Make original 4:3 scaling a separate option, use custom behavior for auto.

This commit is contained in:
Skyth 2025-01-06 00:10:24 +03:00
parent c1e08f2bea
commit 6a709a358d
3 changed files with 37 additions and 15 deletions

View file

@ -19,20 +19,19 @@ void CameraFieldOfViewMidAsmHook(PPCRegister& r31, PPCRegister& f31)
{
auto camera = (SWA::CCamera*)g_memory.Translate(r31.u32);
// Interpolate to the original 4:3 field of view for narrow aspect ratios.
if (camera->m_HorzAspectRatio < ORIGINAL_WIDESCREEN_ASPECT_RATIO)
// Replicate the original incorrect field of view formula if requested.
if (Config::AspectRatio == EAspectRatio::OriginalSquare)
{
float factor = std::clamp((camera->m_HorzAspectRatio - ORIGINAL_ASPECT_RATIO) / (ORIGINAL_WIDESCREEN_ASPECT_RATIO - ORIGINAL_ASPECT_RATIO), 0.0f, 1.0f);
factor = ORIGINAL_ASPECT_RATIO + (1.0f - ORIGINAL_ASPECT_RATIO) * factor;
f31.f64 *= factor;
// For tall aspect ratios, use proper VERT+.
if (camera->m_HorzAspectRatio < ORIGINAL_ASPECT_RATIO)
if (abs(camera->m_HorzAspectRatio - ORIGINAL_ASPECT_RATIO) < 0.001f)
{
f31.f64 = 2.0 * atan(tan(0.5 * f31.f64) / camera->m_HorzAspectRatio * ORIGINAL_ASPECT_RATIO);
f31.f64 *= ORIGINAL_ASPECT_RATIO;
}
}
// Use proper VERT+ otherwise for narrow aspect ratios.
else if (camera->m_HorzAspectRatio < ORIGINAL_WIDESCREEN_ASPECT_RATIO)
{
f31.f64 = 2.0 * atan(tan(0.5 * f31.f64) / camera->m_HorzAspectRatio * ORIGINAL_WIDESCREEN_ASPECT_RATIO);
}
}
PPC_FUNC_IMPL(__imp__sub_824697B0);

View file

@ -154,6 +154,9 @@ void MakeCsdProjectMidAsmHook(PPCRegister& r3, PPCRegister& r29)
static constexpr float ORIGINAL_ASPECT_RATIO = 4.0f / 3.0f;
static constexpr float ORIGINAL_WIDESCREEN_ASPECT_RATIO = 16.0f / 9.0f;
static constexpr float INV_WIDESCREEN_ASPECT_RATIO = 1.0f / ORIGINAL_WIDESCREEN_ASPECT_RATIO;
static constexpr float INV_WIDESCREEN_SCALE = 1280.0f / 960.0f;
static constexpr float SQUARE_SCALE = 960.0f / 1280.0f;
static float g_offsetX;
static float g_offsetY;
@ -164,19 +167,37 @@ static float g_worldMapOffset;
static void ComputeOffsets(float width, float height)
{
float aspectRatio = width / height;
g_scale = 1.0f;
if (aspectRatio >= ORIGINAL_ASPECT_RATIO)
{
// height is locked to 720 in this case
g_offsetX = 0.5f * (aspectRatio * 720.0f - 1280.0f);
g_offsetY = 0.0f;
// narrow resolutions will zoom the UI in, but we
// want the gameplay UI to retain the same scale
if (aspectRatio < ORIGINAL_WIDESCREEN_ASPECT_RATIO)
g_scale = aspectRatio / ORIGINAL_WIDESCREEN_ASPECT_RATIO;
}
else
{
g_offsetX = 0.5f * (960.0f - 1280.0f); // width is locked to 960 in video.cpp
// width is locked to 960 in this case to have 4:3 crop
g_offsetX = 0.5f * (960.0f - 1280.0f);
g_offsetY = 0.5f * (960.0f / aspectRatio - 720.0f);
// scale to 16:9 as the aspect ratio becomes 9:16
float factor = std::clamp((aspectRatio - INV_WIDESCREEN_ASPECT_RATIO) / (ORIGINAL_ASPECT_RATIO - INV_WIDESCREEN_ASPECT_RATIO), 0.0f, 1.0f);
g_scale = INV_WIDESCREEN_SCALE + factor * (SQUARE_SCALE - INV_WIDESCREEN_SCALE);
}
// use original 4:3 scaling if requested
if (Config::AspectRatio == EAspectRatio::OriginalSquare)
{
aspectRatio = std::clamp(aspectRatio, ORIGINAL_ASPECT_RATIO, ORIGINAL_WIDESCREEN_ASPECT_RATIO);
g_scale = ((aspectRatio * 720.0f) / 1280.0f) / sqrt((aspectRatio * 720.0f) / 1280.0f);
}
aspectRatio = std::clamp(aspectRatio, ORIGINAL_ASPECT_RATIO, ORIGINAL_WIDESCREEN_ASPECT_RATIO);
g_scale = ((aspectRatio * 720.0f) / 1280.0f) / sqrt((aspectRatio * 720.0f) / 1280.0f);
g_worldMapOffset = std::clamp((aspectRatio - ORIGINAL_ASPECT_RATIO) / (ORIGINAL_WIDESCREEN_ASPECT_RATIO - ORIGINAL_ASPECT_RATIO), 0.0f, 1.0f);
}

View file

@ -148,15 +148,17 @@ CONFIG_DEFINE_ENUM_TEMPLATE(EWindowState)
enum class EAspectRatio : uint32_t
{
Auto,
Widescreen,
Square,
Widescreen
OriginalSquare
};
CONFIG_DEFINE_ENUM_TEMPLATE(EAspectRatio)
{
{ "Auto", EAspectRatio::Auto },
{ "16:9", EAspectRatio::Widescreen },
{ "4:3", EAspectRatio::Square },
{ "16:9", EAspectRatio::Widescreen }
{ "Original 4:3", EAspectRatio::OriginalSquare },
};
enum class ETripleBuffering : uint32_t