#include "Frustum.h" #include #include #include #include "platform/renderer/renderer.h" #include "java/FloatBuffer.h" #include "minecraft/client/MemoryTracker.h" class FrustumData; Frustum* Frustum::frustum = new Frustum(); // those are now unused but i still gotta do testing. Frustum::Frustum() { _proj = MemoryTracker::createFloatBuffer(16); _modl = MemoryTracker::createFloatBuffer(16); _clip = MemoryTracker::createFloatBuffer(16); } Frustum::~Frustum() { delete _proj; delete _modl; delete _clip; } FrustumData* Frustum::getFrustum() { frustum->calculateFrustum(); return frustum; } ///////////////////////////////// NORMALIZE PLANE ///\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* ///// ///// This normalizes a plane (A side) from a given frustum. ///// ///////////////////////////////// NORMALIZE PLANE ///\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* void Frustum::normalizePlane(float** frustum, int side) { float magnitude = (float)sqrt(frustum[side][A] * frustum[side][A] + frustum[side][B] * frustum[side][B] + frustum[side][C] * frustum[side][C]); // Then we divide the plane's values by it's magnitude. // This makes it easier to work with. frustum[side][A] /= magnitude; frustum[side][B] /= magnitude; frustum[side][C] /= magnitude; frustum[side][D] /= magnitude; } void Frustum::calculateFrustum() { // 4jcraft: GL 3.3 core removed GL_MODELVIEW_MATRIX / GL_PROJECTION_MATRIX // queries. // Camera::prepare() already captures both matrices every frame :) // i spent an ungodly amount of time on this simple fix. memcpy(proj.data(), PlatformRenderer.MatrixGet(GL_PROJECTION_MATRIX), 16 * sizeof(float)); memcpy(modl.data(), PlatformRenderer.MatrixGet(GL_MODELVIEW_MATRIX), 16 * sizeof(float)); float* p = proj.data(); float* m = modl.data(); float* c = clip.data(); c[0] = m[0] * p[0] + m[1] * p[4] + m[2] * p[8] + m[3] * p[12]; c[1] = m[0] * p[1] + m[1] * p[5] + m[2] * p[9] + m[3] * p[13]; c[2] = m[0] * p[2] + m[1] * p[6] + m[2] * p[10] + m[3] * p[14]; c[3] = m[0] * p[3] + m[1] * p[7] + m[2] * p[11] + m[3] * p[15]; c[4] = m[4] * p[0] + m[5] * p[4] + m[6] * p[8] + m[7] * p[12]; c[5] = m[4] * p[1] + m[5] * p[5] + m[6] * p[9] + m[7] * p[13]; c[6] = m[4] * p[2] + m[5] * p[6] + m[6] * p[10] + m[7] * p[14]; c[7] = m[4] * p[3] + m[5] * p[7] + m[6] * p[11] + m[7] * p[15]; c[8] = m[8] * p[0] + m[9] * p[4] + m[10] * p[8] + m[11] * p[12]; c[9] = m[8] * p[1] + m[9] * p[5] + m[10] * p[9] + m[11] * p[13]; c[10] = m[8] * p[2] + m[9] * p[6] + m[10] * p[10] + m[11] * p[14]; c[11] = m[8] * p[3] + m[9] * p[7] + m[10] * p[11] + m[11] * p[15]; c[12] = m[12] * p[0] + m[13] * p[4] + m[14] * p[8] + m[15] * p[12]; c[13] = m[12] * p[1] + m[13] * p[5] + m[14] * p[9] + m[15] * p[13]; c[14] = m[12] * p[2] + m[13] * p[6] + m[14] * p[10] + m[15] * p[14]; c[15] = m[12] * p[3] + m[13] * p[7] + m[14] * p[11] + m[15] * p[15]; // Now we actually want to get the sides of the frustum. To do this we take // the clipping planes we received above and extract the sides from them. // This will extract the RIGHT side of the frustum m_Frustum[RIGHT][A] = clip[3] - clip[0]; m_Frustum[RIGHT][B] = clip[7] - clip[4]; m_Frustum[RIGHT][C] = clip[11] - clip[8]; m_Frustum[RIGHT][D] = clip[15] - clip[12]; // Now that we have a normal (A,B,C) and a distance (D) to the plane, // we want to normalize that normal and distance. // Normalize the RIGHT side normalizePlane(m_Frustum, RIGHT); // This will extract the LEFT side of the frustum m_Frustum[LEFT][A] = clip[3] + clip[0]; m_Frustum[LEFT][B] = clip[7] + clip[4]; m_Frustum[LEFT][C] = clip[11] + clip[8]; m_Frustum[LEFT][D] = clip[15] + clip[12]; // Normalize the LEFT side normalizePlane(m_Frustum, LEFT); // This will extract the BOTTOM side of the frustum m_Frustum[BOTTOM][A] = clip[3] + clip[1]; m_Frustum[BOTTOM][B] = clip[7] + clip[5]; m_Frustum[BOTTOM][C] = clip[11] + clip[9]; m_Frustum[BOTTOM][D] = clip[15] + clip[13]; // Normalize the BOTTOM side normalizePlane(m_Frustum, BOTTOM); // This will extract the TOP side of the frustum m_Frustum[TOP][A] = clip[3] - clip[1]; m_Frustum[TOP][B] = clip[7] - clip[5]; m_Frustum[TOP][C] = clip[11] - clip[9]; m_Frustum[TOP][D] = clip[15] - clip[13]; // Normalize the TOP side normalizePlane(m_Frustum, TOP); // This will extract the BACK side of the frustum m_Frustum[BACK][A] = clip[3] - clip[2]; m_Frustum[BACK][B] = clip[7] - clip[6]; m_Frustum[BACK][C] = clip[11] - clip[10]; m_Frustum[BACK][D] = clip[15] - clip[14]; // Normalize the BACK side normalizePlane(m_Frustum, BACK); // This will extract the FRONT side of the frustum m_Frustum[FRONT][A] = clip[3] + clip[2]; m_Frustum[FRONT][B] = clip[7] + clip[6]; m_Frustum[FRONT][C] = clip[11] + clip[10]; m_Frustum[FRONT][D] = clip[15] + clip[14]; // Normalize the FRONT side normalizePlane(m_Frustum, FRONT); }