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-rw-r--r--src/core/Camera.cpp2
-rw-r--r--src/core/common.h2
-rw-r--r--src/render/Draw.cpp6
-rw-r--r--src/render/Draw.h12
4 files changed, 14 insertions, 8 deletions
diff --git a/src/core/Camera.cpp b/src/core/Camera.cpp
index 45659f72..e67c68d2 100644
--- a/src/core/Camera.cpp
+++ b/src/core/Camera.cpp
@@ -3994,7 +3994,7 @@ CCamera::CalculateDerivedValues(void)
{
m_cameraMatrix = Invert(m_matrix);
- float hfov = DEGTORAD(CDraw::GetFOV()/2.0f);
+ float hfov = DEGTORAD(CDraw::GetScaledFOV()/2.0f);
float c = cos(hfov);
float s = sin(hfov);
diff --git a/src/core/common.h b/src/core/common.h
index eb43d8d5..d7c9a1f7 100644
--- a/src/core/common.h
+++ b/src/core/common.h
@@ -111,7 +111,7 @@ inline uint32 ldb(uint32 p, uint32 s, uint32 w)
#define SCREEN_WIDTH ((float)RsGlobal.width)
#define SCREEN_HEIGHT ((float)RsGlobal.height)
#define SCREEN_ASPECT_RATIO (CDraw::GetAspectRatio())
-#define SCREEN_VIEWWINDOW (Tan(DEGTORAD(CDraw::GetFOV() * 0.5f)))
+#define SCREEN_VIEWWINDOW (Tan(DEGTORAD(CDraw::GetScaledFOV() * 0.5f)))
// This scales from PS2 pixel coordinates to the real resolution
#define SCREEN_STRETCH_X(a) ((a) * (float) SCREEN_WIDTH / DEFAULT_SCREEN_WIDTH)
diff --git a/src/render/Draw.cpp b/src/render/Draw.cpp
index e2dfc8d9..3f7d89c7 100644
--- a/src/render/Draw.cpp
+++ b/src/render/Draw.cpp
@@ -6,6 +6,7 @@
#ifdef ASPECT_RATIO_SCALE
float CDraw::ms_fAspectRatio = DEFAULT_ASPECT_RATIO;
+float CDraw::ms_fScaledFOV = 45.0f;
#endif
float CDraw::ms_fNearClipZ;
@@ -60,8 +61,7 @@ void
CDraw::SetFOV(float fov)
{
#ifdef ASPECT_RATIO_SCALE
- ms_fFOV = ConvertFOV(fov);
-#else
- ms_fFOV = fov;
+ ms_fScaledFOV = ConvertFOV(fov);
#endif
+ ms_fFOV = fov;
}
diff --git a/src/render/Draw.h b/src/render/Draw.h
index 46e85e49..2976dc34 100644
--- a/src/render/Draw.h
+++ b/src/render/Draw.h
@@ -16,14 +16,15 @@ private:
static float ms_fNearClipZ;
static float ms_fFarClipZ;
static float ms_fFOV;
-public:
- static float ms_fLODDistance; // set but unused?
-
#ifdef ASPECT_RATIO_SCALE
// we use this variable to scale a lot of 2D elements
// so better cache it
static float ms_fAspectRatio;
+ // similar thing for 3D rendering
+ static float ms_fScaledFOV;
#endif
+public:
+ static float ms_fLODDistance; // set but unused?
static uint8 FadeValue;
static uint8 FadeRed;
@@ -37,6 +38,11 @@ public:
static void SetFOV(float fov);
static float GetFOV(void) { return ms_fFOV; }
+#ifdef ASPECT_RATIO_SCALE
+ static float GetScaledFOV(void) { return ms_fScaledFOV; }
+#else
+ static float GetScaledFOV(void) { return ms_fFOV; }
+#endif
static float CalculateAspectRatio(void);
#ifdef ASPECT_RATIO_SCALE