]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
Remove the CONFIG_CD macro, and enable faketracks unconditionally.
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index 450b576ba07d0c992410f840260bb8d7eecae2fa..77aed899ddce7e8223e09196b83b2b7cd6ec060e 100644 (file)
--- a/view.c
+++ b/view.c
@@ -92,6 +92,30 @@ cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"}
 
 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
 
+cvar_t v_isometric = {0, "v_isometric", "0", "changes view to isometric (non-perspective)"};
+cvar_t v_isometric_verticalfov = { 0, "v_isometric_verticalfov", "512", "vertical field of view in game units (horizontal is computed using aspect ratio based on this)"};
+cvar_t v_isometric_xx = {0, "v_isometric_xx", "1", "camera matrix"};
+cvar_t v_isometric_xy = {0, "v_isometric_xy", "0", "camera matrix"};
+cvar_t v_isometric_xz = {0, "v_isometric_xz", "0", "camera matrix"};
+cvar_t v_isometric_yx = {0, "v_isometric_yx", "0", "camera matrix"};
+cvar_t v_isometric_yy = {0, "v_isometric_yy", "1", "camera matrix"};
+cvar_t v_isometric_yz = {0, "v_isometric_yz", "0", "camera matrix"};
+cvar_t v_isometric_zx = {0, "v_isometric_zx", "0", "camera matrix"};
+cvar_t v_isometric_zy = {0, "v_isometric_zy", "0", "camera matrix"};
+cvar_t v_isometric_zz = {0, "v_isometric_zz", "1", "camera matrix"};
+cvar_t v_isometric_tx = {0, "v_isometric_tx", "0", "camera position (player-relative)"};
+cvar_t v_isometric_ty = {0, "v_isometric_ty", "0", "camera position (player-relative)"};
+cvar_t v_isometric_tz = {0, "v_isometric_tz", "0", "camera position (player-relative)"};
+cvar_t v_isometric_rot_pitch = {0, "v_isometric_rot_pitch", "60", "camera rotation"};
+cvar_t v_isometric_rot_yaw = {0, "v_isometric_rot_yaw", "135", "camera rotation"};
+cvar_t v_isometric_rot_roll = {0, "v_isometric_rot_roll", "0", "camera rotation"};
+cvar_t v_isometric_relx = {0, "v_isometric_relx", "0", "camera position*forward"};
+cvar_t v_isometric_rely = {0, "v_isometric_rely", "0", "camera position*left"};
+cvar_t v_isometric_relz = {0, "v_isometric_relz", "0", "camera position*up"};
+cvar_t v_isometric_flipcullface = {0, "v_isometric_flipcullface", "0", "flips the backface culling"};
+cvar_t v_isometric_locked_orientation = {0, "v_isometric_locked_orientation", "1", "camera rotation is fixed"};
+cvar_t v_isometric_usevieworiginculling = {0, "v_isometric_usevieworiginculling", "0", "check visibility to the player location (can look pretty weird)"};
+
 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
 
 cvar_t v_centermove = {0, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"};
@@ -589,20 +613,20 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
                                chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
 #if 0
 #if 1
-                               //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
-                               trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+                               //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
+                               trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
 #else
-                               //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
-                               trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+                               //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
+                               trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
 #endif
                                VectorCopy(trace.endpos, vieworg);
                                vieworg[2] -= 8;
 #else
                                // trace from first person view location to our chosen third person view location
 #if 1
-                               trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, collision_extendmovelength.value, true, false, NULL, false, true);
+                               trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
 #else
-                               trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, collision_extendmovelength.value, true, false, NULL, false);
+                               trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false);
 #endif
                                VectorCopy(trace.endpos, bestvieworg);
                                offset[2] = 0;
@@ -615,9 +639,9 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
                                                chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
                                                chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
 #if 1
-                                               trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, collision_extendmovelength.value, true, false, NULL, false, true);
+                                               trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
 #else
-                                               trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, collision_extendmovelength.value, true, false, NULL, false);
+                                               trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false);
 #endif
                                                if (bestvieworg[2] > trace.endpos[2])
                                                        bestvieworg[2] = trace.endpos[2];
@@ -643,7 +667,7 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
                                chase_dest[0] = vieworg[0] + forward[0] * dist;
                                chase_dest[1] = vieworg[1] + forward[1] * dist;
                                chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
-                               trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, collision_extendmovelength.value, true, false, NULL, false, true);
+                               trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
                                VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
                        }
                }
@@ -670,50 +694,59 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
 
                                frametime = (cl.time - cl.calcrefdef_prevtime) * cl.movevars_timescale;
 
