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mirror of https://github.com/halpz/re3.git synced 2025-07-03 06:10:43 +00:00

cleaned up to be closer to original game

This commit is contained in:
aap
2019-07-03 13:13:55 +02:00
parent a91ea23924
commit 25865e68c4
10 changed files with 172 additions and 134 deletions

@ -4,8 +4,9 @@
#include "Frontend.h"
#include "Camera.h"
float CDraw::ms_fAspectRatio;
float CDraw::ms_fScreenMultiplier;
#ifdef ASPECT_RATIO_SCALE
float CDraw::ms_fAspectRatio = DEFAULT_ASPECT_RATIO;
#endif
float &CDraw::ms_fNearClipZ = *(float*)0x8E2DC4;
float &CDraw::ms_fFarClipZ = *(float*)0x9434F0;
@ -16,26 +17,25 @@ uint8 &CDraw::FadeRed = *(uint8*)0x95CD90;
uint8 &CDraw::FadeGreen = *(uint8*)0x95CD71;
uint8 &CDraw::FadeBlue = *(uint8*)0x95CD53;
void
CDraw::CalculateAspectRatio()
float
CDraw::FindAspectRatio(void)
{
SetScreenMult(DEFAULT_SCALE);
if(FrontEndMenuManager.m_PrefsUseWideScreen)
ms_fAspectRatio = 16.0f/9.0f;
return 16.0f/9.0f;
else
ms_fAspectRatio = 4.0f/3.0f;
return 4.0f/3.0f;
}
static float hFov2vFov(float hfov)
// 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)
{
float w = SCREENW;
float h = SCREENH;
// => tan(hFOV/2) = tan(vFOV/2)*aspectRatio
// => tan(vFOV/2) = tan(hFOV/2)/aspectRatio
float ar1 = 4.0/3.0;
float ar2 = w/h;
float ar1 = DEFAULT_ASPECT_RATIO;
float ar2 = GetAspectRatio();
hfov = DEGTORAD(hfov);
float vfov = atan(tan(hfov/2) / ar1) *2;
hfov = atan(tan(vfov/2) * ar2) *2;
@ -45,9 +45,11 @@ static float hFov2vFov(float hfov)
void
CDraw::SetFOV(float fov)
{
// TODO: fix FOV here or somewhere else?
// ms_fFOV = hFov2vFov(fov);
#ifdef ASPECT_RATIO_SCALE
ms_fFOV = ConvertFOV(fov);
#else
ms_fFOV = fov;
#endif
}
STARTPATCHES

@ -1,16 +1,18 @@
#pragma once
#define HUD_SCALE 0.8f
#define DEFAULT_SCALE 1.0f
class CDraw
{
private:
static float &ms_fNearClipZ;
static float &ms_fFarClipZ;
static float &ms_fFOV;
static float ms_fLODDistance; // unused
#ifdef ASPECT_RATIO_SCALE
// we use this variable to scale a lot of 2D elements
// so better cache it
static float ms_fAspectRatio;
static float ms_fScreenMultiplier;
#endif
public:
static uint8 &FadeValue;
@ -26,8 +28,12 @@ public:
static void SetFOV(float fov);
static float GetFOV(void) { return ms_fFOV; }
static void CalculateAspectRatio();
static float FindAspectRatio(void);
#ifdef ASPECT_RATIO_SCALE
static float ConvertFOV(float fov);
static float GetAspectRatio(void) { return ms_fAspectRatio; }
static void SetScreenMult(float mult) { ms_fScreenMultiplier = mult; };
static float GetScreenMult(void) { return ms_fScreenMultiplier; };
static void SetAspectRatio(float ratio) { ms_fAspectRatio = ratio; }
#else
static float GetAspectRatio(void) { return FindAspectRatio(); }
#endif
};

@ -787,8 +787,8 @@ void CHud::Draw()
if (m_ItemToFlash == ITEM_RADAR && CTimer::GetFrameCounter() & 8 || m_ItemToFlash != ITEM_RADAR) {
CRadar::DrawMap();
CRect rect(0.0f, 0.0f, SCREEN_SCALE_X(RADAR_WIDTH), SCREEN_SCALE_Y(RADAR_HEIGHT));
// FIX: game doesn't scale RADAR_LEFT here
rect.Translate(SCREEN_SCALE_X(RADAR_LEFT), SCREEN_SCALE_FROM_BOTTOM(RADAR_BOTTOM + RADAR_HEIGHT));
// FIX? scale RADAR_LEFT here somehow
rect.Translate(RADAR_LEFT, SCREEN_SCALE_FROM_BOTTOM(RADAR_BOTTOM + RADAR_HEIGHT));
rect.Grow(4.0f);
Sprites[HUD_RADARDISC].Draw(rect, CRGBA(0, 0, 0, 255));
CRadar::DrawBlips();

