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-rw-r--r--src/render/Draw.cpp34
-rw-r--r--src/render/Draw.h20
-rw-r--r--src/render/Hud.cpp4
-rw-r--r--src/render/Sprite.cpp66
4 files changed, 66 insertions, 58 deletions
diff --git a/src/render/Draw.cpp b/src/render/Draw.cpp
index 90875299..922d96d4 100644
--- a/src/render/Draw.cpp
+++ b/src/render/Draw.cpp
@@ -4,8 +4,9 @@
#include "Frontend.h"
#include "Camera.h"
-float CDraw::ms_fAspectRatio;
-float CDraw::ms_fScreenMultiplier;
+#ifdef ASPECT_RATIO_SCALE
+float CDraw::ms_fAspectRatio = DEFAULT_ASPECT_RATIO;
+#endif
float &CDraw::ms_fNearClipZ = *(float*)0x8E2DC4;
float &CDraw::ms_fFarClipZ = *(float*)0x9434F0;
@@ -16,26 +17,25 @@ uint8 &CDraw::FadeRed = *(uint8*)0x95CD90;
uint8 &CDraw::FadeGreen = *(uint8*)0x95CD71;
uint8 &CDraw::FadeBlue = *(uint8*)0x95CD53;
-void
-CDraw::CalculateAspectRatio()
+float
+CDraw::FindAspectRatio(void)
{
- SetScreenMult(DEFAULT_SCALE);
-
if(FrontEndMenuManager.m_PrefsUseWideScreen)
- ms_fAspectRatio = 16.0f/9.0f;
+ return 16.0f/9.0f;
else
- ms_fAspectRatio = 4.0f/3.0f;
+ return 4.0f/3.0f;
}
-static float hFov2vFov(float hfov)
+// convert a 4:3 hFOV to vFOV,
+// then convert that vFOV to hFOV for our aspect ratio,
+// i.e. HOR+
+float
+CDraw::ConvertFOV(float hfov)
{
- float w = SCREENW;
- float h = SCREENH;
-
// => tan(hFOV/2) = tan(vFOV/2)*aspectRatio
// => tan(vFOV/2) = tan(hFOV/2)/aspectRatio
- float ar1 = 4.0/3.0;
- float ar2 = w/h;
+ float ar1 = DEFAULT_ASPECT_RATIO;
+ float ar2 = GetAspectRatio();
hfov = DEGTORAD(hfov);
float vfov = atan(tan(hfov/2) / ar1) *2;
hfov = atan(tan(vfov/2) * ar2) *2;
@@ -45,9 +45,11 @@ static float hFov2vFov(float hfov)
void
CDraw::SetFOV(float fov)
{
-// TODO: fix FOV here or somewhere else?
-// ms_fFOV = hFov2vFov(fov);
+#ifdef ASPECT_RATIO_SCALE
+ ms_fFOV = ConvertFOV(fov);
+#else
ms_fFOV = fov;
+#endif
}
STARTPATCHES
diff --git a/src/render/Draw.h b/src/render/Draw.h
index 1fcb5212..3349c6c9 100644
--- a/src/render/Draw.h
+++ b/src/render/Draw.h
@@ -1,16 +1,18 @@
#pragma once
-#define HUD_SCALE 0.8f
-#define DEFAULT_SCALE 1.0f
-
class CDraw
{
private:
static float &ms_fNearClipZ;
static float &ms_fFarClipZ;
static float &ms_fFOV;
+ static float ms_fLODDistance; // unused
+
+#ifdef ASPECT_RATIO_SCALE
+ // we use this variable to scale a lot of 2D elements