-                               // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
-                               if(teleported)
+                               if(cl_followmodel.integer || cl_leanmodel.integer)
                                {
-                                       // try to fix the first highpass; result is NOT
-                                       // perfect! TODO find a better fix
-                                       VectorCopy(viewangles, cl.gunangles_prev);
+                                       // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
+                                       if(teleported)
+                                       {
+                                               // try to fix the first highpass; result is NOT
+                                               // perfect! TODO find a better fix
+                                               VectorCopy(viewangles, cl.gunangles_prev);
+                                               VectorCopy(vieworg, cl.gunorg_prev);
+                                       }
+
+                                       // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
+                                       VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
+                                       highpass3_limited(vieworg, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg);
                                        VectorCopy(vieworg, cl.gunorg_prev);
+                                       VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
+
+                                       // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
+                                       VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
+                                       cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
+                                       cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
+                                       cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
+                                       highpass3_limited(viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles);
+                                       VectorCopy(viewangles, cl.gunangles_prev);
+                                       VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
+
+                                       // 3. calculate the RAW adjustment vectors
+                                       gunorg[0] *= -cl_followmodel_side_speed.value;
+                                       gunorg[1] *= -cl_followmodel_side_speed.value;
+                                       gunorg[2] *= -cl_followmodel_up_speed.value;
+
+                                       gunangles[PITCH] *= -cl_leanmodel_up_speed.value;
+                                       gunangles[YAW] *= -cl_leanmodel_side_speed.value;
+                                       gunangles[ROLL] = 0;
+
+                                       // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
+                                       //    trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
+                                       highpass3(gunorg, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_up_highpass.value, cl.gunorg_adjustment_highpass, gunorg);
+                                       lowpass3(gunorg, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_up_lowpass.value, cl.gunorg_adjustment_lowpass, gunorg);
+                                       // we assume here: PITCH = 0, YAW = 1, ROLL = 2
+                                       highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
+                                       lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
+
+                                       // 5. use the adjusted vectors
+                                       VectorAdd(vieworg, gunorg, gunorg);
+                                       VectorAdd(viewangles, gunangles, gunangles);
+                               }
+                               else
+                               {
+                                       // Just initialize gunorg/gunangles.
+                                       VectorCopy(vieworg, gunorg);
+                                       VectorCopy(viewangles, gunangles);
                                }
-
-                               // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
-                               VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
-                               highpass3_limited(vieworg, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg);
-                               VectorCopy(vieworg, cl.gunorg_prev);
-                               VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
-
-                               // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
-                               VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
-                               cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
-                               cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
-                               cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
-                               highpass3_limited(viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles);
-                               VectorCopy(viewangles, cl.gunangles_prev);
-                               VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
-
-                               // 3. calculate the RAW adjustment vectors
-                               gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
-                               gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
-                               gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
-
-                               gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
-                               gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
-                               gunangles[ROLL] = 0;
-
-                               // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
-                               //    trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
-                               highpass3(gunorg, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_up_highpass.value, cl.gunorg_adjustment_highpass, gunorg);
-                               lowpass3(gunorg, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_up_lowpass.value, cl.gunorg_adjustment_lowpass, gunorg);
-                               // we assume here: PITCH = 0, YAW = 1, ROLL = 2
-                               highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
-                               lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
-
-                               // 5. use the adjusted vectors
-                               VectorAdd(vieworg, gunorg, gunorg);
-                               VectorAdd(viewangles, gunangles, gunangles);
 
                                // bounded XY speed, used by several effects below
                                xyspeed = bound (0, sqrt(clvelocity[0]*clvelocity[0] + clvelocity[1]*clvelocity[1]), cl_bob_velocity_limit.value);
@@ -734,13 +767,13 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
                                                bob_height_check_dest[0] = vieworg[0];
                                                bob_height_check_dest[1] = vieworg[1];
                                                bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * 1.1f;
-                                               trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, collision_extendmovelength.value, true, false, NULL, false, true);
+                                               trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
                                                trace1fraction = trace.fraction;
 
                                                bob_height_check_dest[0] = vieworg[0];
                                                bob_height_check_dest[1] = vieworg[1];
                                                bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * -0.5f;
-                                               trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, collision_extendmovelength.value, true, false, NULL, false, true);
+                                               trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
                                                trace2fraction = trace.fraction;
 
                                                bob_limit *= min(trace1fraction, trace2fraction);
@@ -934,6 +967,66 @@ void V_CalcRefdef (void)
        }
 }
 
