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Force FOV to 90 during Podium and Title Screen
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parent
98becc03ae
commit
01135e1940
6 changed files with 20 additions and 6 deletions
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@ -1646,6 +1646,8 @@ void F_StartTitleScreen(void)
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camera[0].height = 0;
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wipegamestate = prevwipegamestate;
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R_ExecuteSetViewSize(); // update FOV
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}
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else
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{
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@ -77,7 +77,7 @@
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#include "../r_state.h"
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#include "../tables.h"
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#include "r_opengl/r_opengl.h"
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#include "../r_main.h" // for cv_fov
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#include "../r_main.h" // for R_FOV
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#ifdef HAVE_SPHEREFRUSTRUM
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static GLdouble viewMatrix[16];
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@ -331,7 +331,7 @@ angle_t gld_FrustumAngle(angle_t tiltangle)
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// NEWCLIP TODO: SRB2CBTODO: make a global render_fov for this function
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float render_fov = FIXED_TO_FLOAT(cv_fov[viewssnum].value);
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float render_fov = FIXED_TO_FLOAT(R_FOV(viewssnum));
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float render_fovratio = (float)BASEVIDWIDTH / (float)BASEVIDHEIGHT; // SRB2CBTODO: NEWCLIPTODO: Is this right?
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float render_multiplier = 64.0f / render_fovratio / RMUL;
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@ -5450,7 +5450,7 @@ static void HWR_DrawSkyBackground(player_t *player)
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if (cv_glskydome.value)
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{
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FTransform dometransform;
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const float fpov = FIXED_TO_FLOAT(cv_fov[viewssnum].value+player->fovadd);
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const float fpov = FIXED_TO_FLOAT(R_FOV(viewssnum)+player->fovadd);
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postimg_t *type = &postimgtype[R_GetViewNumber()];
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memset(&dometransform, 0x00, sizeof(FTransform));
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@ -5700,7 +5700,7 @@ static void HWR_SetShaderState(void)
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static void HWR_RenderViewpoint(player_t *player, boolean drawSkyTexture, boolean timing)
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{
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const float fpov = FIXED_TO_FLOAT(cv_fov[viewssnum].value+player->fovadd);
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const float fpov = FIXED_TO_FLOAT(R_FOV(viewssnum)+player->fovadd);
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postimg_t *type = &postimgtype[viewssnum];
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{
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@ -1134,7 +1134,7 @@ void K_ObjectTracking(trackingResult_t *result, const vector3_t *point, boolean
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screenHalfH = (screenHeight >> 1) << FRACBITS;
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// Calculate FOV adjustments.
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fovDiff = cv_fov[cameraNum].value - baseFov;
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fovDiff = R_FOV(cameraNum) - baseFov;
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fov = ((baseFov - fovDiff) / 2) - (stplyr->fovadd / 2);
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fovTangent = NEWTAN(FixedAngle(fov));
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@ -997,7 +997,7 @@ void R_ExecuteSetViewSize(void)
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for (s = 0; s <= r_splitscreen; ++s)
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{
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fov = FixedAngle(cv_fov[s].value/2) + ANGLE_90;
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fov = FixedAngle(R_FOV(s)/2) + ANGLE_90;
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fovtan[s] = FixedMul(FINETANGENT(fov >> ANGLETOFINESHIFT), viewmorph[s].zoomneeded);
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if (r_splitscreen == 1) // Splitscreen FOV should be adjusted to maintain expected vertical view
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fovtan[s] = 17*fovtan[s]/10;
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@ -1071,6 +1071,16 @@ void R_ExecuteSetViewSize(void)
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am_recalc = true;
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}
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fixed_t R_FOV(int split)
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{
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if (gamestate == GS_TITLESCREEN || gamestate == GS_CEREMONY)
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{
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return 90*FRACUNIT; // standard setting
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}
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return cv_fov[split].value;
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}
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//
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// R_Init
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//
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@ -178,6 +178,8 @@ void R_SetViewSize(void);
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// do it (sometimes explicitly called)
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void R_ExecuteSetViewSize(void);
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fixed_t R_FOV(int split);
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void R_SetupFrame(int split);
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void R_SkyboxFrame(int split);
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