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implemented Invert Y Axis mouse option and Fixed 4:3 Aspect option (but I have my doubt about the fixed aspect, is it correct? is it useful?)
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503be5d709
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2 changed files with 18 additions and 5 deletions
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@ -45,6 +45,7 @@ namespace CodeImp.DoomBuilder.Rendering
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private const float PROJ_NEAR_PLANE = 1f;
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private const float PROJ_NEAR_PLANE = 1f;
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private const float CROSSHAIR_SCALE = 0.06f;
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private const float CROSSHAIR_SCALE = 0.06f;
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private const float FOG_RANGE = 0.9f;
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private const float FOG_RANGE = 0.9f;
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private const float FIXED_ASPECT = 4.0f / 3.0f;
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#endregion
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#endregion
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@ -275,9 +276,18 @@ namespace CodeImp.DoomBuilder.Rendering
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// This creates the projection
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// This creates the projection
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internal void CreateProjection()
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internal void CreateProjection()
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{
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{
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// Calculate aspect
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float aspect;
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float aspect = (float)General.Map.Graphics.RenderTarget.ClientSize.Width /
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// Determine aspect to use
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if(General.Settings.FixedAspect)
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{
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aspect = FIXED_ASPECT;
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}
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else
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{
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aspect = (float)General.Map.Graphics.RenderTarget.ClientSize.Width /
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(float)General.Map.Graphics.RenderTarget.ClientSize.Height;
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(float)General.Map.Graphics.RenderTarget.ClientSize.Height;
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}
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// The DirectX PerspectiveFovRH matrix method calculates the scaling in X and Y as follows:
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// The DirectX PerspectiveFovRH matrix method calculates the scaling in X and Y as follows:
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// yscale = 1 / tan(fovY / 2)
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// yscale = 1 / tan(fovY / 2)
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@ -68,6 +68,9 @@ namespace CodeImp.DoomBuilder.VisualModes
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{
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{
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// Change camera angles with the mouse changes
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// Change camera angles with the mouse changes
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anglexy -= delta.x * ANGLE_FROM_MOUSE;
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anglexy -= delta.x * ANGLE_FROM_MOUSE;
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if(General.Settings.InvertYAxis)
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anglez -= delta.y * ANGLE_FROM_MOUSE;
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else
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anglez += delta.y * ANGLE_FROM_MOUSE;
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anglez += delta.y * ANGLE_FROM_MOUSE;
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// Normalize angles
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// Normalize angles
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