Re3/src/render/Draw.cpp

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#include "common.h"
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#include "patcher.h"
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#include "Draw.h"
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#include "Frontend.h"
#include "Camera.h"
float CDraw::ms_fAspectRatio;
float CDraw::ms_fScreenMultiplier;
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float &CDraw::ms_fNearClipZ = *(float*)0x8E2DC4;
float &CDraw::ms_fFarClipZ = *(float*)0x9434F0;
float &CDraw::ms_fFOV = *(float*)0x5FBC6C;
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uint8 &CDraw::FadeValue = *(uint8*)0x95CD68;
uint8 &CDraw::FadeRed = *(uint8*)0x95CD90;
uint8 &CDraw::FadeGreen = *(uint8*)0x95CD71;
uint8 &CDraw::FadeBlue = *(uint8*)0x95CD53;
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void
CDraw::CalculateAspectRatio()
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{
SetScreenMult(DEFAULT_SCALE);
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if(FrontEndMenuManager.m_PrefsUseWideScreen)
ms_fAspectRatio = 16.0f/9.0f;
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else
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ms_fAspectRatio = 4.0f/3.0f;
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}
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static float hFov2vFov(float hfov)
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{
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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;
hfov = DEGTORAD(hfov);
float vfov = atan(tan(hfov/2) / ar1) *2;
hfov = atan(tan(vfov/2) * ar2) *2;
return RADTODEG(hfov);
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}
void
CDraw::SetFOV(float fov)
{
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// TODO: fix FOV here or somewhere else?
// ms_fFOV = hFov2vFov(fov);
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ms_fFOV = fov;
}
STARTPATCHES
InjectHook(0x4FE7B0, CDraw::SetFOV, PATCH_JUMP);
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Nop(0x46B618, 2);
Patch<float>(0x5F0A64, 1.3333334f);
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ENDPATCHES