From 25865e68c4c87cfe3cf63c8721f3d0ec8dfca35c Mon Sep 17 00:00:00 2001
From: aap <aap@papnet.eu>
Date: Wed, 3 Jul 2019 13:13:55 +0200
Subject: cleaned up to be closer to original game

---
 src/render/Draw.cpp | 34 ++++++++++++++++++----------------
 1 file changed, 18 insertions(+), 16 deletions(-)

(limited to 'src/render/Draw.cpp')

diff --git a/src/render/Draw.cpp b/src/render/Draw.cpp
index 90875299..922d96d4 100644
--- a/src/render/Draw.cpp
+++ b/src/render/Draw.cpp
@@ -4,8 +4,9 @@
 #include "Frontend.h"
 #include "Camera.h"
 
-float CDraw::ms_fAspectRatio;
-float CDraw::ms_fScreenMultiplier;
+#ifdef ASPECT_RATIO_SCALE
+float CDraw::ms_fAspectRatio = DEFAULT_ASPECT_RATIO;
+#endif
 
 float &CDraw::ms_fNearClipZ = *(float*)0x8E2DC4;
 float &CDraw::ms_fFarClipZ = *(float*)0x9434F0;
@@ -16,26 +17,25 @@ uint8 &CDraw::FadeRed = *(uint8*)0x95CD90;
 uint8 &CDraw::FadeGreen = *(uint8*)0x95CD71;
 uint8 &CDraw::FadeBlue = *(uint8*)0x95CD53;
 
-void
-CDraw::CalculateAspectRatio()
+float
+CDraw::FindAspectRatio(void)
 {
-	SetScreenMult(DEFAULT_SCALE);
-
 	if(FrontEndMenuManager.m_PrefsUseWideScreen)	
-		ms_fAspectRatio = 16.0f/9.0f;
+		return 16.0f/9.0f;
 	else
-		ms_fAspectRatio = 4.0f/3.0f;
+		return 4.0f/3.0f;
 }
 
-static float hFov2vFov(float hfov)
+// convert a 4:3 hFOV to vFOV,
+// then convert that vFOV to hFOV for our aspect ratio,
+// i.e. HOR+
+float
+CDraw::ConvertFOV(float hfov)
 {
-	float w = SCREENW;
-	float h = SCREENH;
-
 	// => tan(hFOV/2) = tan(vFOV/2)*aspectRatio
 	// => tan(vFOV/2) = tan(hFOV/2)/aspectRatio
-	float ar1 = 4.0/3.0;
-	float ar2 = w/h;
+	float ar1 = DEFAULT_ASPECT_RATIO;
+	float ar2 = GetAspectRatio();
 	hfov = DEGTORAD(hfov);
 	float vfov = atan(tan(hfov/2) / ar1) *2;
 	hfov = atan(tan(vfov/2) * ar2) *2;
@@ -45,9 +45,11 @@ static float hFov2vFov(float hfov)
 void
 CDraw::SetFOV(float fov)
 {
-// TODO: fix FOV here or somewhere else?
-//	ms_fFOV = hFov2vFov(fov);
+#ifdef ASPECT_RATIO_SCALE
+	ms_fFOV = ConvertFOV(fov);
+#else
 	ms_fFOV = fov;
+#endif
 }
 
 STARTPATCHES
-- 
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