cleaned up to be closer to original game

This commit is contained in:
aap 2019-07-03 13:13:55 +02:00
parent a91ea23924
commit 25865e68c4
10 changed files with 172 additions and 134 deletions

View file

@ -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
}
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