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Change canvas rendering to use the aspect ratio of the canvas and generalize 5:4 rendering as AspectTallerThanWide
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parent
172f58c165
commit
017d1cee29
7 changed files with 36 additions and 21 deletions
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@ -300,7 +300,7 @@ void DBaseStatusBar::SetScaled (bool scale, bool force)
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ST_X = 0;
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ST_Y = VirticalResolution - RelTop;
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float aspect = ActiveRatio(SCREENWIDTH, SCREENHEIGHT);
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if (!Is54Aspect(aspect))
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if (!AspectTallerThanWide(aspect))
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{ // Normal resolution
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::ST_Y = Scale (ST_Y, SCREENHEIGHT, VirticalResolution);
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}
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@ -318,7 +318,7 @@ void R_SWRSetWindow(int windowSize, int fullWidth, int fullHeight, int stHeight,
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virtwidth = virtwidth2 = fullWidth;
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virtheight = virtheight2 = fullHeight;
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if (Is54Aspect(trueratio))
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if (AspectTallerThanWide(trueratio))
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{
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virtheight2 = virtheight2 * AspectMultiplier(trueratio) / 48;
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}
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@ -327,7 +327,7 @@ void R_SWRSetWindow(int windowSize, int fullWidth, int fullHeight, int stHeight,
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virtwidth2 = virtwidth2 * AspectMultiplier(trueratio) / 48;
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}
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if (Is54Aspect(WidescreenRatio))
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if (AspectTallerThanWide(WidescreenRatio))
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{
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virtheight = virtheight * AspectMultiplier(WidescreenRatio) / 48;
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}
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@ -948,7 +948,7 @@ void R_RenderViewToCanvas (AActor *actor, DCanvas *canvas,
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RenderTarget = canvas;
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bRenderingToCanvas = true;
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R_SetWindow (12, width, height, height);
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R_SetWindow (12, width, height, height, true);
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viewwindowx = x;
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viewwindowy = y;
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viewactive = true;
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@ -198,7 +198,7 @@ void R_SetViewSize (int blocks)
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//
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//==========================================================================
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void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight)
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void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, bool renderingToCanvas)
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{
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float trueratio;
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@ -220,7 +220,15 @@ void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight)
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freelookviewheight = ((setblocks*fullHeight)/10)&~7;
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}
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WidescreenRatio = ActiveRatio (fullWidth, fullHeight, &trueratio);
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if (renderingToCanvas)
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{
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WidescreenRatio = fullWidth / (float)fullHeight;
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trueratio = WidescreenRatio;
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}
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else
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{
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WidescreenRatio = ActiveRatio(fullWidth, fullHeight, &trueratio);
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}
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DrawFSHUD = (windowSize == 11);
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@ -229,7 +237,7 @@ void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight)
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centery = viewheight/2;
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centerx = viewwidth/2;
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if (Is54Aspect(WidescreenRatio))
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if (AspectTallerThanWide(WidescreenRatio))
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{
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centerxwide = centerx;
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}
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@ -95,7 +95,7 @@ void R_ExecuteSetViewSize (void);
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// Called by M_Responder.
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void R_SetViewSize (int blocks);
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void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight);
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void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, bool renderingToCanvas = false);
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extern void R_FreePastViewers ();
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@ -874,7 +874,7 @@ void DCanvas::VirtualToRealCoords(double &x, double &y, double &w, double &h,
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double right = x + w;
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double bottom = y + h;
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if (myratio > 1.4f)
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if (myratio > 1.334f)
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{ // The target surface is either 16:9 or 16:10, so expand the
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// specified virtual size to avoid undesired stretching of the
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// image. Does not handle non-4:3 virtual sizes. I'll worry about
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@ -887,7 +887,7 @@ void DCanvas::VirtualToRealCoords(double &x, double &y, double &w, double &h,
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x = x * Width / vwidth;
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w = right * Width / vwidth - x;
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}
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if (Is54Aspect(myratio))
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if (AspectTallerThanWide(myratio))
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{ // The target surface is 5:4
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y = (y - vheight * 0.5) * Height * 600 / (vheight * AspectBaseHeight(myratio)) + Height * 0.5;
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h = (bottom - vheight * 0.5) * Height * 600 / (vheight * AspectBaseHeight(myratio)) + Height * 0.5 - y;
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@ -950,7 +950,7 @@ void DCanvas::FillBorder (FTexture *img)
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return;
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}
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int bordtop, bordbottom, bordleft, bordright, bord;
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if (Is54Aspect(myratio))
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if (AspectTallerThanWide(myratio))
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{ // Screen is taller than it is wide
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bordleft = bordright = 0;
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bord = Height - Height * AspectMultiplier(myratio) / 48;
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@ -1362,7 +1362,7 @@ void V_CalcCleanFacs (int designwidth, int designheight, int realwidth, int real
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int cx1, cy1, cx2, cy2;
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ratio = ActiveRatio(realwidth, realheight);
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if (Is54Aspect(ratio))
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if (AspectTallerThanWide(ratio))
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{
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cwidth = realwidth;
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cheight = realheight * AspectMultiplier(ratio) / 48;
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@ -1703,29 +1703,36 @@ int CheckRatio (int width, int height, int *trueratio)
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int AspectBaseWidth(float aspect)
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{
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return !Is54Aspect(aspect) ? (int)round(240.0f * aspect * 3.0f) : 960;
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return (int)round(240.0f * aspect * 3.0f);
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}
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int AspectBaseHeight(float aspect)
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{
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return !Is54Aspect(aspect) ? (int)round(200.0f * (320.0f / (240.0f * aspect)) * 3.0f) : 640;
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if (!AspectTallerThanWide(aspect))
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return (int)round(200.0f * (320.0f / (AspectBaseWidth(aspect) / 3.0f)) * 3.0f);
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else
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return (int)round((200.0f * (4.0f / 3.0f)) / aspect * 3.0f);
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}
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double AspectPspriteOffset(float aspect)
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{
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return !Is54Aspect(aspect) ? 0.0 : 6.5;
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if (!AspectTallerThanWide(aspect))
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return 0.0;
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else
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return ((4.0 / 3.0) / aspect - 1.0) * 97.5;
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}
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int AspectMultiplier(float aspect)
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{
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return !Is54Aspect(aspect) ? (int)round(320.0f / (240.0f * aspect) * 48.0f) : 48 * 15 / 16;
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if (!AspectTallerThanWide(aspect))
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return (int)round(320.0f / (AspectBaseWidth(aspect) / 3.0f) * 48.0f);
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else
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return (int)round(200.0f / (AspectBaseHeight(aspect) / 3.0f) * 48.0f);
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}
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bool Is54Aspect(float aspect)
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bool AspectTallerThanWide(float aspect)
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{
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// The 5:4 aspect ratio redefined all the values to mean something else..
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// Limit the range this is active to try prevent square cam textures inheriting this madness.
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return aspect > 1.1f && aspect < 1.3f;
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return aspect < 1.333f;
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}
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void IVideo::DumpAdapters ()
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@ -525,7 +525,7 @@ int AspectBaseWidth(float aspect);
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int AspectBaseHeight(float aspect);
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double AspectPspriteOffset(float aspect);
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int AspectMultiplier(float aspect);
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bool Is54Aspect(float aspect);
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bool AspectTallerThanWide(float aspect);
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EXTERN_CVAR(Int, uiscale);
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