@ -16,7 +16,7 @@ CSprite::CalcHorizonCoors(void)
CVector p = TheCamera.GetPosition() + CVector(TheCamera.CamFrontXNorm, TheCamera.CamFrontYNorm, 0.0f)*3000.0f;
p.z = 0.0f;
p = TheCamera.m_viewMatrix * p;
return p.y * RsGlobal.maximumHeight / p.z;
return p.y * SCREEN_HEIGHT / p.z;
}
bool
@ -27,13 +27,13 @@ CSprite::CalcScreenCoors(const RwV3d &in, RwV3d *out, float *outw, float *outh,
if(out->z <= CDraw::GetNearClipZ() + 1.0f) return false;
if(out->z >= CDraw::GetFarClipZ() && farclip) return false;
float recip = 1.0f/out->z;
out->x *= RsGlobal.maximumWidth * recip;
out->y *= RsGlobal.maximumHeight * recip;
out->x *= SCREEN_WIDTH * recip;
out->y *= SCREEN_HEIGHT * recip;
// What is this? size?
*outw = 70.0f/CDraw::GetFOV();
*outh = 70.0f/CDraw::GetFOV();
*outw *= RsGlobal.maximumWidth * recip;
*outh *= RsGlobal.maximumHeight * recip;
*outw *= SCREEN_WIDTH * recip;
*outh *= SCREEN_HEIGHT * recip;
return true;
}
@ -99,17 +99,17 @@ CSprite::RenderOneXLUSprite(float x, float y, float z, float w, float h, uint8 r
us[i] = -xs[i] / (2.0f*w);
xs[i] = 0.0f;
}
if(xs[i] > RsGlobal.maximumWidth){
us[i] = 1.0f - (xs[i]-RsGlobal.maximumWidth) / (2.0f*w);
xs[i] = RsGlobal.maximumWidth;
if(xs[i] > SCREEN_WIDTH){
us[i] = 1.0f - (xs[i]-SCREEN_WIDTH) / (2.0f*w);
xs[i] = SCREEN_WIDTH;
}
if(ys[i] < 0.0f){
vs[i] = -ys[i] / (2.0f*h);
ys[i] = 0.0f;
}
if(ys[i] > RsGlobal.maximumHeight){
vs[i] = 1.0f - (ys[i]-RsGlobal.maximumHeight) / (2.0f*h);
ys[i] = RsGlobal.maximumHeight;
if(ys[i] > SCREEN_HEIGHT){
vs[i] = 1.0f - (ys[i]-SCREEN_HEIGHT) / (2.0f*h);
ys[i] = SCREEN_HEIGHT;
}
}
@ -169,10 +169,10 @@ CSprite::RenderOneXLUSprite_Rotate_Aspect(float x, float y, float z, float w, fl
// No clipping, just culling
if(xs[0] < 0.0f && xs[1] < 0.0f && xs[2] < 0.0f && xs[3] < 0.0f) return;
if(ys[0] < 0.0f && ys[1] < 0.0f && ys[2] < 0.0f && ys[3] < 0.0f) return;
if(xs[0] > RsGlobal.maximumWidth && xs[1] > RsGlobal.maximumWidth &&
xs[2] > RsGlobal.maximumWidth && xs[3] > RsGlobal.maximumWidth) return;
if(ys[0] > RsGlobal.maximumHeight && ys[1] > RsGlobal.maximumHeight &&
ys[2] > RsGlobal.maximumHeight && ys[3] > RsGlobal.maximumHeight) return;
if(xs[0] > SCREEN_WIDTH && xs[1] > SCREEN_WIDTH &&
xs[2] > SCREEN_WIDTH && xs[3] > SCREEN_WIDTH) return;
if(ys[0] > SCREEN_HEIGHT && ys[1] > SCREEN_HEIGHT &&
ys[2] > SCREEN_HEIGHT && ys[3] > SCREEN_HEIGHT) return;
float screenz = m_f2DNearScreenZ +
(z-CDraw::GetNearClipZ())*(m_f2DFarScreenZ-m_f2DNearScreenZ)*CDraw::GetFarClipZ() /
@ -221,17 +221,17 @@ CSprite::RenderBufferedOneXLUSprite(float x, float y, float z, float w, float h,
us[i] = -xs[i] / (2.0f*w);
xs[i] = 0.0f;
}
if(xs[i] > RsGlobal.maximumWidth){
us[i] = 1.0f - (xs[i]-RsGlobal.maximumWidth) / (2.0f*w);
xs[i] = RsGlobal.maximumWidth;
if(xs[i] > SCREEN_WIDTH){
us[i] = 1.0f - (xs[i]-SCREEN_WIDTH) / (2.0f*w);
xs[i] = SCREEN_WIDTH;
}
if(ys[i] < 0.0f){
vs[i] = -ys[i] / (2.0f*h);
ys[i] = 0.0f;
}
