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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"
#ifdef ASPECT_RATIO_SCALE
float CDraw::ms_fAspectRatio = DEFAULT_ASPECT_RATIO;
#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;
float
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CDraw::CalculateAspectRatio(void)
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{
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if (FrontEndMenuManager.m_PrefsUseWideScreen) {
if (TheCamera.m_WideScreenOn)
CDraw::ms_fAspectRatio = 5.f / 3.f; // It's used on theatrical showings according to Wiki
else
#ifdef ASPECT_RATIO_SCALE
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) {
CDraw::ms_fAspectRatio = 5.f/4.f;
} else {
CDraw::ms_fAspectRatio = 4.f/3.f;
}
return CDraw::ms_fAspectRatio;
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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
ms_fFOV = ConvertFOV(fov);
#else
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ms_fFOV = fov;
#endif
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}