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https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
FOV fix
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b81bf1e138
commit
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@ -3994,7 +3994,7 @@ CCamera::CalculateDerivedValues(void)
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{
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m_cameraMatrix = Invert(m_matrix);
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float hfov = DEGTORAD(CDraw::GetFOV()/2.0f);
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float hfov = DEGTORAD(CDraw::GetScaledFOV()/2.0f);
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float c = cos(hfov);
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float s = sin(hfov);
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@ -111,7 +111,7 @@ inline uint32 ldb(uint32 p, uint32 s, uint32 w)
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#define SCREEN_WIDTH ((float)RsGlobal.width)
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#define SCREEN_HEIGHT ((float)RsGlobal.height)
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#define SCREEN_ASPECT_RATIO (CDraw::GetAspectRatio())
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#define SCREEN_VIEWWINDOW (Tan(DEGTORAD(CDraw::GetFOV() * 0.5f)))
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#define SCREEN_VIEWWINDOW (Tan(DEGTORAD(CDraw::GetScaledFOV() * 0.5f)))
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// This scales from PS2 pixel coordinates to the real resolution
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#define SCREEN_STRETCH_X(a) ((a) * (float) SCREEN_WIDTH / DEFAULT_SCREEN_WIDTH)
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@ -6,6 +6,7 @@
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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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@ -60,8 +61,7 @@ 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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ms_fScaledFOV = ConvertFOV(fov);
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#endif
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ms_fFOV = fov;
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}
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@ -16,14 +16,15 @@ private:
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static float ms_fNearClipZ;
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static float ms_fFarClipZ;
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static float ms_fFOV;
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public:
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static float ms_fLODDistance; // set but unused?
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#ifdef ASPECT_RATIO_SCALE
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// we use this variable to scale a lot of 2D elements
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// so better cache it
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static float ms_fAspectRatio;
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// similar thing for 3D rendering
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static float ms_fScaledFOV;
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#endif
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public:
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static float ms_fLODDistance; // set but unused?
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static uint8 FadeValue;
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static uint8 FadeRed;
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@ -37,6 +38,11 @@ public:
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static void SetFOV(float fov);
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static float GetFOV(void) { return ms_fFOV; }
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#ifdef ASPECT_RATIO_SCALE
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static float GetScaledFOV(void) { return ms_fScaledFOV; }
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#else
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static float GetScaledFOV(void) { return ms_fFOV; }
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#endif
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static float CalculateAspectRatio(void);
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#ifdef ASPECT_RATIO_SCALE
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