197 lines
6.1 KiB
C++
197 lines
6.1 KiB
C++
/*
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by korenkonder
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GitHub/GitLab: korenkonder
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*/
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#include "camera.hpp"
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#include "../AFTModsShared/resolution_mode.hpp"
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#include "render.hpp"
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#include "render_context.hpp"
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#include <Helpers.h>
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cam_data::cam_data() : view_point(0.0f, 0.0f, 1.0f), interest(), up(0.0f, 1.0f, 0.0f),
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fov(30.0f * DEG_TO_RAD_FLOAT), aspect(4.0f / 3.0f), min_distance(1.0f), max_distance(200.0f),
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view_mat(), proj_mat(), view_proj_mat(), persp_scale(), persp_offset() {
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}
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void cam_data::calc_ortho_proj_mat(float_t left, float_t right,
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float_t bottom, float_t top, const vec2& scale, const vec2& offset) {
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mat4_ortho_offset(left, right, bottom, top, min_distance, max_distance, &scale, &offset, &proj_mat);
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}
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void cam_data::calc_persp_proj_mat() {
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mat4_persp(fov, aspect, min_distance, max_distance, &proj_mat);
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persp_scale = 1.0f;
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persp_offset = 0.0f;
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}
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void cam_data::calc_persp_proj_mat_offset(const vec2& persp_scale, const vec2& persp_offset) {
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mat4_persp_offset(fov, aspect, min_distance, max_distance, &persp_scale, &persp_offset, &proj_mat);
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this->persp_scale = persp_scale;
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this->persp_offset = persp_offset;
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}
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void cam_data::calc_view_mat() {
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mat4_look_at(&view_point, &interest, &up, &view_mat);
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}
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void cam_data::calc_view_proj_mat() {
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mat4_mul(&view_mat, &proj_mat, &view_proj_mat);
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}
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void cam_data::get() {
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view_point = camera_data.view_point;
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interest = camera_data.interest;
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up = camera_data.up;
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fov = camera_data.fov * DEG_TO_RAD_FLOAT;
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aspect = (float_t)camera_data.aspect;
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min_distance = camera_data.min_distance;
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max_distance = camera_data.max_distance;
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mat4_transpose(&camera_data.view, &view_mat);
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mat4_transpose(&camera_data.projection, &proj_mat);
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mat4_transpose(&camera_data.view_projection, &view_proj_mat);
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persp_scale = 1.0f;
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persp_offset = 0.0f;
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}
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float_t cam_data::get_aspect() const {
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return aspect;
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}
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float_t cam_data::get_fov() const {
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return fov;
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}
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const vec3& cam_data::get_interest() const {
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return interest;
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}
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float_t cam_data::get_min_distance() const {
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return min_distance;
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}
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float_t cam_data::get_max_distance() const {
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return max_distance;
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}
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const mat4& cam_data::get_proj_mat() const {
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return proj_mat;
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}
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const mat4& cam_data::get_view_mat() const {
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return view_mat;
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}
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const vec3& cam_data::get_view_point() const {
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return view_point;
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}
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const mat4& cam_data::get_view_proj_mat() const {
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return view_proj_mat;
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}
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void cam_data::set_aspect(float_t value) {
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aspect = value;
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}
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void cam_data::set_fov(float_t value) {
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fov = value;
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}
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void cam_data::set_interest(const vec3& value) {
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interest = value;
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}
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void cam_data::set_min_distance(float_t value) {
