Eliminate SCREEN_WIDTH/HEIGHT from RDisplay. It's up to the
user code to pass the desired camera space dimensions to LoadMenuPerspective (normally done by Screen). SDimensions.h is high-level.
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@@ -10,7 +10,6 @@
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#include "RageSurfaceUtils_Zoom.h"
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#include "RageSurface.h"
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#include "Preference.h"
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#include "ScreenDimensions.h"
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//
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// Statistics stuff
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@@ -206,7 +205,7 @@ void RageDisplay::SetDefaultRenderStates()
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SetBlendMode( BLEND_NORMAL );
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SetTextureFiltering( true );
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SetZBias( 0 );
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LoadMenuPerspective(0, SCREEN_CENTER_X, SCREEN_CENTER_Y); // 0 FOV = ortho
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LoadMenuPerspective( 0, 640, 480, 320, 240 ); // 0 FOV = ortho
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ChangeCentering(0,0,0,0);
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}
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@@ -459,12 +458,12 @@ void RageDisplay::TextureTranslate( float x, float y )
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}
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void RageDisplay::LoadMenuPerspective( float fovDegrees, float fVanishPointX, float fVanishPointY )
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void RageDisplay::LoadMenuPerspective( float fovDegrees, float fWidth, float fHeight, float fVanishPointX, float fVanishPointY )
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{
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/* fovDegrees == 0 gives ortho projection. */
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if( fovDegrees == 0 )
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{
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float left = 0, right = SCREEN_WIDTH, bottom = SCREEN_HEIGHT, top = 0;
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float left = 0, right = fWidth, bottom = fHeight, top = 0;
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g_ProjectionStack.LoadMatrix( GetOrthoMatrix(left, right, bottom, top, -1000, +1000) );
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g_ViewStack.LoadIdentity();
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}
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@@ -473,29 +472,29 @@ void RageDisplay::LoadMenuPerspective( float fovDegrees, float fVanishPointX, fl
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CLAMP( fovDegrees, 0.1f, 179.9f );
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float fovRadians = fovDegrees / 180.f * PI;
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float theta = fovRadians/2;
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float fDistCameraFromImage = SCREEN_WIDTH/2 / tanf( theta );
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float fDistCameraFromImage = fWidth/2 / tanf( theta );
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fVanishPointX = SCALE( fVanishPointX, SCREEN_LEFT, SCREEN_RIGHT, SCREEN_RIGHT, SCREEN_LEFT );
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fVanishPointY = SCALE( fVanishPointY, SCREEN_TOP, SCREEN_BOTTOM, SCREEN_BOTTOM, SCREEN_TOP );
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fVanishPointX = SCALE( fVanishPointX, 0, fWidth, fWidth, 0 );
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fVanishPointY = SCALE( fVanishPointY, 0, fHeight, fHeight, 0 );
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fVanishPointX -= SCREEN_CENTER_X;
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fVanishPointY -= SCREEN_CENTER_Y;
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fVanishPointX -= fWidth/2;
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fVanishPointY -= fHeight/2;
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/* It's the caller's responsibility to push first. */
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g_ProjectionStack.LoadMatrix(
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GetFrustumMatrix(
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(fVanishPointX-SCREEN_WIDTH/2)/fDistCameraFromImage,
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(fVanishPointX+SCREEN_WIDTH/2)/fDistCameraFromImage,
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(fVanishPointY+SCREEN_HEIGHT/2)/fDistCameraFromImage,
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(fVanishPointY-SCREEN_HEIGHT/2)/fDistCameraFromImage,
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(fVanishPointX-fWidth/2)/fDistCameraFromImage,
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(fVanishPointX+fWidth/2)/fDistCameraFromImage,
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(fVanishPointY+fHeight/2)/fDistCameraFromImage,
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(fVanishPointY-fHeight/2)/fDistCameraFromImage,
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1,
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fDistCameraFromImage+1000 ) );
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g_ViewStack.LoadMatrix(
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RageLookAt(
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-fVanishPointX+SCREEN_CENTER_X, -fVanishPointY+SCREEN_CENTER_Y, fDistCameraFromImage,
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-fVanishPointX+SCREEN_CENTER_X, -fVanishPointY+SCREEN_CENTER_Y, 0,
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-fVanishPointX+fWidth/2, -fVanishPointY+fHeight/2, fDistCameraFromImage,
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-fVanishPointX+fWidth/2, -fVanishPointY+fHeight/2, 0,
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0.0f, 1.0f, 0.0f) );
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}
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}
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