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.
This commit is contained in:
Glenn Maynard
2005-12-29 18:33:03 +00:00
parent 118297bdd5
commit cdd516fd74
5 changed files with 19 additions and 18 deletions
+14 -15
View File
@@ -10,7 +10,6 @@
#include "RageSurfaceUtils_Zoom.h"
#include "RageSurface.h"
#include "Preference.h"
#include "ScreenDimensions.h"
//
// Statistics stuff
@@ -206,7 +205,7 @@ void RageDisplay::SetDefaultRenderStates()
SetBlendMode( BLEND_NORMAL );
SetTextureFiltering( true );
SetZBias( 0 );
LoadMenuPerspective(0, SCREEN_CENTER_X, SCREEN_CENTER_Y); // 0 FOV = ortho
LoadMenuPerspective( 0, 640, 480, 320, 240 ); // 0 FOV = ortho
ChangeCentering(0,0,0,0);
}
@@ -459,12 +458,12 @@ void RageDisplay::TextureTranslate( float x, float y )
}
void RageDisplay::LoadMenuPerspective( float fovDegrees, float fVanishPointX, float fVanishPointY )
void RageDisplay::LoadMenuPerspective( float fovDegrees, float fWidth, float fHeight, float fVanishPointX, float fVanishPointY )
{
/* fovDegrees == 0 gives ortho projection. */
if( fovDegrees == 0 )
{
float left = 0, right = SCREEN_WIDTH, bottom = SCREEN_HEIGHT, top = 0;
float left = 0, right = fWidth, bottom = fHeight, top = 0;
g_ProjectionStack.LoadMatrix( GetOrthoMatrix(left, right, bottom, top, -1000, +1000) );
g_ViewStack.LoadIdentity();
}
@@ -473,29 +472,29 @@ void RageDisplay::LoadMenuPerspective( float fovDegrees, float fVanishPointX, fl
CLAMP( fovDegrees, 0.1f, 179.9f );
float fovRadians = fovDegrees / 180.f * PI;
float theta = fovRadians/2;
float fDistCameraFromImage = SCREEN_WIDTH/2 / tanf( theta );
float fDistCameraFromImage = fWidth/2 / tanf( theta );
fVanishPointX = SCALE( fVanishPointX, SCREEN_LEFT, SCREEN_RIGHT, SCREEN_RIGHT, SCREEN_LEFT );
fVanishPointY = SCALE( fVanishPointY, SCREEN_TOP, SCREEN_BOTTOM, SCREEN_BOTTOM, SCREEN_TOP );
fVanishPointX = SCALE( fVanishPointX, 0, fWidth, fWidth, 0 );
fVanishPointY = SCALE( fVanishPointY, 0, fHeight, fHeight, 0 );
fVanishPointX -= SCREEN_CENTER_X;
fVanishPointY -= SCREEN_CENTER_Y;
fVanishPointX -= fWidth/2;
fVanishPointY -= fHeight/2;
/* It's the caller's responsibility to push first. */
g_ProjectionStack.LoadMatrix(
GetFrustumMatrix(
(fVanishPointX-SCREEN_WIDTH/2)/fDistCameraFromImage,
(fVanishPointX+SCREEN_WIDTH/2)/fDistCameraFromImage,
(fVanishPointY+SCREEN_HEIGHT/2)/fDistCameraFromImage,
(fVanishPointY-SCREEN_HEIGHT/2)/fDistCameraFromImage,
(fVanishPointX-fWidth/2)/fDistCameraFromImage,
(fVanishPointX+fWidth/2)/fDistCameraFromImage,
(fVanishPointY+fHeight/2)/fDistCameraFromImage,
(fVanishPointY-fHeight/2)/fDistCameraFromImage,
1,
fDistCameraFromImage+1000 ) );
g_ViewStack.LoadMatrix(
RageLookAt(
-fVanishPointX+SCREEN_CENTER_X, -fVanishPointY+SCREEN_CENTER_Y, fDistCameraFromImage,
-fVanishPointX+SCREEN_CENTER_X, -fVanishPointY+SCREEN_CENTER_Y, 0,
-fVanishPointX+fWidth/2, -fVanishPointY+fHeight/2, fDistCameraFromImage,
-fVanishPointX+fWidth/2, -fVanishPointY+fHeight/2, 0,
0.0f, 1.0f, 0.0f) );
}
}