/* by korenkonder GitHub/GitLab: korenkonder */ #include "camera.hpp" #include "render.hpp" #include "resolution_mode.hpp" #include camera_struct* camera_data = (camera_struct*)0x0000000140FBC2C0; static void (FASTCALL* camera_struct__update_view)(camera_struct* cam) = (void (FASTCALL*)(camera_struct * cam))0x00000001401F7690; HOOK(void, FASTCALL, camera_data_update_projection, 0x00000001401F8E90) { resolution_struct* res_wind = res_window_get(); resolution_struct* res_wind_int = res_window_internal_get(); float_t sprite_half_width = (float_t)res_wind->width * 0.5f; float_t sprite_half_height = (float_t)res_wind->height * 0.5f; float_t render_half_width = (float_t)res_wind_int->width * 0.5f; float_t render_half_height = (float_t)res_wind_int->height * 0.5f; float_t aet_depth = camera_data->aet_depth; float_t spr_2d_range = camera_data->min_distance / aet_depth; float_t spr_2d_range_x = spr_2d_range * sprite_half_width; float_t spr_2d_range_y = spr_2d_range * sprite_half_height; mat4 spr_2d_proj; mat4_frustrum(-spr_2d_range_x, spr_2d_range_x, spr_2d_range_y, -spr_2d_range_y, camera_data->min_distance, 3000.0f, &spr_2d_proj); vec3 spr_2d_viewpoint = { sprite_half_width, sprite_half_height, aet_depth }; vec3 spr_2d_interest = { sprite_half_width, sprite_half_height, 0.0f }; vec3 spr_2d_up = { 0.0f, 1.0f, 0.0f }; mat4 spr_2d_view; mat4_look_at(&spr_2d_viewpoint, &spr_2d_interest, &spr_2d_up, &spr_2d_view); mat4_mul(&spr_2d_view, &spr_2d_proj, &spr_2d_proj); mat4_transpose(&spr_2d_proj, &camera_data->view_projection_aet_2d); float_t aet_3d_depth = render_half_height / tanf(camera_data->aet_fov * 0.5f * DEG_TO_RAD_FLOAT); float_t spr_3d_range = camera_data->min_distance / aet_3d_depth; float_t spr_3d_range_x = spr_3d_range * render_half_width; float_t spr_3d_range_y = spr_3d_range * render_half_height; mat4 spr_3d_proj; mat4_frustrum(-spr_3d_range_x, spr_3d_range_x, spr_3d_range_y, -spr_3d_range_y, camera_data->min_distance, 3000.0f, &spr_3d_proj); vec3 spr_3d_viewpoint = { render_half_width, render_half_height, aet_3d_depth }; vec3 spr_3d_interest = { render_half_width, render_half_height, 0.0f }; vec3 spr_3d_up = { 0.0f, 1.0f, 0.0f }; mat4 spr_3d_view; mat4_look_at(&spr_3d_viewpoint, &spr_3d_interest, &spr_3d_up, &spr_3d_view); mat4_mul(&spr_3d_view, &spr_3d_proj, &spr_3d_proj); mat4_transpose(&spr_3d_proj, &camera_data->view_projection_aet_3d); render->calc_projection_matrix(&camera_data->projection, camera_data->fov, (float_t)camera_data->aspect, camera_data->min_distance, camera_data->max_distance, camera_data->projection_scale.x, camera_data->projection_scale.y, camera_data->projection_scale.z, camera_data->projection_scale.w); camera_data->fov_horizontal_rad = tanf(camera_data->fov * 0.5f * DEG_TO_RAD_FLOAT); } HOOK(void, FASTCALL, camera_update, 0x00000001401F8970) { implOfcamera_data_update_projection(); camera_struct__update_view(camera_data); camera_data->fast_change_hist1 = camera_data->fast_change_hist0; camera_data->fast_change_hist0 = camera_data->fast_change; camera_data->fast_change = false; } void camera_struct::get_view_point(vec4& value) { *(vec3*)&value = view_point; value.w = 0.0f; } void camera_struct::update_data() { implOfcamera_data_update_projection(); camera_struct__update_view(camera_data); } void camera_patch() { INSTALL_HOOK(camera_data_update_projection); INSTALL_HOOK(camera_update); }