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cleaned up to be closer to original game
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parent
a91ea23924
commit
25865e68c4
10 changed files with 172 additions and 134 deletions
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@ -4,8 +4,9 @@
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#include "Frontend.h"
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#include "Camera.h"
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float CDraw::ms_fAspectRatio;
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float CDraw::ms_fScreenMultiplier;
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#ifdef ASPECT_RATIO_SCALE
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float CDraw::ms_fAspectRatio = DEFAULT_ASPECT_RATIO;
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#endif
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float &CDraw::ms_fNearClipZ = *(float*)0x8E2DC4;
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float &CDraw::ms_fFarClipZ = *(float*)0x9434F0;
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@ -16,26 +17,25 @@ uint8 &CDraw::FadeRed = *(uint8*)0x95CD90;
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uint8 &CDraw::FadeGreen = *(uint8*)0x95CD71;
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uint8 &CDraw::FadeBlue = *(uint8*)0x95CD53;
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void
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CDraw::CalculateAspectRatio()
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float
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CDraw::FindAspectRatio(void)
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{
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SetScreenMult(DEFAULT_SCALE);
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if(FrontEndMenuManager.m_PrefsUseWideScreen)
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ms_fAspectRatio = 16.0f/9.0f;
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return 16.0f/9.0f;
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else
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ms_fAspectRatio = 4.0f/3.0f;
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return 4.0f/3.0f;
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}
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static float hFov2vFov(float hfov)
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// convert a 4:3 hFOV to vFOV,
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// then convert that vFOV to hFOV for our aspect ratio,
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// i.e. HOR+
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float
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CDraw::ConvertFOV(float hfov)
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{
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float w = SCREENW;
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float h = SCREENH;
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// => tan(hFOV/2) = tan(vFOV/2)*aspectRatio
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// => tan(vFOV/2) = tan(hFOV/2)/aspectRatio
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float ar1 = 4.0/3.0;
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float ar2 = w/h;
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float ar1 = DEFAULT_ASPECT_RATIO;
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float ar2 = GetAspectRatio();
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hfov = DEGTORAD(hfov);
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float vfov = atan(tan(hfov/2) / ar1) *2;
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hfov = atan(tan(vfov/2) * ar2) *2;
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@ -45,9 +45,11 @@ static float hFov2vFov(float hfov)
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void
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CDraw::SetFOV(float fov)
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{
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// TODO: fix FOV here or somewhere else?
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// ms_fFOV = hFov2vFov(fov);
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#ifdef ASPECT_RATIO_SCALE
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ms_fFOV = ConvertFOV(fov);
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#else
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ms_fFOV = fov;
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#endif
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}
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STARTPATCHES
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