Force FOV to 90 during Podium and Title Screen

This commit is contained in:
James R 2024-03-26 04:15:47 -07:00
parent 98becc03ae
commit 01135e1940
6 changed files with 20 additions and 6 deletions

View file

@ -1646,6 +1646,8 @@ void F_StartTitleScreen(void)
camera[0].height = 0;
wipegamestate = prevwipegamestate;
R_ExecuteSetViewSize(); // update FOV
}
else
{

View file

@ -77,7 +77,7 @@
#include "../r_state.h"
#include "../tables.h"
#include "r_opengl/r_opengl.h"
#include "../r_main.h" // for cv_fov
#include "../r_main.h" // for R_FOV
#ifdef HAVE_SPHEREFRUSTRUM
static GLdouble viewMatrix[16];
@ -331,7 +331,7 @@ angle_t gld_FrustumAngle(angle_t tiltangle)
// NEWCLIP TODO: SRB2CBTODO: make a global render_fov for this function
float render_fov = FIXED_TO_FLOAT(cv_fov[viewssnum].value);
float render_fov = FIXED_TO_FLOAT(R_FOV(viewssnum));
float render_fovratio = (float)BASEVIDWIDTH / (float)BASEVIDHEIGHT; // SRB2CBTODO: NEWCLIPTODO: Is this right?
float render_multiplier = 64.0f / render_fovratio / RMUL;

View file

@ -5450,7 +5450,7 @@ static void HWR_DrawSkyBackground(player_t *player)
if (cv_glskydome.value)
{
FTransform dometransform;
const float fpov = FIXED_TO_FLOAT(cv_fov[viewssnum].value+player->fovadd);
const float fpov = FIXED_TO_FLOAT(R_FOV(viewssnum)+player->fovadd);
postimg_t *type = &postimgtype[R_GetViewNumber()];
memset(&dometransform, 0x00, sizeof(FTransform));
@ -5700,7 +5700,7 @@ static void HWR_SetShaderState(void)
static void HWR_RenderViewpoint(player_t *player, boolean drawSkyTexture, boolean timing)
{
const float fpov = FIXED_TO_FLOAT(cv_fov[viewssnum].value+player->fovadd);
const float fpov = FIXED_TO_FLOAT(R_FOV(viewssnum)+player->fovadd);
postimg_t *type = &postimgtype[viewssnum];
{

View file

@ -1134,7 +1134,7 @@ void K_ObjectTracking(trackingResult_t *result, const vector3_t *point, boolean
screenHalfH = (screenHeight >> 1) << FRACBITS;
// Calculate FOV adjustments.
fovDiff = cv_fov[cameraNum].value - baseFov;
fovDiff = R_FOV(cameraNum) - baseFov;
fov = ((baseFov - fovDiff) / 2) - (stplyr->fovadd / 2);
fovTangent = NEWTAN(FixedAngle(fov));

View file

@ -997,7 +997,7 @@ void R_ExecuteSetViewSize(void)
for (s = 0; s <= r_splitscreen; ++s)
{
fov = FixedAngle(cv_fov[s].value/2) + ANGLE_90;
fov = FixedAngle(R_FOV(s)/2) + ANGLE_90;
fovtan[s] = FixedMul(FINETANGENT(fov >> ANGLETOFINESHIFT), viewmorph[s].zoomneeded);
if (r_splitscreen == 1) // Splitscreen FOV should be adjusted to maintain expected vertical view
fovtan[s] = 17*fovtan[s]/10;
@ -1071,6 +1071,16 @@ void R_ExecuteSetViewSize(void)
am_recalc = true;
}
fixed_t R_FOV(int split)
{
if (gamestate == GS_TITLESCREEN || gamestate == GS_CEREMONY)
{
return 90*FRACUNIT; // standard setting
}
return cv_fov[split].value;
}
//
// R_Init
//

View file

@ -178,6 +178,8 @@ void R_SetViewSize(void);
// do it (sometimes explicitly called)
void R_ExecuteSetViewSize(void);
fixed_t R_FOV(int split);
void R_SetupFrame(int split);
void R_SkyboxFrame(int split);