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cstdoom3 hud correction
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/* | |
=================== | |
idPlayerView::RenderPlayerView | |
=================== | |
*/ | |
void idPlayerView::RenderPlayerView( idUserInterface *hud ) { | |
const renderView_t *view = player->GetRenderView(); | |
SingleView( hud, view ); | |
ScreenFade(); | |
if ( net_clientLagOMeter.GetBool() && lagoMaterial && gameLocal.isClient ) { | |
//#modified-fva; BEGIN | |
/* | |
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f ); | |
renderSystem->DrawStretchPic( 10.0f, 380.0f, 64.0f, 64.0f, 0.0f, 0.0f, 1.0f, 1.0f, lagoMaterial ); | |
*/ | |
float x = 10.0f; | |
float y = 380.0f; | |
float w = 64.0f; | |
float h = 64.0f; | |
if (cvarSystem->GetCVarBool("cst_hudAdjustAspect")) { | |
// similar to CST_ANCHOR_BOTTOM_LEFT | |
int glWidth, glHeight; | |
renderSystem->GetGLSettings(glWidth, glHeight); | |
if (glWidth > 0 && glHeight > 0) { | |
float glAspectRatio = (float)glWidth / (float)glHeight; | |
const float vidWidth = SCREEN_WIDTH; | |
const float vidHeight = SCREEN_HEIGHT; | |
const float vidAspectRatio = (float)SCREEN_WIDTH / (float)SCREEN_HEIGHT; | |
float modWidth = vidWidth; | |
float modHeight = vidHeight; | |
if (glAspectRatio >= vidAspectRatio) { | |
modWidth = modHeight * glAspectRatio; | |
} else { | |
modHeight = modWidth / glAspectRatio; | |
} | |
float xScale = vidWidth / modWidth; | |
float yScale = vidHeight / modHeight; | |
float xOffset = 0.0f; | |
float yOffset = vidHeight * (1.0f - yScale); | |
x = x * xScale + xOffset; | |
y = y * yScale + yOffset; | |
w *= xScale; | |
h *= yScale; | |
} | |
} | |
renderSystem->SetColor4(1.0f, 1.0f, 1.0f, 1.0f); | |
renderSystem->DrawStretchPic(x, y, w, h, 0.0f, 0.0f, 1.0f, 1.0f, lagoMaterial); | |
//#modified-fva; END | |
} | |
} |
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/* | |
=================== | |
idPlayerView::RenderPlayerView | |
=================== | |
*/ | |
void idPlayerView::RenderPlayerView( idUserInterface *hud ) { | |
const renderView_t *view = player->GetRenderView(); | |
if ( g_skipViewEffects.GetBool() ) { | |
//#modified-fva; BEGIN | |
#if CST_ROE_WEAPONS | |
SingleView(hud, view, false); | |
#else | |
SingleView( hud, view ); | |
#endif | |
//#modified-fva; END | |
} else { | |
if ( player->GetInfluenceMaterial() || player->GetInfluenceEntity() ) { | |
InfluenceVision( hud, view ); | |
} else if ( gameLocal.time < dvFinishTime ) { | |
DoubleVision( hud, view, dvFinishTime - gameLocal.time ); | |
} else if ( player->PowerUpActive( BERSERK ) ) { | |
BerserkVision( hud, view ); | |
} else { | |
//#modified-fva; BEGIN | |
#if CST_ROE_WEAPONS | |
SingleView(hud, view, false); | |
#else | |
SingleView( hud, view ); | |
#endif | |
//#modified-fva; END | |
} | |
ScreenFade(); | |
} | |
if ( net_clientLagOMeter.GetBool() && lagoMaterial && gameLocal.isClient ) { | |
//#modified-fva; BEGIN | |
/* | |
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f ); | |
renderSystem->DrawStretchPic( 10.0f, 380.0f, 64.0f, 64.0f, 0.0f, 0.0f, 1.0f, 1.0f, lagoMaterial ); | |
*/ | |
float x = 10.0f; | |
float y = 380.0f; | |
float w = 64.0f; | |
float h = 64.0f; | |
if (cvarSystem->GetCVarBool("cst_hudAdjustAspect")) { | |
// similar to CST_ANCHOR_BOTTOM_LEFT | |
int glWidth, glHeight; | |
renderSystem->GetGLSettings(glWidth, glHeight); | |
if (glWidth > 0 && glHeight > 0) { | |
float glAspectRatio = (float)glWidth / (float)glHeight; | |
const float vidWidth = SCREEN_WIDTH; | |
const float vidHeight = SCREEN_HEIGHT; | |
const float vidAspectRatio = (float)SCREEN_WIDTH / (float)SCREEN_HEIGHT; | |
float modWidth = vidWidth; | |
float modHeight = vidHeight; | |
if (glAspectRatio >= vidAspectRatio) { | |
modWidth = modHeight * glAspectRatio; | |
} else { | |
modHeight = modWidth / glAspectRatio; | |
} | |
float xScale = vidWidth / modWidth; | |
float yScale = vidHeight / modHeight; | |
float xOffset = 0.0f; | |
float yOffset = vidHeight * (1.0f - yScale); | |
x = x * xScale + xOffset; | |
y = y * yScale + yOffset; | |
w *= xScale; | |
h *= yScale; | |
} | |
} | |
renderSystem->SetColor4(1.0f, 1.0f, 1.0f, 1.0f); | |
renderSystem->DrawStretchPic(x, y, w, h, 0.0f, 0.0f, 1.0f, 1.0f, lagoMaterial); | |
//#modified-fva; END | |
} | |
} |
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