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render_fov.c, viewmodel_fov.c and viewmodel_visibility.c are one unit, port/linux/game/view_fov.c, with a header comment as the others have, real for float, _pi for its own pi, the rasterizer's target by name, and no isfinite shim in math.h (the angles' range test already refuses NaN). The game code's hooks are marked "port:", their include at the end of each block, and rasterizer_lights.c's loops declare before they act (C89). The first-person weapon's lens flares are not culled by the world's frustum (main's new off-screen cull): they are drawn at the weapon's own projection, which display.viewmodel_fov can make wider than the world's. HALO_VIEWMODEL_VIS is HALO_VIEWMODEL_VISIBLE; the settings' descriptions and help lines say "stock" view and fit their boxes; Video Setup's XML is written again by ce_menus.py; the README's field of view text is a section of its own.
37 lines
1012 B
C
37 lines
1012 B
C
/*
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MATH.H
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Host <math.h> plus the MSVC _USE_MATH_DEFINES constants. The Linux build
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compiles the game in strict ISO mode (so POSIX names such as random() and
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strnlen() cannot collide with the game's own), which hides glibc's M_*.
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*/
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#ifndef __HALO_LINUX_MATH_H
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#define __HALO_LINUX_MATH_H
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#include_next <math.h>
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#ifndef M_PI
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#define M_E 2.71828182845904523536
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#define M_LOG2E 1.44269504088896340736
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#define M_LOG10E 0.434294481903251827651
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#define M_LN2 0.693147180559945309417
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#define M_LN10 2.30258509299404568402
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#define M_PI 3.14159265358979323846
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#define M_PI_2 1.57079632679489661923
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#define M_PI_4 0.785398163397448309616
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#define M_1_PI 0.318309886183790671538
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#define M_2_PI 0.636619772367581343076
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#define M_2_SQRTPI 1.12837916709551257390
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#define M_SQRT2 1.41421356237309504880
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#define M_SQRT1_2 0.707106781186547524401
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#endif
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double _hypot(double x, double y);
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double _copysign(double x, double y);
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/* sin, pow and the rest, the same on every port */
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#include "../../include/halo_math.h"
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#endif
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