if(ys[i] > RsGlobal.maximumHeight){
vs[i] = 1.0f - (ys[i]-RsGlobal.maximumHeight) / (2.0f*h);
ys[i] = RsGlobal.maximumHeight;
if(ys[i] > SCREEN_HEIGHT){
vs[i] = 1.0f - (ys[i]-SCREEN_HEIGHT) / (2.0f*h);
ys[i] = SCREEN_HEIGHT;
}
}
@ -283,10 +283,10 @@ CSprite::RenderBufferedOneXLUSprite_Rotate_Dimension(float x, float y, float z,
// No clipping, just culling
if(xs[0] < 0.0f && xs[1] < 0.0f && xs[2] < 0.0f && xs[3] < 0.0f) return;
if(ys[0] < 0.0f && ys[1] < 0.0f && ys[2] < 0.0f && ys[3] < 0.0f) return;
if(xs[0] > RsGlobal.maximumWidth && xs[1] > RsGlobal.maximumWidth &&
xs[2] > RsGlobal.maximumWidth && xs[3] > RsGlobal.maximumWidth) return;
if(ys[0] > RsGlobal.maximumHeight && ys[1] > RsGlobal.maximumHeight &&
ys[2] > RsGlobal.maximumHeight && ys[3] > RsGlobal.maximumHeight) return;
if(xs[0] > SCREEN_WIDTH && xs[1] > SCREEN_WIDTH &&
xs[2] > SCREEN_WIDTH && xs[3] > SCREEN_WIDTH) return;
if(ys[0] > SCREEN_HEIGHT && ys[1] > SCREEN_HEIGHT &&
ys[2] > SCREEN_HEIGHT && ys[3] > SCREEN_HEIGHT) return;
float screenz = m_f2DNearScreenZ +
(z-CDraw::GetNearClipZ())*(m_f2DFarScreenZ-m_f2DNearScreenZ)*CDraw::GetFarClipZ() /
@ -335,10 +335,10 @@ CSprite::RenderBufferedOneXLUSprite_Rotate_Aspect(float x, float y, float z, flo
// No clipping, just culling
if(xs[0] < 0.0f && xs[1] < 0.0f && xs[2] < 0.0f && xs[3] < 0.0f) return;
if(ys[0] < 0.0f && ys[1] < 0.0f && ys[2] < 0.0f && ys[3] < 0.0f) return;
if(xs[0] > RsGlobal.maximumWidth && xs[1] > RsGlobal.maximumWidth &&
xs[2] > RsGlobal.maximumWidth && xs[3] > RsGlobal.maximumWidth) return;
if(ys[0] > RsGlobal.maximumHeight && ys[1] > RsGlobal.maximumHeight &&
ys[2] > RsGlobal.maximumHeight && ys[3] > RsGlobal.maximumHeight) return;
if(xs[0] > SCREEN_WIDTH && xs[1] > SCREEN_WIDTH &&
xs[2] > SCREEN_WIDTH && xs[3] > SCREEN_WIDTH) return;
if(ys[0] > SCREEN_HEIGHT && ys[1] > SCREEN_HEIGHT &&
ys[2] > SCREEN_HEIGHT && ys[3] > SCREEN_HEIGHT) return;
float screenz = m_f2DNearScreenZ +
(z-CDraw::GetNearClipZ())*(m_f2DFarScreenZ-m_f2DNearScreenZ)*CDraw::GetFarClipZ() /
@ -388,10 +388,10 @@ CSprite::RenderBufferedOneXLUSprite_Rotate_2Colours(float x, float y, float z, f
// No clipping, just culling
if(xs[0] < 0.0f && xs[1] < 0.0f && xs[2] < 0.0f && xs[3] < 0.0f) return;
if(ys[0] < 0.0f && ys[1] < 0.0f && ys[2] < 0.0f && ys[3] < 0.0f) return;
if(xs[0] > RsGlobal.maximumWidth && xs[1] > RsGlobal.maximumWidth &&
xs[2] > RsGlobal.maximumWidth && xs[3] > RsGlobal.maximumWidth) return;
if(ys[0] > RsGlobal.maximumHeight && ys[1] > RsGlobal.maximumHeight &&
ys[2] > RsGlobal.maximumHeight && ys[3] > RsGlobal.maximumHeight) return;
if(xs[0] > SCREEN_WIDTH && xs[1] > SCREEN_WIDTH &&
xs[2] > SCREEN_WIDTH && xs[3] > SCREEN_WIDTH) return;
if(ys[0] > SCREEN_HEIGHT && ys[1] > SCREEN_HEIGHT &&
ys[2] > SCREEN_HEIGHT && ys[3] > SCREEN_HEIGHT) return;
// Colour factors, cx/y is the direction in which colours change from rgb1 to rgb2
cf[0] = (cx*(-c-s) + cy*(-c+s))*0.5f + 0.5f;