X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=view.c;h=77aed899ddce7e8223e09196b83b2b7cd6ec060e;hp=df73f194d9a39860816d03e882d98b166f878b71;hb=d7ed05d25d0bf8538f48fa631c948205a81c9a83;hpb=c045878e6948f00e52f17c9df6beefa2dfdfd868 diff --git a/view.c b/view.c index df73f194..77aed899 100644 --- a/view.c +++ b/view.c @@ -94,22 +94,27 @@ cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken vie 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", "0", "camera matrix"}; -cvar_t v_isometric_xy = {0, "v_isometric_xy", "-1", "camera matrix"}; +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", "-1", "camera matrix"}; -cvar_t v_isometric_yy = {0, "v_isometric_yy", "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", "1767", "camera position"}; -cvar_t v_isometric_ty = {0, "v_isometric_ty", "1767", "camera position"}; -cvar_t v_isometric_tz = {0, "v_isometric_tz", "1425", "camera position"}; -cvar_t v_isometric_rot_pitch = {0, "v_isometric_rot_pitch", "0", "camera rotation"}; -cvar_t v_isometric_rot_yaw = {0, "v_isometric_rot_yaw", "-45", "camera rotation"}; -cvar_t v_isometric_rot_roll = {0, "v_isometric_rot_roll", "-60", "camera rotation"}; +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)"}; @@ -968,7 +973,18 @@ void V_MakeViewIsometric(void) 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; @@ -998,6 +1014,16 @@ void V_MakeViewIsometric(void) 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; + } } @@ -1200,7 +1226,12 @@ void V_Init (void) 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);