+ // so better cache it
static float ms_fAspectRatio;
- static float ms_fScreenMultiplier;
+#endif
public:
static uint8 &FadeValue;
@@ -26,8 +28,12 @@ public:
static void SetFOV(float fov);
static float GetFOV(void) { return ms_fFOV; }
- static void CalculateAspectRatio();
+ static float FindAspectRatio(void);
+#ifdef ASPECT_RATIO_SCALE
+ static float ConvertFOV(float fov);
static float GetAspectRatio(void) { return ms_fAspectRatio; }
- static void SetScreenMult(float mult) { ms_fScreenMultiplier = mult; };
- static float GetScreenMult(void) { return ms_fScreenMultiplier; };
+ static void SetAspectRatio(float ratio) { ms_fAspectRatio = ratio; }
+#else
+ static float GetAspectRatio(void) { return FindAspectRatio(); }
+#endif
};
diff --git a/src/render/Hud.cpp b/src/render/Hud.cpp
index 2547ab2b..e5a44221 100644
--- a/src/render/Hud.cpp
+++ b/src/render/Hud.cpp
@@ -787,8 +787,8 @@ void CHud::Draw()
if (m_ItemToFlash == ITEM_RADAR && CTimer::GetFrameCounter() & 8 || m_ItemToFlash != ITEM_RADAR) {
CRadar::DrawMap();
CRect rect(0.0f, 0.0f, SCREEN_SCALE_X(RADAR_WIDTH), SCREEN_SCALE_Y(RADAR_HEIGHT));
- // FIX: game doesn't scale RADAR_LEFT here
- rect.Translate(SCREEN_SCALE_X(RADAR_LEFT), SCREEN_SCALE_FROM_BOTTOM(RADAR_BOTTOM + RADAR_HEIGHT));
+ // FIX? scale RADAR_LEFT here somehow
+ rect.Translate(RADAR_LEFT, SCREEN_SCALE_FROM_BOTTOM(RADAR_BOTTOM + RADAR_HEIGHT));
rect.Grow(4.0f);
Sprites[HUD_RADARDISC].Draw(rect, CRGBA(0, 0, 0, 255));
CRadar::DrawBlips();
diff --git a/src/render/Sprite.cpp b/src/render/Sprite.cpp
index 57a8a22f..d917117a 100644
--- a/src/render/Sprite.cpp
+++ b/src/render/Sprite.cpp
@@ -16,7 +16,7 @@ CSprite::CalcHorizonCoors(void)
CVector p = TheCamera.GetPosition() + CVector(TheCamera.CamFrontXNorm, TheCamera.CamFrontYNorm, 0.0f)*3000.0f;
p.z = 0.0f;
p = TheCamera.m_viewMatrix * p;
- return p.y * RsGlobal.maximumHeight / p.z;
+ return p.y * SCREEN_HEIGHT / p.z;
}
bool
@@ -27,13 +27,13 @@ CSprite::CalcScreenCoors(const RwV3d &in, RwV3d *out, float *outw, float *outh,
if(out->z <= CDraw::GetNearClipZ() + 1.0f) return false;
if(out->z >= CDraw::GetFarClipZ() && farclip) return false;
float recip = 1.0f/out->z;
- out->x *= RsGlobal.maximumWidth * recip;
- out->y *= RsGlobal.maximumHeight * recip;
+ out->x *= SCREEN_WIDTH * recip;
+ out->y *= SCREEN_HEIGHT * recip;
// What is this? size?
