- make FieldOfView a real angle and remove all uses of finetangent.

This commit is contained in:
Christoph Oelckers 2016-04-28 13:59:06 +02:00
commit 027b8d29b8
8 changed files with 19 additions and 62 deletions

View file

@ -138,7 +138,6 @@ angle_t LocalViewAngle;
int LocalViewPitch;
bool LocalKeyboardTurner;
float LastFOV;
int WidescreenRatio;
int setblocks;
int extralight;
@ -147,7 +146,7 @@ double FocalTangent;
unsigned int R_OldBlend = ~0;
int validcount = 1; // increment every time a check is made
int FieldOfView = 2048; // Fineangles in the SCREENWIDTH wide window
DAngle FieldOfView = 90.; // Angles in the SCREENWIDTH wide window
FCanvasTextureInfo *FCanvasTextureInfo::List;
@ -169,13 +168,6 @@ void R_InitTables (void)
int i;
const double pimul = M_PI*2/FINEANGLES;
// viewangle tangent table
finetangent[0] = (fixed_t)(FRACUNIT*g_tan ((0.5-FINEANGLES/4)*pimul)+0.5);
for (i = 1; i < FINEANGLES/2; i++)
{
finetangent[i] = (fixed_t)(FRACUNIT*g_tan ((i-FINEANGLES/4)*pimul)+0.5);
}
// finesine table
for (i = 0; i < FINEANGLES/4; i++)
{
@ -202,33 +194,18 @@ void R_InitTables (void)
//
//==========================================================================
void R_SetFOV (float fov)
void R_SetFOV (DAngle fov)
{
if (fov < 5.f)
fov = 5.f;
else if (fov > 170.f)
fov = 170.f;
if (fov != LastFOV)
if (fov < 5.) fov = 5.;
else if (fov > 170.) fov = 170.;
if (fov != FieldOfView)
{
LastFOV = fov;
FieldOfView = (int)(fov * (float)FINEANGLES / 360.f);
FieldOfView = fov;
setsizeneeded = true;
}
}
//==========================================================================
//
// R_GetFOV
//
// Returns the current field of view in degrees
//
//==========================================================================
float R_GetFOV ()
{
return LastFOV;
}
//==========================================================================
//
// R_SetViewSize
@ -292,18 +269,16 @@ void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight)
}
int fov = FieldOfView;
DAngle fov = FieldOfView;
// For widescreen displays, increase the FOV so that the middle part of the
// screen that would be visible on a 4:3 display has the requested FOV.
if (centerxwide != centerx)
{ // centerxwide is what centerx would be if the display was not widescreen
fov = int(atan(double(centerx)*tan(double(fov)*M_PI/(FINEANGLES))/double(centerxwide))*(FINEANGLES)/M_PI);
if (fov > 170*FINEANGLES/360)
fov = 170*FINEANGLES/360;
fov = DAngle::ToDegrees(2 * atan(centerx * tan(fov.Radians()/2) / double(centerxwide)));
if (fov > 170.) fov = 170.;
}
FocalTangent = FIXED2FLOAT(finetangent[FINEANGLES/4+fov/2]);
FocalTangent = tan(fov.Radians() / 2);
Renderer->SetWindow(windowSize, fullWidth, fullHeight, stHeight, trueratio);
}