re3/src/render/Draw.cpp

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#include "common.h"
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#include "patcher.h"
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#include "Draw.h"
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#include "Frontend.h"
#include "Camera.h"
#ifdef ASPECT_RATIO_SCALE
float CDraw::ms_fAspectRatio = DEFAULT_ASPECT_RATIO;
#endif
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float &CDraw::ms_fNearClipZ = *(float*)0x8E2DC4;
float &CDraw::ms_fFarClipZ = *(float*)0x9434F0;
float &CDraw::ms_fFOV = *(float*)0x5FBC6C;
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uint8 &CDraw::FadeValue = *(uint8*)0x95CD68;
uint8 &CDraw::FadeRed = *(uint8*)0x95CD90;
uint8 &CDraw::FadeGreen = *(uint8*)0x95CD71;
uint8 &CDraw::FadeBlue = *(uint8*)0x95CD53;
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;
case AR_16_9:
return 16.0f / 9.0f;
};
#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;
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
ms_fFOV = ConvertFOV(fov);
#else
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ms_fFOV = fov;
#endif
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}
STARTPATCHES
InjectHook(0x4FE7B0, CDraw::SetFOV, PATCH_JUMP);
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Nop(0x46B618, 2);
Patch<float>(0x5F0A64, 1.3333334f);
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ENDPATCHES