3 GetViewShift(float yaw) const;
private:
float getShift() const;
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8 changes: 8 additions & 0 deletions src/g_level.cpp
Expand Up @@ -1803,6 +1803,8 @@ void FLevelLocals::Init()
flags3 = 0;
ImpactDecalCount = 0;
frozenstate = 0;
isocam_pitch = 30.f;
iso_dist = 300.f;

info = FindLevelInfo (MapName.GetChars());

Expand Down Expand Up @@ -1833,6 +1835,12 @@ void FLevelLocals::Init()
if (info->gravity == DBL_MAX) gravity = 0;
else gravity = info->gravity * 35/TICRATE;
}
if (info->isocam_pitch < 0.f) isocam_pitch = 0.f;
else if (info->isocam_pitch > 89.f) isocam_pitch = 89.f;
else isocam_pitch = info->isocam_pitch;
if (info->iso_dist < 1.f) iso_dist = 1.f;
if (info->iso_dist > 1000.f) iso_dist = 1000.f;
else iso_dist = info->iso_dist;
if (info->aircontrol != 0.f)
{
aircontrol = info->aircontrol;
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13 changes: 13 additions & 0 deletions src/g_levellocals.h
Expand Up @@ -664,6 +664,8 @@ struct FLevelLocals
double airfriction;
int airsupply;
int DefaultEnvironment; // Default sound environment.
float isocam_pitch;
float iso_dist;

DSeqNode *SequenceListHead;

Expand Down Expand Up @@ -753,6 +755,17 @@ struct FLevelLocals
return !(flags & LEVEL_FREELOOK_NO);
}

//==========================================================================
//
//
//==========================================================================

bool IsIsometricMode() const
{
return (flags3 & LEVEL3_ISOMETRICMODE);
// What to do about multiplayer flags? Add a dmflags3 bit?
}

node_t *HeadNode() const
{
return nodes.Size() == 0 ? nullptr : &nodes[nodes.Size() - 1];
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19 changes: 19 additions & 0 deletions src/gamedata/g_mapinfo.cpp
Expand Up @@ -295,6 +295,8 @@ void level_info_t::Reset()
outsidefogdensity = 0;
skyfog = 0;
pixelstretch = 1.2f;
isocam_pitch = 30.f;
iso_dist = 300.f;

specialactions.Clear();
DefaultEnvironment = 0;
Expand Down Expand Up @@ -1216,6 +1218,20 @@ DEFINE_MAP_OPTION(gravity, true)
info->gravity = parse.sc.Float;
}

DEFINE_MAP_OPTION(isocam_pitch, true)
{
parse.ParseAssign();
parse.sc.MustGetFloat();
info->isocam_pitch = parse.sc.Float;
}

DEFINE_MAP_OPTION(iso_dist, true)
{
parse.ParseAssign();
parse.sc.MustGetFloat();
info->iso_dist = parse.sc.Float;
}

DEFINE_MAP_OPTION(nogravity, true)
{
info->gravity = DBL_MAX;
Expand Down Expand Up @@ -1819,6 +1835,9 @@ MapFlagHandlers[] =
{ "disableskyboxao", MITYPE_CLRFLAG3, LEVEL3_SKYBOXAO, 0 },
{ "avoidmelee", MITYPE_SETFLAG3, LEVEL3_AVOIDMELEE, 0 },
{ "attenuatelights", MITYPE_SETFLAG3, LEVEL3_ATTENUATE, 0 },
{ "isometricmode", MITYPE_SETFLAG3, LEVEL3_ISOMETRICMODE, 0 },
{ "orthographic", MITYPE_SETFLAG3, LEVEL3_ORTHOGRAPHIC, 0 },
{ "isometricsprites", MITYPE_SETFLAG3, LEVEL3_ISOMETRICSPRITES, 0 },
{ "nobotnodes", MITYPE_IGNORE, 0, 0 }, // Skulltag option: nobotnodes
{ "nopassover", MITYPE_COMPATFLAG, COMPATF_NO_PASSMOBJ, 0 },
{ "passover", MITYPE_CLRCOMPATFLAG, COMPATF_NO_PASSMOBJ, 0 },
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7 changes: 7 additions & 0 deletions src/gamedata/g_mapinfo.h
Expand Up @@ -270,6 +270,10 @@ enum ELevelFlags : unsigned int
LEVEL3_AVOIDMELEE = 0x00020000, // global flag needed for proper MBF support.
LEVEL3_NOJUMPDOWN = 0x00040000, // only for MBF21. Inverse of MBF's dog_jumping flag.
LEVEL3_LIGHTCREATED = 0x00080000, // a light had been created in the last frame

