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https://github.com/FWGS/xash3d-fwgs
synced 2024-11-22 01:45:19 +01:00
public: move FOV calculating functions out of libpublic, as they are very specific to engine view
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@ -229,6 +229,53 @@ void V_RefApplyOverview( ref_viewpass_t *rvp )
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ref.dllFuncs.GL_OrthoBounds( mins, maxs );
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}
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/*
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====================
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V_CalcFov
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====================
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*/
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static float V_CalcFov( float *fov_x, float width, float height )
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{
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float x, half_fov_y;
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if( *fov_x < 1.0f || *fov_x > 179.0f )
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*fov_x = 90.0f; // default value
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x = width / tan( DEG2RAD( *fov_x ) * 0.5f );
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half_fov_y = atan( height / x );
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return RAD2DEG( half_fov_y ) * 2;
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}
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/*
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====================
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V_AdjustFov
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====================
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*/
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static void V_AdjustFov( float *fov_x, float *fov_y, float width, float height, qboolean lock_x )
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{
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float x, y;
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if( width * 3 == 4 * height || width * 4 == height * 5 )
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{
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// 4:3 or 5:4 ratio
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return;
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}
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if( lock_x )
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{
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*fov_y = 2 * atan((width * 3) / (height * 4) * tan( *fov_y * M_PI_F / 360.0f * 0.5f )) * 360 / M_PI_F;
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return;
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}
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y = V_CalcFov( fov_x, 640, 480 );
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x = *fov_x;
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*fov_x = V_CalcFov( &y, height, width );
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if( *fov_x < x ) *fov_x = x;
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else *fov_y = y;
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}
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/*
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=============
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V_GetRefParams
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@ -703,53 +703,6 @@ void QuaternionSlerp( const vec4_t p, const vec4_t q, float t, vec4_t qt )
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QuaternionSlerpNoAlign( p, q2, t, qt );
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}
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/*
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====================
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V_CalcFov
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====================
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*/
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float V_CalcFov( float *fov_x, float width, float height )
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{
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float x, half_fov_y;
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if( *fov_x < 1.0f || *fov_x > 179.0f )
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*fov_x = 90.0f; // default value
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x = width / tan( DEG2RAD( *fov_x ) * 0.5f );
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half_fov_y = atan( height / x );
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return RAD2DEG( half_fov_y ) * 2;
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}
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/*
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====================
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V_AdjustFov
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====================
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*/
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void V_AdjustFov( float *fov_x, float *fov_y, float width, float height, qboolean lock_x )
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{
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float x, y;
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if( width * 3 == 4 * height || width * 4 == height * 5 )
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{
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// 4:3 or 5:4 ratio
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return;
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}
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if( lock_x )
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{
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*fov_y = 2 * atan((width * 3) / (height * 4) * tan( *fov_y * M_PI_F / 360.0f * 0.5f )) * 360 / M_PI_F;
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return;
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}
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y = V_CalcFov( fov_x, 640, 480 );
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x = *fov_x;
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*fov_x = V_CalcFov( &y, height, width );
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if( *fov_x < x ) *fov_x = x;
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else *fov_y = y;
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}
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/*
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==================
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BoxOnPlaneSide
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@ -236,9 +236,6 @@ void Matrix4x4_ConvertToEntity( const matrix4x4 in, vec3_t angles, vec3_t origin
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void Matrix4x4_Invert_Simple( matrix4x4 out, const matrix4x4 in1 );
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qboolean Matrix4x4_Invert_Full( matrix4x4 out, const matrix4x4 in1 );
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float V_CalcFov( float *fov_x, float width, float height );
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void V_AdjustFov( float *fov_x, float *fov_y, float width, float height, qboolean lock_x );
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void R_StudioSlerpBones( int numbones, vec4_t q1[], float pos1[][3], const vec4_t q2[], const float pos2[][3], float s );
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void R_StudioCalcBoneQuaternion( int frame, float s, const mstudiobone_t *pbone, const mstudioanim_t *panim, const float *adj, vec4_t q );
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void R_StudioCalcBonePosition( int frame, float s, const mstudiobone_t *pbone, const mstudioanim_t *panim, const vec3_t adj, vec3_t pos );
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