Merge branch 'light-setup-frame-refactor' into 'master'

A lightweight refactor to R_SetupFrame and R_SkyboxFrame

See merge request KartKrew/Kart!532
This commit is contained in:
toaster 2022-03-12 18:54:20 +00:00
commit 2fdcd9bc2d
3 changed files with 75 additions and 119 deletions

View file

@ -6048,7 +6048,7 @@ void HWR_RenderSkyboxView(player_t *player)
}
// note: sets viewangle, viewx, viewy, viewz
R_SkyboxFrame(player);
R_SkyboxFrame(viewssnum);
// copy view cam position for local use
dup_viewx = viewx;
@ -6259,7 +6259,7 @@ void HWR_RenderPlayerView(void)
}
// note: sets viewangle, viewx, viewy, viewz
R_SetupFrame(player);
R_SetupFrame(viewssnum);
framecount++; // timedemo
// copy view cam position for local use

View file

@ -1199,30 +1199,61 @@ subsector_t *R_PointInSubsectorOrNull(fixed_t x, fixed_t y)
// R_SetupFrame
//
void R_SetupFrame(player_t *player)
static void
R_SetupCommonFrame
( player_t * player,
subsector_t * subsector)
{
camera_t *thiscam = &camera[0];
boolean chasecam = (cv_chasecam[0].value != 0);
UINT8 i = 0;
newview->player = player;
for (i = 0; i <= r_splitscreen; i++)
newview->x += quake.x;
newview->y += quake.y;
newview->z += quake.z;
newview->roll = R_ViewRollAngle(player);
if (subsector)
newview->sector = subsector->sector;
else
newview->sector = R_PointInSubsector(newview->x, newview->y)->sector;
R_InterpolateView(rendertimefrac);
}
static void R_SetupAimingFrame(int s)
{
if (player == &players[displayplayers[i]])
player_t *player = &players[displayplayers[s]];
camera_t *thiscam = &camera[s];
if (player->awayviewtics)
{
thiscam = &camera[i];
chasecam = (cv_chasecam[i].value != 0);
R_SetViewContext(VIEWCONTEXT_PLAYER1 + i);
break;
newview->aim = player->awayviewaiming;
newview->angle = player->awayviewmobj->angle;
}
else if (thiscam && thiscam->chase)
{
newview->aim = thiscam->aiming;
newview->angle = thiscam->angle;
}
else if (!demo.playback && player->playerstate != PST_DEAD)
{
newview->aim = localaiming[s];
newview->angle = localangle[s];
}
else
{
newview->aim = player->aiming;
newview->angle = player->mo->angle;
}
}
if (i > r_splitscreen)
void R_SetupFrame(int s)
{
i = 0; // Shouldn't be possible, but just in case.
thiscam = &camera[0];
chasecam = (cv_chasecam[0].value != 0);
R_SetViewContext(VIEWCONTEXT_PLAYER1);
}
player_t *player = &players[displayplayers[s]];
camera_t *thiscam = &camera[s];
boolean chasecam = (cv_chasecam[s].value != 0);
R_SetViewContext(VIEWCONTEXT_PLAYER1 + s);
if (player->spectator) // no spectator chasecam
chasecam = false; // force chasecam off
@ -1237,97 +1268,51 @@ void R_SetupFrame(player_t *player)
newview->sky = false;
R_SetupAimingFrame(s);
if (player->awayviewtics)
{
// cut-away view stuff
r_viewmobj = player->awayviewmobj; // should be a MT_ALTVIEWMAN
I_Assert(r_viewmobj != NULL);
newview->x = r_viewmobj->x;
newview->y = r_viewmobj->y;
newview->z = r_viewmobj->z + 20*FRACUNIT;
newview->aim = player->awayviewaiming;
newview->angle = r_viewmobj->angle;
R_SetupCommonFrame(player, r_viewmobj->subsector);
}
else if (!player->spectator && chasecam)
// use outside cam view
{
r_viewmobj = NULL;
newview->x = thiscam->x;
newview->y = thiscam->y;
newview->z = thiscam->z + (thiscam->height>>1);
newview->aim = thiscam->aiming;
newview->angle = thiscam->angle;
R_SetupCommonFrame(player, thiscam->subsector);
}
else
// use the player's eyes view
{
newview->z = player->viewz;
r_viewmobj = player->mo;
I_Assert(r_viewmobj != NULL);
newview->aim = player->aiming;
