re3/src/render/Draw.cpp

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#include "common.h"
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#include "Draw.h"
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#include "Frontend.h"
#include "Camera.h"
#include "CutsceneMgr.h"
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#ifdef ASPECT_RATIO_SCALE
float CDraw::ms_fAspectRatio = DEFAULT_ASPECT_RATIO;
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float CDraw::ms_fScaledFOV = 45.0f;
#endif
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float CDraw::ms_fNearClipZ;
float CDraw::ms_fFarClipZ;
float CDraw::ms_fFOV = 45.0f;
float CDraw::ms_fLODDistance;
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uint8 CDraw::FadeValue;
uint8 CDraw::FadeRed;
uint8 CDraw::FadeGreen;
uint8 CDraw::FadeBlue;
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#ifdef ASPECT_RATIO_SCALE
int32 CDraw::ms_nScalingMode = SCL_PS2;
int32 CDraw::ms_bFixRadar = true;
int32 CDraw::ms_bFixSprites = true;
#endif
float
CDraw::FindAspectRatio(void)
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{
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#ifndef ASPECT_RATIO_SCALE
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if(FrontEndMenuManager.m_PrefsUseWideScreen)
return 16.0f/9.0f;
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else
return 4.0f/3.0f;
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#else
switch (FrontEndMenuManager.m_PrefsUseWideScreen) {
case AR_AUTO:
return SCREEN_WIDTH / SCREEN_HEIGHT;
default:
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case AR_4_3:
return 4.0f / 3.0f;
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case AR_5_4:
return 5.0f / 4.0f;
case AR_16_10:
return 16.0f / 10.0f;
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case AR_16_9:
return 16.0f / 9.0f;
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case AR_21_9:
return 21.0f / 9.0f;
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};
#endif
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}
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#ifdef ASPECT_RATIO_SCALE
// 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)
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{
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// => tan(hFOV/2) = tan(vFOV/2)*aspectRatio
// => tan(vFOV/2) = tan(hFOV/2)/aspectRatio
float ar1 = DEFAULT_ASPECT_RATIO;
float ar2 = GetAspectRatio();
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hfov = DEGTORAD(hfov);
float vfov = Atan(tan(hfov/2) / ar1) *2;
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
CDraw::SetFOV(float fov)
{
#ifdef ASPECT_RATIO_SCALE
if (!CCutsceneMgr::IsRunning())
ms_fScaledFOV = ConvertFOV(fov);
else
ms_fScaledFOV = fov;
#endif
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ms_fFOV = fov;
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}
#ifdef ASPECT_RATIO_SCALE
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float CDraw::ScaleY(float y)
{
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switch ( ms_nScalingMode )
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{
case SCL_PC: return y * ((float)DEFAULT_SCREEN_HEIGHT/SCREEN_HEIGHT_NTSC);
default:
return y;
}
}
#endif