Merge pull request #1022 from immibis/dev

Fix horizontal scrolling of planets and background images
1008-fix
krzys_h 2017-10-22 18:21:49 +02:00 committed by GitHub
commit ee0f3ff5fd
3 changed files with 36 additions and 7 deletions

View File

@ -2631,6 +2631,10 @@ void CEngine::SetFocus(float focus)
float farPlane = m_deepView[0] * m_clippingDistance;
float aspect = static_cast<float>(m_size.x) / static_cast<float>(m_size.y);
// Compute H-FoV from V-FoV and aspect ratio.
m_hfov = 2.0f * atan(aspect * tan(focus / 2.0f));
Math::LoadProjectionMatrix(m_matProj, m_focus, aspect, 0.5f, farPlane);
}
@ -2639,6 +2643,16 @@ float CEngine::GetFocus()
return m_focus;
}
float CEngine::GetVFovAngle()
{
return m_focus;
}
float CEngine::GetHFovAngle()
{
return m_hfov;
}
void CEngine::SetShadowColor(float value)
{
m_shadowColor = value;
@ -4727,8 +4741,9 @@ void CEngine::DrawBackgroundImage()
if (a > Math::PI/4.0f) a = Math::PI/4.0f;
if (a < -Math::PI/4.0f) a = -Math::PI/4.0f;
u1 = -m_eyeDirH/Math::PI;
u2 = u1+1.0f/Math::PI;
// Note the background covers Math::PI radians, i.e. it repeats twice per rotation!
u1 = (-m_eyeDirH - GetHFovAngle()/2.0f) / Math::PI;
u2 = u1 + (GetHFovAngle() / Math::PI);
v1 = (1.0f-h)*(0.5f+a/(2.0f*Math::PI/4.0f))+0.1f;
v2 = v1+h;

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@ -921,12 +921,16 @@ public:
void SetTerrainVision(float vision);
//@{
//! Management of camera angle
/**
//! Management of camera vertical field-of-view angle.
/** This is specified in radians.
Horizontal FoV is calculated based on vertical FoV and aspect ratio.
0.75 = normal
1.50 = wide-angle */
void SetFocus(float focus);
//! Deprecated alias for GetVFovAngle
float GetFocus();
float GetVFovAngle();
float GetHFovAngle();
//@}
//@{
@ -1318,8 +1322,10 @@ protected:
Math::Matrix m_matProj;
//! View matrix for 3D scene
Math::Matrix m_matView;
//! Camera angle for 3D scene
//! Camera vertical field-of-view angle for 3D scene. A.k.a. m_vfov
float m_focus;
//! Horizontal field-of-view angle, calculated from vertical FOV and aspect ratio
float m_hfov;
//! Projection matrix for rendering shadow maps
Math::Matrix m_shadowProjMat;

View File

@ -115,8 +115,16 @@ void CPlanet::Draw()
Math::Point p1, p2;
float a = eyeDirH + planet.angle.x;
p1.x = Math::Mod(a, Math::PI*2.0f)-0.5f;
// Determine the 2D coordinates of the centre of the planet.
// Not sure why this is + when you'd expect -. Perhaps one of the angles is inverted.
// Compute the camera-relative angles. (0, 0) is straight ahead (the dead centre of the screen).
// Why -1.0f? Simply because the old formula included that, and we need it to
// be consistent for the outer space cutscenes to work.
float a = planet.angle.x + eyeDirH - 1.0f;
a = Math::Mod(a+Math::PI, Math::PI*2.0f)-Math::PI; // normalize to -pi <= a < pi
p1.x = a/m_engine->GetHFovAngle() + 0.5f;
a = eyeDirV + planet.angle.y;
p1.y = 0.4f+(Math::Mod(a+Math::PI, Math::PI*2.0f)-Math::PI)*(2.0f/Math::PI);