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68 lines
1.5 KiB
C++
68 lines
1.5 KiB
C++
#include "common.h"
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#include "Draw.h"
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#include "Frontend.h"
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#include "Camera.h"
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#ifdef ASPECT_RATIO_SCALE
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float CDraw::ms_fAspectRatio = DEFAULT_ASPECT_RATIO;
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#endif
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float CDraw::ms_fNearClipZ;
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float CDraw::ms_fFarClipZ;
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float CDraw::ms_fFOV = 45.0f;
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float CDraw::ms_fLODDistance;
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uint8 CDraw::FadeValue;
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uint8 CDraw::FadeRed;
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uint8 CDraw::FadeGreen;
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uint8 CDraw::FadeBlue;
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float
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CDraw::CalculateAspectRatio(void)
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{
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if (FrontEndMenuManager.m_PrefsUseWideScreen) {
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if (TheCamera.m_WideScreenOn)
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CDraw::ms_fAspectRatio = 5.f / 3.f; // It's used on theatrical showings according to Wiki
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else
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#ifdef ASPECT_RATIO_SCALE
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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) {
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CDraw::ms_fAspectRatio = 5.f/4.f;
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} else {
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CDraw::ms_fAspectRatio = 4.f/3.f;
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}
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return CDraw::ms_fAspectRatio;
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}
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#ifdef ASPECT_RATIO_SCALE
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// convert a 4:3 hFOV to vFOV,
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// then convert that vFOV to hFOV for our aspect ratio,
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// i.e. HOR+
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float
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CDraw::ConvertFOV(float hfov)
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{
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// => tan(hFOV/2) = tan(vFOV/2)*aspectRatio
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// => tan(vFOV/2) = tan(hFOV/2)/aspectRatio
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float ar1 = DEFAULT_ASPECT_RATIO;
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float ar2 = GetAspectRatio();
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hfov = DEGTORAD(hfov);
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float vfov = Atan(tan(hfov/2) / ar1) *2;
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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
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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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#endif
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}
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