Files
korenkonder_AFTMods/src/DivaGL/camera.cpp
T

92 lines
3.6 KiB
C++

/*
by korenkonder
GitHub/GitLab: korenkonder
*/
#include "camera.hpp"
#include "render.hpp"
#include "resolution_mode.hpp"
#include <Helpers.h>
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);
}