Files
daoge b3feddfef3 feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict

* feat: TU19 (Dec 2014) Features & Content (#32)

* December 2014 files

* Working release build

* Fix compilation issues

* Add sound to Windows64Media

* Add DLC content and force Tutorial DLC

* Revert "Add DLC content and force Tutorial DLC"

This reverts commit 97a4399472.

* Disable broken light packing

* Disable breakpoint during DLC texture map load

Allows DLC loading but the DLC textures are still broken

* Fix post build not working

* ...

* fix vs2022 build

* fix cmake build

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Co-authored-by: Loki <lokirautio@gmail.com>
2026-03-03 03:04:10 +08:00

124 lines
4.2 KiB
C++

#include "stdafx.h"
#include "Camera.h"
#include "MemoryTracker.h"
#include "..\Minecraft.World\net.minecraft.world.entity.player.h"
#include "..\Minecraft.World\net.minecraft.world.level.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
#include "..\Minecraft.World\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(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(shared_ptr<LivingEntity> player, double alpha)
{
return new TilePos(getCameraPos(player, alpha));
}
Vec3 *Camera::getCameraPos(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::newTemp(xt, yt, zt);
}
int Camera::getBlockAt(Level *level, 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;
}