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re3/src/render/Draw.cpp
_AG 6c693e3bbf Implemented frontend inputs.
Fixed #66 and few other stuff.
2019-07-02 14:36:40 +02:00

86 lines
1.8 KiB
C++

#include "common.h"
#include "patcher.h"
#include "Draw.h"
#include "Frontend.h"
#include "Camera.h"
float CDraw::ms_fAspectRatio;
float CDraw::ms_fScreenMultiplier;
float &CDraw::ms_fNearClipZ = *(float*)0x8E2DC4;
float &CDraw::ms_fFarClipZ = *(float*)0x9434F0;
float &CDraw::ms_fFOV = *(float*)0x5FBC6C;
uint8 &CDraw::FadeValue = *(uint8*)0x95CD68;
uint8 &CDraw::FadeRed = *(uint8*)0x95CD90;
uint8 &CDraw::FadeGreen = *(uint8*)0x95CD71;
uint8 &CDraw::FadeBlue = *(uint8*)0x95CD53;
void CDraw::CalculateAspectRatio()
{
SetScreenMult(DEFAULT_SCALE);
#ifndef HOR_PLUS
if (FrontEndMenuManager.m_PrefsUseWideScreen)
ms_fAspectRatio = 16.0f / 9.0f;
else
ms_fAspectRatio = 4.0f / 3.0f;
#else
switch (FrontEndMenuManager.m_PrefsUseWideScreen) {
case AR_AUTO:
ms_fAspectRatio = (float)SCREEN_WIDTH / (float)SCREEN_HEIGHT;
return;
case AR_3_2:
ms_fAspectRatio = 3.0f / 2.0f;
return;
case AR_4_3:
ms_fAspectRatio = 4.0f / 3.0f;
return;
case AR_5_3:
ms_fAspectRatio = 5.0f / 3.0f;
return;
case AR_5_4:
ms_fAspectRatio = 5.0f / 4.0f;
return;
case AR_15_9:
ms_fAspectRatio = 15.0f / 9.0f;
return;
case AR_16_9:
ms_fAspectRatio = 16.0f / 9.0f;
return;
case AR_16_10:
ms_fAspectRatio = 16.0f / 10.0f;
return;
case AR_64_27:
ms_fAspectRatio = 64.0f / 27.0f;
return;
};
#endif
}
float
HorToVert(float hfov)
{
float vfov = atan(tan(DEGTORAD(hfov) / 2) / (4.0 / 3.0)) * 2;
return RADTODEG(hfov = atan(tan(vfov / 2) * CDraw::GetAspectRatio()) * 2);
}
void
CDraw::SetFOV(float fov)
{
#ifndef HOR_PLUS
ms_fFOV = fov;
#else
ms_fFOV = HorToVert(fov);
#endif
}
STARTPATCHES
InjectHook(0x4FE7B0, CDraw::SetFOV, PATCH_JUMP);
// Some patches to fix aiming offset on "CCamera::Find3rdPersonCamTargetVector".
Nop(0x46B618, 2);
Patch<float>(0x5F0A64, 1.3333334f);
ENDPATCHES