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authorTim Angus <tim@ngus.net>2009-10-03 13:13:33 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:16:34 +0000
commit2a25775f510ba473b32140109c5a53a47621ec77 (patch)
tree2182e373babc19aa44e20fdc32a3957871d2411f /src
parente99b7e92d6b584839539f1f79f9e5f6fb996e0fa (diff)
* For non 4:3 resolutions, preserve vertical FOV instead of horizontal FOV
Diffstat (limited to 'src')
-rw-r--r--src/cgame/cg_view.c66
1 files changed, 32 insertions, 34 deletions
diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c
index c60695b0..0f6b7751 100644
--- a/src/cgame/cg_view.c
+++ b/src/cgame/cg_view.c
@@ -849,14 +849,17 @@ CG_CalcFov
Fixed fov at intermissions, otherwise account for fov variable and zooms.
====================
*/
-#define WAVE_AMPLITUDE 1
-#define WAVE_FREQUENCY 0.4
+#define WAVE_AMPLITUDE 1.0f
+#define WAVE_FREQUENCY 0.4f
-#define FOVWARPTIME 400.0
+#define FOVWARPTIME 400.0f
+#define BASE_FOV_Y 67.5f
+#define MAX_FOV_Y 120.0f
+#define MAX_FOV_WARP_Y 127.5f
static int CG_CalcFov( void )
{
- float x;
+ float y;
float phase;
float v;
int contents;
@@ -895,36 +898,31 @@ static int CG_CalcFov( void )
( cg.renderingThirdPerson ) )
{
// if in intermission or third person, use a fixed value
- fov_x = 90;
+ fov_y = BASE_FOV_Y;
}
else
{
// don't lock the fov globally - we need to be able to change it
- attribFov = BG_Class( cg.predictedPlayerState.stats[ STAT_CLASS ] )->fov;
- fov_x = attribFov;
+ attribFov = BG_Class( cg.predictedPlayerState.stats[ STAT_CLASS ] )->fov * 0.75f;
+ fov_y = attribFov;
- if ( fov_x < 1 )
- fov_x = 1;
- else if ( fov_x > 160 )
- fov_x = 160;
+ if ( fov_y < 1.0f )
+ fov_y = 1.0f;
+ else if ( fov_y > MAX_FOV_Y )
+ fov_y = MAX_FOV_Y;
if( cg.spawnTime > ( cg.time - FOVWARPTIME ) &&
BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_CLASS ], SCA_FOVWARPS ) )
{
- float temp, temp2;
+ float fraction = (float)( cg.time - cg.spawnTime ) / FOVWARPTIME;
- temp = (float)( cg.time - cg.spawnTime ) / FOVWARPTIME;
- temp2 = ( 170 - fov_x ) * temp;
-
- //Com_Printf( "%f %f\n", temp*100, temp2*100 );
-
- fov_x = 170 - temp2;
+ fov_y = MAX_FOV_WARP_Y - ( ( MAX_FOV_WARP_Y - fov_y ) * fraction );
}
// account for zooms
- zoomFov = BG_Weapon( cg.predictedPlayerState.weapon )->zoomFov;
- if ( zoomFov < 1 )
- zoomFov = 1;
+ zoomFov = BG_Weapon( cg.predictedPlayerState.weapon )->zoomFov * 0.75f;
+ if ( zoomFov < 1.0f )
+ zoomFov = 1.0f;
else if ( zoomFov > attribFov )
zoomFov = attribFov;
@@ -936,10 +934,10 @@ static int CG_CalcFov( void )
{
f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME;
- if ( f > 1.0 )
- fov_x = zoomFov;
+ if ( f > 1.0f )
+ fov_y = zoomFov;
else
- fov_x = fov_x + f * ( zoomFov - fov_x );
+ fov_y = fov_y + f * ( zoomFov - fov_y );
// BUTTON_ATTACK2 isn't held so unzoom next time
if( !( cmd.buttons & BUTTON_ATTACK2 ) )
@@ -952,10 +950,10 @@ static int CG_CalcFov( void )
{
f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME;
- if ( f > 1.0 )
- fov_x = fov_x;
+ if ( f > 1.0f )
+ fov_y = fov_y;
else
- fov_x = zoomFov + f * ( fov_x - zoomFov );
+ fov_y = zoomFov + f * ( fov_y - zoomFov );
// BUTTON_ATTACK2 is held so zoom next time
if( cmd.buttons & BUTTON_ATTACK2 )
@@ -967,16 +965,16 @@ static int CG_CalcFov( void )
}
}
- x = cg.refdef.width / tan( fov_x / 360 * M_PI );
- fov_y = atan2( cg.refdef.height, x );
- fov_y = fov_y * 360 / M_PI;
+ y = cg.refdef.height / tan( fov_y / 360.0f * M_PI );
+ fov_x = atan2( cg.refdef.width, y );
+ fov_x = fov_x * 360.0f / M_PI;
// warp if underwater
contents = CG_PointContents( cg.refdef.vieworg, -1 );
if( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) )
{
- phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
+ phase = cg.time / 1000.0f * WAVE_FREQUENCY * M_PI * 2.0f;
v = WAVE_AMPLITUDE * sin( phase );
fov_x += v;
fov_y -= v;
@@ -993,7 +991,7 @@ static int CG_CalcFov( void )
float scale = 1.0f - (float)( cg.time - cg.poisonedTime ) /
BG_PlayerPoisonCloudTime( &cg.predictedPlayerState );
- phase = ( cg.time - cg.poisonedTime ) / 1000.0 * PCLOUD_ZOOM_FREQUENCY * M_PI * 2;
+ phase = ( cg.time - cg.poisonedTime ) / 1000.0f * PCLOUD_ZOOM_FREQUENCY * M_PI * 2.0f;
v = PCLOUD_ZOOM_AMPLITUDE * sin( phase ) * scale;
fov_x += v;
fov_y += v;
@@ -1005,9 +1003,9 @@ static int CG_CalcFov( void )
cg.refdef.fov_y = fov_y;
if( !cg.zoomed )
- cg.zoomSensitivity = 1;
+ cg.zoomSensitivity = 1.0f;
else
- cg.zoomSensitivity = cg.refdef.fov_y / 75.0;
+ cg.zoomSensitivity = cg.refdef.fov_y / 75.0f;
return inwater;
}