LEVEL3_ISOMETRICMODE = 0x00100000, // render map in isometric camera mode
LEVEL3_ORTHOGRAPHIC = 0x00200000, // render with orthographic projection (only in isometric camera mode)
LEVEL3_ISOMETRICSPRITES = 0x00400000, // displace isometrically drawn sprites towards isometric camera
};


Expand Down Expand Up @@ -376,6 +380,9 @@ struct level_info_t
int skyfog;
float pixelstretch;

float isocam_pitch;
float iso_dist;

// Redirection: If any player is carrying the specified item, then
// you go to the RedirectMap instead of this one.
FName RedirectType;
Expand Down
3 changes: 1 addition & 2 deletions src/playsim/d_player.h
Expand Up @@ -324,8 +324,7 @@ 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;
// Used by isometric camera (See RenderViewpoint() in src/rendering/hwrenderer/hw_entrypoint.cpp)
int isoyaw = 225; // degrees

bool centering = false;
Expand Down
3 changes: 0 additions & 3 deletions src/playsim/p_user.cpp
Expand Up @@ -270,7 +270,6 @@ 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;
Expand Down Expand Up @@ -1637,7 +1636,6 @@ void player_t::Serialize(FSerializer &arc)
("deltaviewheight", deltaviewheight)
("bob", bob)
("vel", Vel)
("isoviewpoint", isoviewpoint)
("isoyaw", isoyaw)
("centering", centering)
("health", health)
Expand Down Expand Up @@ -1746,7 +1744,6 @@ 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)
Expand Down
29 changes: 15 additions & 14 deletions src/rendering/hwrenderer/hw_entrypoint.cpp
Expand Up @@ -163,28 +163,29 @@ 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)

// Switch viewpoint for isometric camera
if(r_isocam && camera->player != NULL)
if((r_isocam || (camera->Level->flags3 & LEVEL3_ISOMETRICMODE)) && 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
float camdist = camera->Level->iso_dist;
float isocam_pitch = camera->Level->isocam_pitch;
if (r_isoviewpoint > 0)
{
isocam_pitch = r_iso_pitch;
camdist = r_iso_dist;
camera->player->isoyaw = 45.0 * (r_isoviewpoint - 1); // The eight cardinal directions
}
float inv_iso_dist = 1.0f/camdist; // camdist can change in next line
if (r_orthographic || (camera->Level->flags3 & LEVEL3_ORTHOGRAPHIC)) camdist = r_iso_camdist;
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.Pos.Z += camdist * FAngle::fromDeg(isocam_pitch).Tan() - 0.5 * camera->player->viewheight;
vp.HWAngles.Pitch = FAngle::fromDeg(isocam_pitch);
vp.Angles.Pitch = DAngle::fromDeg(isocam_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);
di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio * inv_iso_dist, r_orthographic || (camera->Level->flags3 & LEVEL3_ORTHOGRAPHIC));
}
else // Regular first-person viewpoint
{
Expand Down
10 changes: 5 additions & 5 deletions src/rendering/hwrenderer/scene/hw_sprites.cpp
Expand Up @@ -477,9 +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);
if(r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE)) 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);
if(r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE)) mat.Translate(0.0, zcenter - z2, 0.0);
}