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min_distance = value;
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}
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void cam_data::set_max_distance(float_t value) {
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max_distance = value;
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}
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void cam_data::set_up(const vec3& value) {
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up = value;
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}
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void cam_data::set_view_point(const vec3& value) {
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view_point = value;
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}
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static void (FASTCALL* camera_struct__update_view)(camera_struct& cam)
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= (void (FASTCALL*)(camera_struct & cam))0x00000001401F7690;
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HOOK(void, FASTCALL, camera_data_update_projection, 0x00000001401F8E90) {
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resolution_struct* res_wind = res_window_get();
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resolution_struct* res_wind_int = res_window_internal_get();
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float_t sprite_half_width = (float_t)res_wind->width * 0.5f;
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float_t sprite_half_height = (float_t)res_wind->height * 0.5f;
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float_t render_half_width = (float_t)res_wind_int->width * 0.5f;
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float_t render_half_height = (float_t)res_wind_int->height * 0.5f;
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float_t aet_depth = camera_data.aet_depth;
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float_t spr_2d_range = camera_data.min_distance / aet_depth;
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float_t spr_2d_range_x = spr_2d_range * sprite_half_width;
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float_t spr_2d_range_y = spr_2d_range * sprite_half_height;
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mat4 spr_2d_proj;
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mat4_frustrum(-spr_2d_range_x, spr_2d_range_x, spr_2d_range_y, -spr_2d_range_y,
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camera_data.min_distance, 3000.0f, &spr_2d_proj);
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vec3 spr_2d_viewpoint = { sprite_half_width, sprite_half_height, aet_depth };
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vec3 spr_2d_interest = { sprite_half_width, sprite_half_height, 0.0f };
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vec3 spr_2d_up = { 0.0f, 1.0f, 0.0f };
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mat4 spr_2d_view;
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mat4_look_at(&spr_2d_viewpoint, &spr_2d_interest, &spr_2d_up, &spr_2d_view);
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mat4_mul(&spr_2d_view, &spr_2d_proj, &spr_2d_proj);
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mat4_transpose(&spr_2d_proj, &camera_data.view_projection_aet_2d);
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float_t aet_3d_depth = render_half_height / tanf(camera_data.aet_fov * 0.5f * DEG_TO_RAD_FLOAT);
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float_t spr_3d_range = camera_data.min_distance / aet_3d_depth;
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float_t spr_3d_range_x = spr_3d_range * render_half_width;
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float_t spr_3d_range_y = spr_3d_range * render_half_height;
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mat4 spr_3d_proj;
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mat4_frustrum(-spr_3d_range_x, spr_3d_range_x, spr_3d_range_y, -spr_3d_range_y,
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camera_data.min_distance, 3000.0f, &spr_3d_proj);
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vec3 spr_3d_viewpoint = { render_half_width, render_half_height, aet_3d_depth };
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vec3 spr_3d_interest = { render_half_width, render_half_height, 0.0f };
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vec3 spr_3d_up = { 0.0f, 1.0f, 0.0f };
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mat4 spr_3d_view;
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mat4_look_at(&spr_3d_viewpoint, &spr_3d_interest, &spr_3d_up, &spr_3d_view);
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mat4_mul(&spr_3d_view, &spr_3d_proj, &spr_3d_proj);
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mat4_transpose(&spr_3d_proj, &camera_data.view_projection_aet_3d);
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vec2 persp_scale = 1.0f;
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vec2 persp_offset = render_get()->get_taa_offset();
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mat4 proj;
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mat4_persp_offset(camera_data.fov * DEG_TO_RAD_FLOAT, (float_t)camera_data.aspect,
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camera_data.min_distance, camera_data.max_distance, &persp_scale, &persp_offset, &proj);
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mat4_transpose(&proj, &camera_data.projection);
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camera_data.fov_horizontal_rad = tanf(camera_data.fov * 0.5f * DEG_TO_RAD_FLOAT);
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}
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HOOK(void, FASTCALL, camera_update, 0x00000001401F8970) {
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implOfcamera_data_update_projection();
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camera_struct__update_view(camera_data);
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camera_data.fast_change_hist1 = camera_data.fast_change_hist0;
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camera_data.fast_change_hist0 = camera_data.fast_change;
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camera_data.fast_change = false;
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extern render_context* rctx;
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rctx->render_manager_cam.get();
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}
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void camera_patch() {
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INSTALL_HOOK(camera_data_update_projection);
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INSTALL_HOOK(camera_update);
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}
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