newview->angle = r_viewmobj->angle;
if (!demo.playback && player->playerstate != PST_DEAD)
{
newview->angle = localangle[i]; // WARNING: camera uses this
newview->aim = localaiming[i];
}
}
newview->roll = R_ViewRollAngle(player);
newview->z += quake.z;
newview->player = player;
if (chasecam && !player->awayviewtics && !player->spectator)
{
newview->x = thiscam->x;
newview->y = thiscam->y;
newview->x += quake.x;
newview->y += quake.y;
if (thiscam->subsector)
newview->sector = thiscam->subsector->sector;
else
newview->sector = R_PointInSubsector(newview->x, newview->y)->sector;
}
else
{
newview->x = r_viewmobj->x;
newview->y = r_viewmobj->y;
newview->x += quake.x;
newview->y += quake.y;
newview->z = player->viewz;
if (r_viewmobj->subsector)
newview->sector = r_viewmobj->subsector->sector;
else
newview->sector = R_PointInSubsector(newview->x, newview->y)->sector;
R_SetupCommonFrame(player, r_viewmobj->subsector);
}
}
// newview->sin = FINESINE(viewangle>>ANGLETOFINESHIFT);
// newview->cos = FINECOSINE(viewangle>>ANGLETOFINESHIFT);
R_InterpolateView(rendertimefrac);
}
void R_SkyboxFrame(player_t *player)
void R_SkyboxFrame(int s)
{
camera_t *thiscam = &camera[0];
UINT8 i = 0;
player_t *player = &players[displayplayers[s]];
camera_t *thiscam = &camera[s];
for (i = 0; i <= r_splitscreen; i++)
{
if (player == &players[displayplayers[i]])
{
thiscam = &camera[i];
R_SetViewContext(VIEWCONTEXT_SKY1 + i);
break;
}
}
if (i > r_splitscreen)
{
i = 0; // Shouldn't be possible, but just in case.
thiscam = &camera[0];
R_SetViewContext(VIEWCONTEXT_SKY1);
}
R_SetViewContext(VIEWCONTEXT_SKY1 + s);
// cut-away view stuff
newview->sky = true;
@ -1339,30 +1324,8 @@ void R_SkyboxFrame(player_t *player)
I_Error("R_SkyboxFrame: r_viewmobj null (player %s)", sizeu1(playeri));
}
#endif
if (player->awayviewtics)
{
newview->aim = player->awayviewaiming;
newview->angle = player->awayviewmobj->angle;
}
else if (thiscam && thiscam->chase)
{
newview->aim = thiscam->aiming;
newview->angle = thiscam->angle;
}
else
{
newview->aim = player->aiming;
newview->angle = player->mo->angle;
if (/*!demo.playback && */player->playerstate != PST_DEAD)
{
newview->angle = localangle[i];
newview->aim = localaiming[i];
}
}
newview->angle += r_viewmobj->angle;
newview->roll = R_ViewRollAngle(player);
newview->player = player;
R_SetupAimingFrame(s);
newview->x = r_viewmobj->x;
newview->y = r_viewmobj->y;
@ -1440,15 +1403,8 @@ void R_SkyboxFrame(player_t *player)
newview->z += campos.z * -mh->skybox_scalez;
}
if (r_viewmobj->subsector)
newview->sector = r_viewmobj->subsector->sector;
else
newview->sector = R_PointInSubsector(newview->x, newview->y)->sector;
// newview->sin = FINESINE(viewangle>>ANGLETOFINESHIFT);
// newview->cos = FINECOSINE(viewangle>>ANGLETOFINESHIFT);
R_InterpolateView(rendertimefrac);
R_SetupCommonFrame(player, r_viewmobj->subsector);
}
boolean R_ViewpointHasChasecam(player_t *player)
@ -1562,7 +1518,7 @@ void R_RenderPlayerView(void)
V_DrawFill(viewwidth, viewheight, viewwidth, viewheight, 31|V_NOSCALESTART);
}
R_SetupFrame(player);
R_SetupFrame(viewssnum);
framecount++;
validcount++;

View file

@ -134,8 +134,8 @@ void R_SetViewSize(void);
// do it (sometimes explicitly called)
void R_ExecuteSetViewSize(void);
void R_SetupFrame(player_t *player);
void R_SkyboxFrame(player_t *player);
void R_SetupFrame(int split);
void R_SkyboxFrame(int split);
boolean R_ViewpointHasChasecam(player_t *player);
boolean R_IsViewpointThirdPerson(player_t *player, boolean skybox);