HUD aspect correction: square reticle units at any window shape (task #44)
User: "it doesn't scale with our screen resolution?" -- correct. The HUD draws into the fixed 800x600 backbuffer and the present stretches it into the client area: on non-4:3 windows everything distorted (circles -> ellipses, the bottom tape widened vs the ladder, positions drifted outward). - BTGetPresentAspect (L4VIDEO, from gWindowAspect; 4:3 fallback). - dpl2d x-unit = (bbW/2)/presentAspect (== bbH/2 at 4:3 -- unchanged there), circles pre-squished in bb space so the stretch restores round. - The reticle<->NDC conversions (BTGetAimRay / BTProjectToReticle / BTProjectHotBox / BTTwistToReticleX) use the PRESENT aspect; the mouse map (BTClientToReticle) is now pure client-relative. - Placement itself is authentic and stays put: the binary clusters the instruments around the boresight (ladder x=0.35 half-heights, spans +-0.25) -- NOT at the display edges. - Crash en route: the BTGetPresentAspect extern declared INSIDE dpl2d's anonymous namespace = a different, unresolved symbol -> /FORCE garbage call (landed in MissileLauncher::DefaultData). Moved to global scope; gotcha noted in the comment. Verified 4:3 regression: aimed lock + zone hits + no crash; hud-geom MapX/MapY unchanged at 4:3. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
e13e8af44b
commit
fa88f74c68
+23
-13
@@ -139,24 +139,24 @@ void BTSetAimProjection(float p11, float p22, float vpW, float vpH)
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}
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}
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float BTGetPresentAspect(); // defined below with gWindowAspect (task #44)
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//
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// Client-area mouse position -> reticle coords: undo the present stretch
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// (client px -> viewport px), then centre/scale by the dpl2d unit. Clamped
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// to the visible frame.
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// Client-area mouse position -> reticle coords. The reticle frame is SQUARE
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// on the PRESENTED image (task #44): unit = half the CLIENT height on both
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// axes -- no backbuffer round-trip. Clamped to the visible frame.
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//
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void BTClientToReticle(float mx, float my, float cw, float ch,
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float *rx, float *ry)
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{
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if (cw <= 0.0f || ch <= 0.0f || gBTAimVpW <= 0.0f || gBTAimVpH <= 0.0f)
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if (cw <= 0.0f || ch <= 0.0f)
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{
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*rx = 0.0f; *ry = 0.0f;
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return;
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}
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const float vx = mx * (gBTAimVpW / cw);
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const float vy = my * (gBTAimVpH / ch);
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float x = (vx - gBTAimVpW * 0.5f) / (gBTAimVpH * 0.5f);
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float y = (vy - gBTAimVpH * 0.5f) / (gBTAimVpH * 0.5f);
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const float xmax = gBTAimVpW / gBTAimVpH;
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float x = (mx - cw * 0.5f) / (ch * 0.5f);
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float y = (my - ch * 0.5f) / (ch * 0.5f);
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const float xmax = cw / ch;
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if (x < -xmax) x = -xmax;
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if (x > xmax) x = xmax;
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if (y < -1.0f) y = -1.0f;
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@@ -176,7 +176,7 @@ float BTTwistToReticleX(float twist_rad)
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{
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if (!gBTAimCamValid || gBTAimP11 <= 0.0f || gBTAimVpH <= 0.0f)
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return 0.0f;
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return (float)tan((double)twist_rad) * gBTAimP11 * (gBTAimVpW / gBTAimVpH);
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return (float)tan((double)twist_rad) * gBTAimP11 * BTGetPresentAspect();
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}
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//
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@@ -190,7 +190,7 @@ int BTGetAimRay(float rx, float ry, float outStart[3], float outDir[3])
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if (!gBTAimCamValid || gBTAimP11 <= 0.0f || gBTAimP22 <= 0.0f
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|| gBTAimVpW <= 0.0f)
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return 0;
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const float ndcX = rx * (gBTAimVpH / gBTAimVpW);
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const float ndcX = rx / BTGetPresentAspect(); // square reticle frame (task #44)
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const float ndcY = -ry;
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const float cx = ndcX / gBTAimP11;
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const float cy = ndcY / gBTAimP22;
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@@ -240,7 +240,7 @@ int BTProjectToReticle(const float world[3], float *rx, float *ry)
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}
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const float ndcX = (xc * gBTAimP11) / depth;
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const float ndcY = (yc * gBTAimP22) / depth;
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*rx = ndcX * (gBTAimVpW / gBTAimVpH);
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*rx = ndcX * BTGetPresentAspect(); // square reticle frame (task #44)
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*ry = -ndcY;
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return 1;
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}
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@@ -273,7 +273,7 @@ int BTProjectHotBox(const float top[3], float *xl, float *xr,
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*side = (xc >= 0.0f) ? 1 : -1;
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return 0;
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}
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const float xs = (gBTAimP11 / depth) * (gBTAimVpW / gBTAimVpH);
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const float xs = (gBTAimP11 / depth) * BTGetPresentAspect(); // (task #44)
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const float ys = gBTAimP22 / depth;
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*xl = (xc - 4.0f) * xs;
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*xr = (xc + 4.0f) * xs;
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@@ -1112,6 +1112,16 @@ void BTDrawPfx(LPDIRECT3DDEVICE9 dev, const D3DXMATRIX *view, float dt)
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// the scene fat/skinny.
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float gWindowAspect = 0.0f;
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// The PRESENTED aspect (task #45): the fixed 800x600 backbuffer stretches into
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// the client area, so anything drawn in backbuffer pixels must pre-compensate
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// by the CLIENT aspect to appear square on screen. The HUD + the aim-ray
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// reticle<->NDC conversions use this.
