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author | aap <aap@papnet.eu> | 2020-05-24 10:47:17 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2020-05-24 10:47:17 +0200 |
commit | 19a0c8b462a6aa6858f8447b171b53a80106ea22 (patch) | |
tree | 40ac418dc725d9d17fd22d7b445029977e0ef7c5 /src/render | |
parent | Merge pull request #582 from Nick007J/miami (diff) | |
parent | Menu borders and weapon fixes (diff) | |
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Diffstat (limited to 'src/render')
-rw-r--r-- | src/render/Draw.cpp | 29 | ||||
-rw-r--r-- | src/render/Draw.h | 6 | ||||
-rw-r--r-- | src/render/Font.h | 2 | ||||
-rw-r--r-- | src/render/Sprite2d.cpp | 15 |
4 files changed, 24 insertions, 28 deletions
diff --git a/src/render/Draw.cpp b/src/render/Draw.cpp index b31cc624..e2dfc8d9 100644 --- a/src/render/Draw.cpp +++ b/src/render/Draw.cpp @@ -19,24 +19,23 @@ uint8 CDraw::FadeGreen; uint8 CDraw::FadeBlue; float -CDraw::FindAspectRatio(void) +CDraw::CalculateAspectRatio(void) { -#ifndef ASPECT_RATIO_SCALE - if(FrontEndMenuManager.m_PrefsUseWideScreen) - return 16.0f/9.0f; - else - return 4.0f/3.0f; + if (FrontEndMenuManager.m_PrefsUseWideScreen) { + if (TheCamera.m_WideScreenOn) + CDraw::ms_fAspectRatio = 5.f / 3.f; // It's used on theatrical showings according to Wiki + else +#ifdef ASPECT_RATIO_SCALE + CDraw::ms_fAspectRatio = FrontEndMenuManager.m_PrefsUseWideScreen == AR_AUTO ? SCREEN_WIDTH / SCREEN_HEIGHT : 16.f / 9.f; #else - switch (FrontEndMenuManager.m_PrefsUseWideScreen) { - case AR_AUTO: - return SCREEN_WIDTH / SCREEN_HEIGHT; - default: - case AR_4_3: - return 4.0f / 3.0f; - case AR_16_9: - return 16.0f / 9.0f; - }; + CDraw::ms_fAspectRatio = 16.f / 9.f; #endif + } else if (TheCamera.m_WideScreenOn) { + CDraw::ms_fAspectRatio = 5.f/4.f; + } else { + CDraw::ms_fAspectRatio = 4.f/3.f; + } + return CDraw::ms_fAspectRatio; } #ifdef ASPECT_RATIO_SCALE diff --git a/src/render/Draw.h b/src/render/Draw.h index 55958a2a..46e85e49 100644 --- a/src/render/Draw.h +++ b/src/render/Draw.h @@ -38,12 +38,10 @@ public: static void SetFOV(float fov); static float GetFOV(void) { return ms_fFOV; } - static float FindAspectRatio(void); + static float CalculateAspectRatio(void); #ifdef ASPECT_RATIO_SCALE static float ConvertFOV(float fov); +#endif static float GetAspectRatio(void) { return ms_fAspectRatio; } static void SetAspectRatio(float ratio) { ms_fAspectRatio = ratio; } -#else - static float GetAspectRatio(void) { return FindAspectRatio(); } -#endif }; diff --git a/src/render/Font.h b/src/render/Font.h index 9b4e7132..48f5703d 100644 --- a/src/render/Font.h +++ b/src/render/Font.h @@ -68,8 +68,8 @@ class CFont static int16 Size[MAX_FONTS][193]; #endif static int16 NewLine; - static CSprite2d Sprite[MAX_FONTS]; public: + static CSprite2d Sprite[MAX_FONTS]; static CFontDetails Details; static void Initialise(void); diff --git a/src/render/Sprite2d.cpp b/src/render/Sprite2d.cpp index 189c9797..2675c95f 100644 --- a/src/render/Sprite2d.cpp +++ b/src/render/Sprite2d.cpp @@ -4,11 +4,11 @@ #include "Draw.h" #include "Camera.h" #include "Sprite2d.h" +#include "Font.h" RwIm2DVertex CSprite2d::maVertices[8]; float CSprite2d::RecipNearClip; int32 CSprite2d::mCurrentBank; -RwTexture *CSprite2d::mpBankTextures[10]; int32 CSprite2d::mCurrentSprite[10]; int32 CSprite2d::mBankStart[10]; RwIm2DVertex CSprite2d::maBankVertices[500]; @@ -16,7 +16,7 @@ RwIm2DVertex CSprite2d::maBankVertices[500]; void CSprite2d::SetRecipNearClip(void) { - RecipNearClip = 1.0f / RwCameraGetNearClipPlane(Scene.camera); + // Used but empty in VC, instead they set in InitPerFrame. Isn't that great? } void @@ -24,17 +24,15 @@ CSprite2d::InitPerFrame(void) { int i; + RecipNearClip = 1.0f / RwCameraGetNearClipPlane(Scene.camera); mCurrentBank = 0; for(i = 0; i < 10; i++) mCurrentSprite[i] = 0; - for(i = 0; i < 10; i++) - mpBankTextures[i] = nil; } int32 CSprite2d::GetBank(int32 n, RwTexture *tex) { - mpBankTextures[mCurrentBank] = tex; mCurrentSprite[mCurrentBank] = 0; mBankStart[mCurrentBank+1] = mBankStart[mCurrentBank] + n; return mCurrentBank++; @@ -59,13 +57,14 @@ CSprite2d::DrawBank(int32 bank) { if(mCurrentSprite[bank] == 0) return; - RwRenderStateSet(rwRENDERSTATETEXTURERASTER, - mpBankTextures[bank] ? RwTextureGetRaster(mpBankTextures[bank]) : nil); + + // This is hacked III function to make it work with VC frontend. + CFont::Sprite[bank].SetRenderState(); RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERLINEAR); RwIm2DRenderPrimitive(rwPRIMTYPETRILIST, &maBankVertices[6*mBankStart[bank]], 6*mCurrentSprite[bank]); mCurrentSprite[bank] = 0; - RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE); + //RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE); } |