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https://github.com/GTAmodding/re3.git
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74 lines
1.5 KiB
C++
74 lines
1.5 KiB
C++
#include "common.h"
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#include "patcher.h"
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#include "Draw.h"
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#include "Frontend.h"
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#include "Camera.h"
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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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float &CDraw::ms_fFOV = *(float*)0x5FBC6C;
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uint8 &CDraw::FadeValue = *(uint8*)0x95CD68;
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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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float
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CDraw::FindAspectRatio(void)
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{
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#ifndef ASPECT_RATIO_SCALE
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if(FrontEndMenuManager.m_PrefsUseWideScreen)
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return 16.0f/9.0f;
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else
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return 4.0f/3.0f;
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#else
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switch (FrontEndMenuManager.m_PrefsUseWideScreen) {
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case AR_AUTO:
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return SCREEN_WIDTH / SCREEN_HEIGHT;
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default:
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case AR_4_3:
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return 4.0f / 3.0f;
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case AR_16_9:
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return 16.0f / 9.0f;
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};
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#endif
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}
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#ifdef ASPECT_RATIO_SCALE
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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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// => tan(hFOV/2) = tan(vFOV/2)*aspectRatio
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// => tan(vFOV/2) = tan(hFOV/2)/aspectRatio
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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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return RADTODEG(hfov);
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}
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#endif
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void
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CDraw::SetFOV(float fov)
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{
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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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InjectHook(0x4FE7B0, CDraw::SetFOV, PATCH_JUMP);
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Nop(0x46B618, 2);
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Patch<float>(0x5F0A64, 1.3333334f);
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ENDPATCHES
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