+void V_MakeViewIsometric(void)
+{
+       // when using isometric view to play normal games we have to rotate the camera to make the Ortho matrix do the right thing (forward as up the screen, etc)
+       matrix4x4_t relative;
+       matrix4x4_t modifiedview;
+       matrix4x4_t modify;
+       vec3_t forward, left, up, org;
+       float t[4][4];
+
+       r_refdef.view.useperspective = false;
+       r_refdef.view.usevieworiginculling = !r_trippy.value && v_isometric_usevieworiginculling.integer;
+       r_refdef.view.frustum_y = v_isometric_verticalfov.value * cl.viewzoom;
+       r_refdef.view.frustum_x = r_refdef.view.frustum_y * (float)r_refdef.view.width / (float)r_refdef.view.height / vid_pixelheight.value;
+       r_refdef.view.frustum_x *= r_refdef.frustumscale_x;
+       r_refdef.view.frustum_y *= r_refdef.frustumscale_y;
+       r_refdef.view.ortho_x = r_refdef.view.frustum_x; // used by VM_CL_R_SetView
+       r_refdef.view.ortho_y = r_refdef.view.frustum_y; // used by VM_CL_R_SetView
+
+       t[0][0] = v_isometric_xx.value;
+       t[0][1] = v_isometric_xy.value;
+       t[0][2] = v_isometric_xz.value;
+       t[0][3] = 0.0f;
+       t[1][0] = v_isometric_yx.value;
+       t[1][1] = v_isometric_yy.value;
+       t[1][2] = v_isometric_yz.value;
+       t[1][3] = 0.0f;
+       t[2][0] = v_isometric_zx.value;
+       t[2][1] = v_isometric_zy.value;
+       t[2][2] = v_isometric_zz.value;
+       t[2][3] = 0.0f;
+       t[3][0] = 0.0f;
+       t[3][1] = 0.0f;
+       t[3][2] = 0.0f;
+       t[3][3] = 1.0f;
+       Matrix4x4_FromArrayFloatGL(&modify, t[0]);
+
+       // if the orientation is locked, extract the origin and create just a translate matrix to start with
+       if (v_isometric_locked_orientation.integer)
+       {
+               vec3_t vx, vy, vz, origin;
+               Matrix4x4_ToVectors(&r_refdef.view.matrix, vx, vy, vz, origin);
+               Matrix4x4_CreateTranslate(&r_refdef.view.matrix, origin[0], origin[1], origin[2]);
+       }
+
+       Matrix4x4_Concat(&modifiedview, &r_refdef.view.matrix, &modify);
+       Matrix4x4_CreateFromQuakeEntity(&relative, v_isometric_tx.value, v_isometric_ty.value, v_isometric_tz.value, v_isometric_rot_pitch.value, v_isometric_rot_yaw.value, v_isometric_rot_roll.value, 1.0f);
+       Matrix4x4_Concat(&r_refdef.view.matrix, &modifiedview, &relative);
+       Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, org);
+       VectorMAMAMAM(1.0f, org, v_isometric_relx.value, forward, v_isometric_rely.value, left, v_isometric_relz.value, up, org);
+       Matrix4x4_FromVectors(&r_refdef.view.matrix, forward, left, up, org);
+
+       if (v_isometric_flipcullface.integer)
+       {
+               int a = r_refdef.view.cullface_front;
+               r_refdef.view.cullface_front = r_refdef.view.cullface_back;
+               r_refdef.view.cullface_back = a;
+       }
+}
+
+
 void V_FadeViewFlashs(void)
 {
        // don't flash if time steps backwards
@@ -1116,6 +1209,30 @@ void V_Init (void)
        Cvar_RegisterVariable (&v_iroll_level);
        Cvar_RegisterVariable (&v_ipitch_level);
 
+       Cvar_RegisterVariable(&v_isometric);
+       Cvar_RegisterVariable(&v_isometric_verticalfov);
+       Cvar_RegisterVariable(&v_isometric_xx);
+       Cvar_RegisterVariable(&v_isometric_xy);
+       Cvar_RegisterVariable(&v_isometric_xz);
+       Cvar_RegisterVariable(&v_isometric_yx);
+       Cvar_RegisterVariable(&v_isometric_yy);
+       Cvar_RegisterVariable(&v_isometric_yz);
+       Cvar_RegisterVariable(&v_isometric_zx);
+       Cvar_RegisterVariable(&v_isometric_zy);
+       Cvar_RegisterVariable(&v_isometric_zz);
+       Cvar_RegisterVariable(&v_isometric_tx);
+       Cvar_RegisterVariable(&v_isometric_ty);
+       Cvar_RegisterVariable(&v_isometric_tz);
+       Cvar_RegisterVariable(&v_isometric_rot_pitch);
+       Cvar_RegisterVariable(&v_isometric_rot_yaw);
+       Cvar_RegisterVariable(&v_isometric_rot_roll);
+       Cvar_RegisterVariable(&v_isometric_relx);
+       Cvar_RegisterVariable(&v_isometric_rely);
+       Cvar_RegisterVariable(&v_isometric_relz);
+       Cvar_RegisterVariable(&v_isometric_flipcullface);
+       Cvar_RegisterVariable(&v_isometric_locked_orientation);
+       Cvar_RegisterVariable(&v_isometric_usevieworiginculling);
+
        Cvar_RegisterVariable (&v_idlescale);
        Cvar_RegisterVariable (&crosshair);