*outw = 70.0f/CDraw::GetFOV();
*outh = 70.0f/CDraw::GetFOV();
- *outw *= RsGlobal.maximumWidth * recip;
- *outh *= RsGlobal.maximumHeight * recip;
+ *outw *= SCREEN_WIDTH * recip;
+ *outh *= SCREEN_HEIGHT * recip;
return true;
}
@@ -99,17 +99,17 @@ CSprite::RenderOneXLUSprite(float x, float y, float z, float w, float h, uint8 r
us[i] = -xs[i] / (2.0f*w);
xs[i] = 0.0f;
}
- if(xs[i] > RsGlobal.maximumWidth){
- us[i] = 1.0f - (xs[i]-RsGlobal.maximumWidth) / (2.0f*w);
- xs[i] = RsGlobal.maximumWidth;
+ if(xs[i] > SCREEN_WIDTH){
+ us[i] = 1.0f - (xs[i]-SCREEN_WIDTH) / (2.0f*w);
+ xs[i] = SCREEN_WIDTH;
}
if(ys[i] < 0.0f){
vs[i] = -ys[i] / (2.0f*h);
ys[i] = 0.0f;
}
- if(ys[i] > RsGlobal.maximumHeight){
- vs[i] = 1.0f - (ys[i]-RsGlobal.maximumHeight) / (2.0f*h);
- ys[i] = RsGlobal.maximumHeight;
+ if(ys[i] > SCREEN_HEIGHT){
+ vs[i] = 1.0f - (ys[i]-SCREEN_HEIGHT) / (2.0f*h);
+ ys[i] = SCREEN_HEIGHT;
}
}
@@ -169,10 +169,10 @@ CSprite::RenderOneXLUSprite_Rotate_Aspect(float x, float y, float z, float w, fl
// No clipping, just culling
if(xs[0] < 0.0f && xs[1] < 0.0f && xs[2] < 0.0f && xs[3] < 0.0f) return;
if(ys[0] < 0.0f && ys[1] < 0.0f && ys[2] < 0.0f && ys[3] < 0.0f) return;
- if(xs[0] > RsGlobal.maximumWidth && xs[1] > RsGlobal.maximumWidth &&
- xs[2] > RsGlobal.maximumWidth && xs[3] > RsGlobal.maximumWidth) return;
- if(ys[0] > RsGlobal.maximumHeight && ys[1] > RsGlobal.maximumHeight &&
- ys[2] > RsGlobal.maximumHeight && ys[3] > RsGlobal.maximumHeight) return;
+ if(xs[0] > SCREEN_WIDTH && xs[1] > SCREEN_WIDTH &&
+ xs[2] > SCREEN_WIDTH && xs[3] > SCREEN_WIDTH) return;
+ if(ys[0] > SCREEN_HEIGHT && ys[1] > SCREEN_HEIGHT &&
+ ys[2] > SCREEN_HEIGHT && ys[3] > SCREEN_HEIGHT) return;
float screenz = m_f2DNearScreenZ +
(z-CDraw::GetNearClipZ())*(m_f2DFarScreenZ-m_f2DNearScreenZ)*CDraw::GetFarClipZ() /
@@ -221,17 +221,17 @@ CSprite::RenderBufferedOneXLUSprite(float x, float y, float z, float w, float h,
us[i] = -xs[i] / (2.0f*w);
xs[i] = 0.0f;
}
- if(xs[i] > RsGlobal.maximumWidth){
- us[i] = 1.0f - (xs[i]-RsGlobal.maximumWidth) / (2.0f*w);
- xs[i] = RsGlobal.maximumWidth;
+ if(xs[i] > SCREEN_WIDTH){
+ us[i] = 1.0f - (xs[i]-SCREEN_WIDTH) / (2.0f*w);
+ xs[i] = SCREEN_WIDTH;
}
if(ys[i] < 0.0f){
vs[i] = -ys[i] / (2.0f*h);
ys[i] = 0.0f;
}
- if(ys[i] > RsGlobal.maximumHeight){
- vs[i] = 1.0f - (ys[i]-RsGlobal.maximumHeight) / (2.0f*h);
- ys[i] = RsGlobal.maximumHeight;
+ if(ys[i] > SCREEN_HEIGHT){
+ vs[i] = 1.0f - (ys[i]-SCREEN_HEIGHT) / (2.0f*h);
+ ys[i] = SCREEN_HEIGHT;
}
}
@@ -283,10 +283,10 @@ CSprite::RenderBufferedOneXLUSprite_Rotate_Dimension(float x, float y, float z,
// No clipping, just culling
