move some code out of the header
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@@ -473,6 +473,23 @@ void RageDisplay::LoadMenuPerspective( float fovDegrees, float fVanishPointX, fl
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-fVanishPointX+SCREEN_CENTER_X, -fVanishPointY+SCREEN_CENTER_Y, 0,
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0.0f, 1.0f, 0.0f) );
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}
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const float fDAR = GetVideoModeParams().fDisplayAspectRatio;
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const float fOutputDAR = GetVideoModeParams().fOutputDisplayAspectRatio;
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if( fOutputDAR != -1 && fabsf(fDAR-fOutputDAR) > 0.001f )
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{
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if( fOutputDAR > fDAR )
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{
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/* Letterboxed horizontally (showing widescreen on a regular monitor). */
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float fYAdjust = fDAR / fOutputDAR;
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g_ProjectionStack.Scale( 1, fYAdjust, 1 );
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} else {
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/* Letterboxed vertically (showing 4:3 on a widescreen monitor). */
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float fXAdjust = fOutputDAR / fDAR;
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g_ProjectionStack.Scale( fXAdjust, 1, 1 );
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}
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}
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}
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@@ -719,6 +736,41 @@ void RageDisplay::DrawCircle( const RageSpriteVertex &v, float radius )
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this->DrawCircleInternal( v, radius );
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}
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RageCompiledGeometry::~RageCompiledGeometry()
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{
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m_bNeedsNormals = false;
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}
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void RageCompiledGeometry::Set( const vector<msMesh> &vMeshes, bool bNeedsNormals )
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{
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m_bNeedsNormals = bNeedsNormals;
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size_t totalVerts = 0;
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size_t totalTriangles = 0;
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m_vMeshInfo.resize( vMeshes.size() );
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for( unsigned i=0; i<vMeshes.size(); i++ )
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{
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const msMesh& mesh = vMeshes[i];
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const vector<RageModelVertex> &Vertices = mesh.Vertices;
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const vector<msTriangle> &Triangles = mesh.Triangles;
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MeshInfo& meshInfo = m_vMeshInfo[i];
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meshInfo.iVertexStart = totalVerts;
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meshInfo.iVertexCount = Vertices.size();
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meshInfo.iTriangleStart = totalTriangles;
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meshInfo.iTriangleCount = Triangles.size();
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totalVerts += Vertices.size();
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totalTriangles += Triangles.size();
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}
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this->Allocate( vMeshes );
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Change( vMeshes );
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}
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/*
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* Copyright (c) 2001-2004 Chris Danford, Glenn Maynard
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* All rights reserved.
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@@ -17,48 +17,17 @@ const int MAX_TEXTURE_UNITS = 2;
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class RageCompiledGeometry
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{
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public:
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virtual ~RageCompiledGeometry()
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{
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m_bNeedsNormals = false;
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}
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virtual ~RageCompiledGeometry();
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void Set( const vector<msMesh> &vMeshes, bool bNeedsNormals )
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{
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m_bNeedsNormals = bNeedsNormals;
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size_t totalVerts = 0;
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size_t totalTriangles = 0;
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m_vMeshInfo.resize( vMeshes.size() );
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for( unsigned i=0; i<vMeshes.size(); i++ )
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{
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const msMesh& mesh = vMeshes[i];
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const vector<RageModelVertex> &Vertices = mesh.Vertices;
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const vector<msTriangle> &Triangles = mesh.Triangles;
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MeshInfo& meshInfo = m_vMeshInfo[i];
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meshInfo.iVertexStart = totalVerts;
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meshInfo.iVertexCount = Vertices.size();
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meshInfo.iTriangleStart = totalTriangles;
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meshInfo.iTriangleCount = Triangles.size();
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totalVerts += Vertices.size();
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totalTriangles += Triangles.size();
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}
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this->Allocate( vMeshes );
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Change( vMeshes );
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}
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void Set( const vector<msMesh> &vMeshes, bool bNeedsNormals );
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virtual void Allocate( const vector<msMesh> &vMeshes ) = 0; // allocate space
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virtual void Change( const vector<msMesh> &vMeshes ) = 0; // new data must be the same size as was passed to Set()
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virtual void Draw( int iMeshIndex ) const = 0;
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protected:
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size_t GetTotalVertices() { if( m_vMeshInfo.empty() ) return 0; return m_vMeshInfo.back().iVertexStart + m_vMeshInfo.back().iVertexCount; }
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size_t GetTotalTriangles() { if( m_vMeshInfo.empty() ) return 0; return m_vMeshInfo.back().iTriangleStart + m_vMeshInfo.back().iTriangleCount; }
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size_t GetTotalVertices() const { if( m_vMeshInfo.empty() ) return 0; return m_vMeshInfo.back().iVertexStart + m_vMeshInfo.back().iVertexCount; }
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size_t GetTotalTriangles() const { if( m_vMeshInfo.empty() ) return 0; return m_vMeshInfo.back().iTriangleStart + m_vMeshInfo.back().iTriangleCount; }
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struct MeshInfo
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{
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