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- implemented pixelratio for the classic software renderer
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madame-rachelle committed Sep 16, 2017
1 parent 93c05fc commit 72054fb
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Showing 2 changed files with 5 additions and 3 deletions.
2 changes: 1 addition & 1 deletion src/swrenderer/things/r_playersprite.cpp
Expand Up @@ -253,7 +253,7 @@ namespace swrenderer
auto viewport = Thread->Viewport.get();

double pspritexscale = viewport->viewwindow.centerxwide / 160.0;
double pspriteyscale = pspritexscale * viewport->YaspectMul;
double pspriteyscale = pspritexscale * viewport->BaseYaspectMul;
double pspritexiscale = 1 / pspritexscale;

int tleft = tex->GetScaledLeftOffset();
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6 changes: 4 additions & 2 deletions src/swrenderer/viewport/r_viewport.cpp
Expand Up @@ -98,12 +98,14 @@ namespace swrenderer
virtwidth = virtwidth * AspectMultiplier(viewwindow.WidescreenRatio) / 48;
}

double ypixelstretch = (level.info) ? level.info->pixelstretch : 1.2;

BaseYaspectMul = 320.0 * virtheight2 / (r_Yaspect * virtwidth2);
YaspectMul = 320.0 * virtheight / (r_Yaspect * virtwidth);
YaspectMul = 320.0 * virtheight / (r_Yaspect * virtwidth) * ypixelstretch / 1.2;
IYaspectMul = (double)virtwidth * r_Yaspect / 320.0 / virtheight;
InvZtoScale = YaspectMul * CenterX;

WallTMapScale2 = IYaspectMul / CenterX;
WallTMapScale2 = IYaspectMul / CenterX * 1.2 / ypixelstretch;

// thing clipping
fillshort(screenheightarray, viewwidth, (short)viewheight);
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