if(xs[0] < 0.0f && xs[1] < 0.0f && xs[2] < 0.0f && xs[3] < 0.0f) return;
if(ys[0] < 0.0f && ys[1] < 0.0f && ys[2] < 0.0f && ys[3] < 0.0f) return;
- if(xs[0] > RsGlobal.maximumWidth && xs[1] > RsGlobal.maximumWidth &&
- xs[2] > RsGlobal.maximumWidth && xs[3] > RsGlobal.maximumWidth) return;
- if(ys[0] > RsGlobal.maximumHeight && ys[1] > RsGlobal.maximumHeight &&
- ys[2] > RsGlobal.maximumHeight && ys[3] > RsGlobal.maximumHeight) return;
+ if(xs[0] > SCREEN_WIDTH && xs[1] > SCREEN_WIDTH &&
+ xs[2] > SCREEN_WIDTH && xs[3] > SCREEN_WIDTH) return;
+ if(ys[0] > SCREEN_HEIGHT && ys[1] > SCREEN_HEIGHT &&
+ ys[2] > SCREEN_HEIGHT && ys[3] > SCREEN_HEIGHT) return;
float screenz = m_f2DNearScreenZ +
(z-CDraw::GetNearClipZ())*(m_f2DFarScreenZ-m_f2DNearScreenZ)*CDraw::GetFarClipZ() /
@@ -335,10 +335,10 @@ CSprite::RenderBufferedOneXLUSprite_Rotate_Aspect(float x, float y, float z, flo
// No clipping, just culling
if(xs[0] < 0.0f && xs[1] < 0.0f && xs[2] < 0.0f && xs[3] < 0.0f) return;
if(ys[0] < 0.0f && ys[1] < 0.0f && ys[2] < 0.0f && ys[3] < 0.0f) return;
- if(xs[0] > RsGlobal.maximumWidth && xs[1] > RsGlobal.maximumWidth &&
- xs[2] > RsGlobal.maximumWidth && xs[3] > RsGlobal.maximumWidth) return;
- if(ys[0] > RsGlobal.maximumHeight && ys[1] > RsGlobal.maximumHeight &&
- ys[2] > RsGlobal.maximumHeight && ys[3] > RsGlobal.maximumHeight) return;
+ if(xs[0] > SCREEN_WIDTH && xs[1] > SCREEN_WIDTH &&
+ xs[2] > SCREEN_WIDTH && xs[3] > SCREEN_WIDTH) return;
+ if(ys[0] > SCREEN_HEIGHT && ys[1] > SCREEN_HEIGHT &&
+ ys[2] > SCREEN_HEIGHT && ys[3] > SCREEN_HEIGHT) return;
float screenz = m_f2DNearScreenZ +
(z-CDraw::GetNearClipZ())*(m_f2DFarScreenZ-m_f2DNearScreenZ)*CDraw::GetFarClipZ() /
@@ -388,10 +388,10 @@ CSprite::RenderBufferedOneXLUSprite_Rotate_2Colours(float x, float y, float z, f
// No clipping, just culling
if(xs[0] < 0.0f && xs[1] < 0.0f && xs[2] < 0.0f && xs[3] < 0.0f) return;
if(ys[0] < 0.0f && ys[1] < 0.0f && ys[2] < 0.0f && ys[3] < 0.0f) return;
- if(xs[0] > RsGlobal.maximumWidth && xs[1] > RsGlobal.maximumWidth &&
- xs[2] > RsGlobal.maximumWidth && xs[3] > RsGlobal.maximumWidth) return;
- if(ys[0] > RsGlobal.maximumHeight && ys[1] > RsGlobal.maximumHeight &&
- ys[2] > RsGlobal.maximumHeight && ys[3] > RsGlobal.maximumHeight) return;
+ if(xs[0] > SCREEN_WIDTH && xs[1] > SCREEN_WIDTH &&
+ xs[2] > SCREEN_WIDTH && xs[3] > SCREEN_WIDTH) return;
+ if(ys[0] > SCREEN_HEIGHT && ys[1] > SCREEN_HEIGHT &&
+ ys[2] > SCREEN_HEIGHT && ys[3] > SCREEN_HEIGHT) return;
// Colour factors, cx/y is the direction in which colours change from rgb1 to rgb2
cf[0] = (cx*(-c-s) + cy*(-c+s))*0.5f + 0.5f;