Fold render call to g3_set_view_matrix

Remove support for JOHN_ZOOM.  It was present in the initial release,
but never activated.
This commit is contained in:
Kp 2016-09-26 00:50:08 +00:00
parent 9da6507e82
commit bf7995ade2

View file

@ -1194,10 +1194,6 @@ static void build_object_lists(render_state_t &rstate)
int Rear_view=0;
#ifdef JOHN_ZOOM
fix Zoom_factor=F1_0;
#endif
namespace dsx {
//renders onto current canvas
void render_frame(fix eye_offset, window_rendered_data &window)
@ -1240,27 +1236,10 @@ void render_frame(fix eye_offset, window_rendered_data &window)
if (start_seg_num==segment_none)
start_seg_num = segptridx(Viewer->segnum);
if (Rear_view && (Viewer==ConsoleObject)) {
vms_angvec Player_head_angles;
Player_head_angles.p = Player_head_angles.b = 0;
Player_head_angles.h = 0x7fff;
const auto &&headm = vm_angles_2_matrix(Player_head_angles);
const auto viewm = vm_matrix_x_matrix(Viewer->orient,headm);
g3_set_view_matrix(Viewer_eye,viewm,Render_zoom);
} else {
#ifdef JOHN_ZOOM
if (keyd_pressed[KEY_RSHIFT] ) {
Zoom_factor += FrameTime*4;
if (Zoom_factor > F1_0*5 ) Zoom_factor=F1_0*5;
} else {
Zoom_factor -= FrameTime*4;
if (Zoom_factor < F1_0 ) Zoom_factor = F1_0;
}
g3_set_view_matrix(Viewer_eye,Viewer->orient,fixdiv(Render_zoom,Zoom_factor));
#else
g3_set_view_matrix(Viewer_eye,Viewer->orient,Render_zoom);
#endif
}
g3_set_view_matrix(Viewer_eye,
(Rear_view && Viewer == ConsoleObject)
? vm_matrix_x_matrix(Viewer->orient, vm_angles_2_matrix(vms_angvec{0, 0, 0x7fff}))
: Viewer->orient, Render_zoom);
if (Clear_window == 1) {
if (Clear_window_color == -1)