4jcraft/Minecraft.Client/Rendering/Camera.cpp
2026-03-29 20:55:57 -05:00

126 lines
4.5 KiB
C++

#include "../Platform/stdafx.h"
#include "Camera.h"
#include "../Utils/MemoryTracker.h"
#include "../../Minecraft.World/Headers/net.minecraft.world.entity.player.h"
#include "../../Minecraft.World/Headers/net.minecraft.world.level.h"
#include "../../Minecraft.World/Headers/net.minecraft.world.level.tile.h"
#include "../../Minecraft.World/Level/TilePos.h"
float Camera::xPlayerOffs = 0.0f;
float Camera::yPlayerOffs = 0.0f;
float Camera::zPlayerOffs = 0.0f;
// IntBuffer *Camera::viewport = MemoryTracker::createIntBuffer(16);
FloatBuffer* Camera::modelview = MemoryTracker::createFloatBuffer(16);
FloatBuffer* Camera::projection = MemoryTracker::createFloatBuffer(16);
// FloatBuffer *Camera::position = MemoryTracker::createFloatBuffer(3);
float Camera::xa = 0.0f;
float Camera::ya = 0.0f;
float Camera::za = 0.0f;
float Camera::xa2 = 0.0f;
float Camera::za2 = 0.0f;
void Camera::prepare(std::shared_ptr<Player> player, bool mirror) {
glGetFloat(GL_MODELVIEW_MATRIX, modelview);
glGetFloat(GL_PROJECTION_MATRIX, projection);
/* Original java code for reference
glGetInteger(GL_VIEWPORT, viewport);
float x = (viewport.get(0) + viewport.get(2)) / 2;
float y = (viewport.get(1) + viewport.get(3)) / 2;
gluUnProject(x, y, 0, modelview, projection, viewport, position);
xPlayerOffs = position->get(0);
yPlayerOffs = position->get(1);
zPlayerOffs = position->get(2);
*/
// Xbox conversion here... note that we don't bother getting the viewport as
// this is just working out how to get a (0,0,0) point in clip space to pass
// into the inverted combined model/view/projection matrix, so we just need
// to get this matrix and get its translation as an equivalent.
XMMATRIX _modelview, _proj, _final, _invert;
XMVECTOR _det;
XMFLOAT4 trans;
memcpy(&_modelview, modelview->_getDataPointer(), 64);
memcpy(&_proj, projection->_getDataPointer(), 64);
#if (defined __ORBIS__) || (defined __PSVITA__)
_modelview = transpose(_modelview);
_proj = transpose(_proj);
_final = _modelview * _proj;
_invert = sce::Vectormath::Simd::Aos::inverse(_final);
xPlayerOffs = _invert.getElem(0, 3) / _invert.getElem(3, 3);
yPlayerOffs = _invert.getElem(1, 3) / _invert.getElem(3, 3);
zPlayerOffs = _invert.getElem(2, 3) / _invert.getElem(3, 3);
#elif defined __PS3__
_modelview = transpose(_modelview);
_proj = transpose(_proj);
_final = _modelview * _proj;
_invert = Vectormath::Aos::inverse(_final);
xPlayerOffs = _invert.getElem(0, 3) / _invert.getElem(3, 3);
yPlayerOffs = _invert.getElem(1, 3) / _invert.getElem(3, 3);
zPlayerOffs = _invert.getElem(2, 3) / _invert.getElem(3, 3);
#else
_final = XMMatrixMultiply(_modelview, _proj);
_det = XMMatrixDeterminant(_final);
_invert = XMMatrixInverse(&_det, _final);
XMStoreFloat4(&trans, _invert.r[3]);
xPlayerOffs = trans.x / trans.w;
yPlayerOffs = trans.y / trans.w;
zPlayerOffs = trans.z / trans.w;
#endif
int flipCamera = mirror ? 1 : 0;
float xRot = player->xRot;
float yRot = player->yRot;
xa = cosf(yRot * PI / 180.0f) * (1 - flipCamera * 2);
za = sinf(yRot * PI / 180.0f) * (1 - flipCamera * 2);
xa2 = -za * sinf(xRot * PI / 180.0f) * (1 - flipCamera * 2);
za2 = xa * sinf(xRot * PI / 180.0f) * (1 - flipCamera * 2);
ya = cosf(xRot * PI / 180.0f);
}
TilePos* Camera::getCameraTilePos(std::shared_ptr<LivingEntity> player,
double alpha) {
Vec3 cam_pos = getCameraPos(player, alpha);
return new TilePos(&cam_pos);
}
Vec3 Camera::getCameraPos(std::shared_ptr<LivingEntity> player, double alpha) {
double xx = player->xo + (player->x - player->xo) * alpha;
double yy =
player->yo + (player->y - player->yo) * alpha + player->getHeadHeight();
double zz = player->zo + (player->z - player->zo) * alpha;
double xt = xx + Camera::xPlayerOffs * 1;
double yt = yy + Camera::yPlayerOffs * 1;
double zt = zz + Camera::zPlayerOffs * 1;
return Vec3(xt, yt, zt);
}
int Camera::getBlockAt(Level* level, std::shared_ptr<LivingEntity> player,
float alpha) {
Vec3 p = Camera::getCameraPos(player, alpha);
TilePos tp = TilePos(&p);
int t = level->getTile(tp.x, tp.y, tp.z);
if (t != 0 && Tile::tiles[t]->material->isLiquid()) {
float hh =
LiquidTile::getHeight(level->getData(tp.x, tp.y, tp.z)) - 1 / 9.0f;
float h = tp.y + 1 - hh;
if (p.y >= h) {
t = level->getTile(tp.x, tp.y + 1, tp.z);
}
}
return t;
}