mat.Translate(-center.X, -center.Z, -center.Y); // retreat from sprite center
Expand Down Expand Up @@ -902,7 +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;
if(r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE)) ang = vp.Angles.Yaw;
FTextureID patch;
// [ZZ] add direct picnum override
if (isPicnumOverride)
Expand Down Expand Up @@ -1022,7 +1022,7 @@ 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
if(di->Level->flags3 & LEVEL3_ISOMETRICSPRITES && (r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE))) // If sprites are drawn from an isometric perspective
{
float signX = 1.0;
float signY = 1.0;
Expand Down Expand Up @@ -1076,7 +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(r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE)) depth = depth * vp.PitchCos - vp.PitchSin * z2; // Helps with stacking actors with small xy offsets
if (isSpriteShadow) depth += 1.f/65536.f; // always sort shadows behind the sprite.

// light calculation
Expand Down
15 changes: 10 additions & 5 deletions src/rendering/r_utility.cpp
Expand Up @@ -103,7 +103,7 @@ 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.")
CUSTOM_CVARD(Float, r_iso_pitch, 30.0f, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "pitch for isometric camera: 0 to 89 degrees. Used only if r_isoviewpoint > 0.")
{
if (self < 0.f)
self = 0.f;
Expand All @@ -116,14 +116,14 @@ CUSTOM_CVAR(Float, r_iso_camdist, 1000.0f, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR
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.")
CUSTOM_CVARD(Int, r_isoviewpoint, 0, CVAR_ARCHIVE, "Isometric viewpoint angle. 1 to 8 for cardinal directions using r_iso_pitch and r_iso_dist. 0 for ignore and use player->isoyaw, level->isocam_pitch and level->iso_dist (from mapinfo).")
{
if (self < 0)
self = 0;
else if (self > 9)
self = 9;
else if (self > 8)
self = 8;
}
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")
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. Used only if r_isoviewpoint > 0.")
{
if (self < 0.f)
self = 0.f;
Expand Down Expand Up @@ -182,6 +182,8 @@ FRenderViewpoint::FRenderViewpoint()
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
Expand Down Expand Up @@ -659,6 +661,9 @@ void FRenderViewpoint::SetViewAngle (const FViewWindow &viewwindow)
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;
Expand Down
2 changes: 2 additions & 0 deletions src/rendering/r_utility.h
Expand Up @@ -33,6 +33,8 @@ struct FRenderViewpoint
double Sin; // sin(Angles.Yaw)
double TanCos; // FocalTangent * cos(Angles.Yaw)
double TanSin; // FocalTangent * sin(Angles.Yaw)
double PitchCos; // cos(Angles.Pitch)
double PitchSin; // sin(Angles.Pitch)

AActor *camera; // camera actor
sector_t *sector; // [RH] keep track of sector viewing from
Expand Down
16 changes: 16 additions & 0 deletions src/scripting/vmthunks.cpp
Expand Up @@ -1694,6 +1694,22 @@ DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetXOffset, SetXOffset)
ACTION_RETURN_BOOL(self->IsFreelookAllowed());
}

//==========================================================================
//
//
//==========================================================================

static int IsIsometricMode(FLevelLocals *self)
{
return self->IsIsometricMode();
}

DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, IsIsometricMode, IsIsometricMode)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
ACTION_RETURN_BOOL(self->IsIsometricMode());
}

//==========================================================================
//
// ZScript counterpart to ACS ChangeSky, uses TextureIDs
Expand Down
1 change: 0 additions & 1 deletion wadsrc/static/zscript/actors/player/player.zs
Expand Up @@ -2744,7 +2744,6 @@ 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;
Expand Down
1 change: 1 addition & 0 deletions wadsrc/static/zscript/doombase.zs
Expand Up @@ -490,6 +490,7 @@ struct LevelLocals native
native bool IsJumpingAllowed() const;
native bool IsCrouchingAllowed() const;
native bool IsFreelookAllowed() const;
native bool IsIsometricMode() const;
native void StartIntermission(Name type, int state) const;
native play SpotState GetSpotState(bool create = true);
native int FindUniqueTid(int start = 0, int limit = 0);
Expand Down

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