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author | Sergeanur <s.anureev@yandex.ua> | 2020-05-09 01:50:48 +0200 |
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committer | Sergeanur <s.anureev@yandex.ua> | 2020-05-09 01:50:48 +0200 |
commit | e917cd1f46471cc9be8da606ac03aa9ac3885b87 (patch) | |
tree | d3c0ba7ea9af26fa65ae08a0fe89cef73e765ccb /src | |
parent | Fix water UV on high FPS and inverted free camera (diff) | |
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Diffstat (limited to 'src')
-rw-r--r-- | src/core/Cam.cpp | 2 | ||||
-rw-r--r-- | src/core/Camera.h | 2 | ||||
-rw-r--r-- | src/render/Sprite.cpp | 12 |
3 files changed, 10 insertions, 6 deletions
diff --git a/src/core/Cam.cpp b/src/core/Cam.cpp index 76d8d22b..3b11ec5f 100644 --- a/src/core/Cam.cpp +++ b/src/core/Cam.cpp @@ -25,8 +25,6 @@ #include "Camera.h" #include "DMAudio.h" -const float DefaultFOV = 70.0f; // beta: 80.0f - bool PrintDebugCode = false; int16 DebugCamMode; diff --git a/src/core/Camera.h b/src/core/Camera.h index 02122dfe..51138f99 100644 --- a/src/core/Camera.h +++ b/src/core/Camera.h @@ -40,6 +40,8 @@ enum #define DEFAULT_CAR_ZOOM_VALUE_2 (1.9f) #define DEFAULT_CAR_ZOOM_VALUE_3 (3.9f) +const float DefaultFOV = 70.0f; // beta: 80.0f + class CCam { public: diff --git a/src/render/Sprite.cpp b/src/render/Sprite.cpp index 30eaf840..1dd1aaab 100644 --- a/src/render/Sprite.cpp +++ b/src/render/Sprite.cpp @@ -29,13 +29,17 @@ CSprite::CalcScreenCoors(const RwV3d &in, RwV3d *out, float *outw, float *outh, float recip = 1.0f/out->z; out->x *= SCREEN_WIDTH * recip; out->y *= SCREEN_HEIGHT * recip; - // What is this? size? - *outw = 70.0f/CDraw::GetFOV() * SCREEN_WIDTH * recip; #ifdef ASPECT_RATIO_SCALE - *outh = 70.0f/CDraw::GetFOV() / (DEFAULT_ASPECT_RATIO / SCREEN_ASPECT_RATIO) * SCREEN_HEIGHT * recip; + float fov = CDraw::ConvertFOV(DefaultFOV); #else - *outh = 70.0f/CDraw::GetFOV() * SCREEN_HEIGHT * recip; + const float fov = DefaultFOV; #endif + // this is used to scale correctly if you zoom in with sniper rifle + float fovScale = fov / CDraw::GetFOV(); + + *outw = fovScale * SCREEN_SCALE_AR(recip) * SCREEN_WIDTH; + *outh = fovScale * recip * SCREEN_HEIGHT; + return true; } |