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# Conflicts: # src/control/CarAI.cpp # src/control/Phones.cpp # src/control/Phones.h # src/control/Record.cpp # src/control/Restart.cpp # src/control/Script.cpp # src/core/Collision.cpp # src/core/Frontend.cpp # src/core/Frontend.h # src/core/Game.h # src/core/Streaming.cpp # src/core/TempColModels.cpp # src/core/Wanted.cpp # src/core/Zones.cpp # src/core/config.h # src/core/main.cpp # src/core/re3.cpp # src/entities/Entity.cpp # src/entities/Physical.cpp # src/extras/frontendoption.cpp # src/modelinfo/ModelInfo.cpp # src/modelinfo/PedModelInfo.cpp # src/peds/CivilianPed.cpp # src/peds/CopPed.cpp # src/peds/EmergencyPed.cpp # src/peds/Ped.cpp # src/peds/Ped.h # src/peds/Population.cpp # src/render/Renderer.cpp # src/save/GenericGameStorage.cpp # src/skel/win/win.cpp # src/vehicles/Automobile.cpp # src/vehicles/Boat.cpp # src/vehicles/Boat.h # src/vehicles/Vehicle.cpp
72 lines
1.6 KiB
C++
72 lines
1.6 KiB
C++
#include "common.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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#include "CutsceneMgr.h"
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#ifdef ASPECT_RATIO_SCALE
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float CDraw::ms_fAspectRatio = DEFAULT_ASPECT_RATIO;
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float CDraw::ms_fScaledFOV = 45.0f;
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#endif
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float CDraw::ms_fNearClipZ;
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float CDraw::ms_fFarClipZ;
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float CDraw::ms_fFOV = 45.0f;
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float CDraw::ms_fLODDistance;
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uint8 CDraw::FadeValue;
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uint8 CDraw::FadeRed;
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uint8 CDraw::FadeGreen;
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uint8 CDraw::FadeBlue;
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float
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CDraw::CalculateAspectRatio(void)
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{
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if (FrontEndMenuManager.m_PrefsUseWideScreen) {
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if (TheCamera.m_WideScreenOn)
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CDraw::ms_fAspectRatio = 5.f / 3.f; // It's used on theatrical showings according to Wiki
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else
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#ifdef ASPECT_RATIO_SCALE
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CDraw::ms_fAspectRatio = FrontEndMenuManager.m_PrefsUseWideScreen == AR_AUTO ? SCREEN_WIDTH / SCREEN_HEIGHT : 16.f / 9.f;
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#else
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CDraw::ms_fAspectRatio = 16.f / 9.f;
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#endif
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} else if (TheCamera.m_WideScreenOn) {
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CDraw::ms_fAspectRatio = 5.f/4.f;
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} else {
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CDraw::ms_fAspectRatio = 4.f/3.f;
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}
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return CDraw::ms_fAspectRatio;
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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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if (!CCutsceneMgr::IsRunning())
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ms_fScaledFOV = ConvertFOV(fov);
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else
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ms_fScaledFOV = fov;
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#endif
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ms_fFOV = fov;
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}
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