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float BTGetPresentAspect()
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{
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extern float gWindowAspect;
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return (gWindowAspect > 0.0f) ? gWindowAspect : (800.0f / 600.0f);
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}
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#define PILL_COUNT 20
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#define PILL_SIZE (y_size*0.03125) // 32 @ 1280x1024
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#define PILL_SPACING (PILL_SIZE*0.625) // 20 @ 1280x1024
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@@ -45,6 +45,11 @@
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#include <vector>
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#include <math.h>
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// the presented (client) aspect -- L4VIDEO.cpp (gWindowAspect); GLOBAL scope
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// on purpose (an extern inside the anonymous namespace = a different symbol
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// -> /FORCE garbage call; task #44)
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extern float BTGetPresentAspect();
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namespace
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{
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struct Vertex2D
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@@ -343,11 +348,27 @@ namespace
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//
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// COORDINATE MODEL (from the reticle's authored constants): centred origin,
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// +x right, +y down, unit = half the viewport HEIGHT on both axes (keeps
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// circles round; the reticle content spans roughly +-0.5).
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// +x right, +y down, unit = half the PRESENTED height on both axes (keeps
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// circles round ON SCREEN; the reticle content spans roughly +-0.5).
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//
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// ASPECT PRE-COMPENSATION (task #44): the list draws into the fixed
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// backbuffer, which the present STRETCHES into the client area. For the
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// on-screen result to be square at any window shape, the backbuffer x-unit
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// is (bbW/2)/presentAspect -- equal to bbH/2 on a 4:3 window (unchanged),
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// pre-squished on wider windows so the stretch restores square.
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//
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inline float XUnit(float vw, float vh)
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{
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// NB the extern lives at GLOBAL scope (below the namespace ends /
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// above in the TU) -- an extern declared INSIDE an anonymous
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// namespace mangles as `anonymous-namespace'::... = a DIFFERENT,
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// unresolved symbol, which /FORCE turns into a garbage call target
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// (crashed exactly so; the /FORCE gotcha).
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float a = BTGetPresentAspect();
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return (a > 0.1f) ? (vw * 0.5f) / a : (vh * 0.5f);
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}
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inline float MapX(float x, float ox, float vw, float vh)
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{ return ox + vw * 0.5f + x * (vh * 0.5f); }
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{ return ox + vw * 0.5f + x * XUnit(vw, vh); }
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inline float MapY(float y, float oy, float vh)
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{ return oy + vh * 0.5f + y * (vh * 0.5f); }
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@@ -447,7 +468,8 @@ namespace
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Vec2 p = st.mat.Apply(cmd.a, cmd.b);
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const float cx = MapX(p.x, ox, vw, vh);
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const float cy = MapY(p.y, oy, vh);
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const float r = cmd.c * (vh * 0.5f); // height-unit -> stays round
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const float rx = cmd.c * XUnit(vw, vh); // pre-squished in bb space,
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const float ry = cmd.c * (vh * 0.5f); // round after the present stretch
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if (cmd.kind == Command::kCircleFill)
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{
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ring[0].x = cx; ring[0].y = cy; ring[0].z = 0.0f;
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@@ -455,8 +477,8 @@ namespace
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for (int s = 0; s <= kCircleSegments; ++s)
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{
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float a = (2.0f * kPi * s) / kCircleSegments;
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ring[s + 1].x = cx + cosf(a) * r;
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ring[s + 1].y = cy + sinf(a) * r;
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ring[s + 1].x = cx + cosf(a) * rx;
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ring[s + 1].y = cy + sinf(a) * ry;
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ring[s + 1].z = 0.0f; ring[s + 1].rhw = 1.0f;
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ring[s + 1].color = st.color;
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}
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@@ -468,8 +490,8 @@ namespace
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for (int s = 0; s <= kCircleSegments; ++s)
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{
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float a = (2.0f * kPi * s) / kCircleSegments;
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ring[s].x = cx + cosf(a) * r;
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ring[s].y = cy + sinf(a) * r;
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ring[s].x = cx + cosf(a) * rx;
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ring[s].y = cy + sinf(a) * ry;
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ring[s].z = 0.0f; ring[s].rhw = 1.0f;
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ring[s].color = st.color;
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}
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@@ -493,6 +515,24 @@ void dpl2d_ExecuteList(dpl2d_DISPLAY *list, IDirect3DDevice9 *device)
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if (FAILED(device->GetViewport(&vp)))
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return;
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// BT_HUD_LOG: one-shot geometry ground truth -- the viewport the HUD maps
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// into + where key reticle x/y land (diagnosing scale/placement reports).
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{
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static int s_logged = -1;
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if (s_logged < 0) s_logged = getenv("BT_HUD_LOG") ? 1 : 0;
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if (s_logged == 1)
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{
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s_logged = 2;
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DEBUG_STREAM << "[hud-geom] viewport x=" << vp.X << " y=" << vp.Y
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<< " w=" << vp.Width << " h=" << vp.Height
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<< " MapX(0.35)=" << (vp.X + vp.Width*0.5f + 0.35f*(vp.Height*0.5f))
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<< " MapX(-0.25)=" << (vp.X + vp.Width*0.5f - 0.25f*(vp.Height*0.5f))
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<< " MapY(0.25)=" << (vp.Y + vp.Height*0.5f + 0.25f*(vp.Height*0.5f))
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<< " MapY(0.35)=" << (vp.Y + vp.Height*0.5f + 0.35f*(vp.Height*0.5f))
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<< "\n" << std::flush;
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}
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}
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DWORD oldLighting, oldZ, oldCull, oldAlpha, oldSrc, oldDst, oldFog;
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device->GetRenderState(D3DRS_LIGHTING, &oldLighting);
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device->GetRenderState(D3DRS_ZENABLE, &oldZ);
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