From 25865e68c4c87cfe3cf63c8721f3d0ec8dfca35c Mon Sep 17 00:00:00 2001 From: aap Date: Wed, 3 Jul 2019 13:13:55 +0200 Subject: cleaned up to be closer to original game --- src/render/Draw.cpp | 34 ++++++++++++++++++---------------- 1 file changed, 18 insertions(+), 16 deletions(-) (limited to 'src/render/Draw.cpp') 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 -- cgit v1.2.3