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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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5.7 kB · 149 lines
C++
at main
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149#include "stdafx.h"#include "..\Minecraft.World\FloatBuffer.h"#include "Frustum.h"
Frustum *Frustum::frustum = new Frustum();
Frustum::Frustum(){ _proj = MemoryTracker::createFloatBuffer(16); _modl = MemoryTracker::createFloatBuffer(16); _clip = MemoryTracker::createFloatBuffer(16);}
Frustum::~Frustum(){ delete _proj; delete _modl; delete _clip;}
FrustumData *Frustum::getFrustum(){ frustum->calculateFrustum(); return frustum;}
///////////////////////////////// NORMALIZE PLANE \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* ///// ///// This normalizes a plane (A side) from a given frustum. ///// ///////////////////////////////// NORMALIZE PLANE \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
void Frustum::normalizePlane(float **frustum, int side){ float magnitude = (float) sqrt(frustum[side][A] * frustum[side][A] + frustum[side][B] * frustum[side][B] + frustum[side][C] * frustum[side][C]);
// Then we divide the plane's values by it's magnitude. // This makes it easier to work with. frustum[side][A] /= magnitude; frustum[side][B] /= magnitude; frustum[side][C] /= magnitude; frustum[side][D] /= magnitude;}
void Frustum::calculateFrustum(){ _proj->clear(); _modl->clear(); _clip->clear();
// glGetFloatv() is used to extract information about our OpenGL world. // Below, we pass in GL_PROJECTION_MATRIX to abstract our projection matrix. // It then stores the matrix into an array of [16]. glGetFloat(GL_PROJECTION_MATRIX, _proj);
// By passing in GL_MODELVIEW_MATRIX, we can abstract our model view matrix. // This also stores it in an array of [16]. glGetFloat(GL_MODELVIEW_MATRIX, _modl); _proj->flip()->limit(16); _proj->get(&proj); _modl->flip()->limit(16); _modl->get(&modl);
// Now that we have our modelview and projection matrix, if we combine these 2 matrices, // it will give us our clipping planes. To combine 2 matrices, we multiply them.
clip[0] = modl[0] * proj[0] + modl[1] * proj[4] + modl[2] * proj[8] + modl[3] * proj[12]; clip[1] = modl[0] * proj[1] + modl[1] * proj[5] + modl[2] * proj[9] + modl[3] * proj[13]; clip[2] = modl[0] * proj[2] + modl[1] * proj[6] + modl[2] * proj[10] + modl[3] * proj[14]; clip[3] = modl[0] * proj[3] + modl[1] * proj[7] + modl[2] * proj[11] + modl[3] * proj[15];
clip[4] = modl[4] * proj[0] + modl[5] * proj[4] + modl[6] * proj[8] + modl[7] * proj[12]; clip[5] = modl[4] * proj[1] + modl[5] * proj[5] + modl[6] * proj[9] + modl[7] * proj[13]; clip[6] = modl[4] * proj[2] + modl[5] * proj[6] + modl[6] * proj[10] + modl[7] * proj[14]; clip[7] = modl[4] * proj[3] + modl[5] * proj[7] + modl[6] * proj[11] + modl[7] * proj[15];
clip[8] = modl[8] * proj[0] + modl[9] * proj[4] + modl[10] * proj[8] + modl[11] * proj[12]; clip[9] = modl[8] * proj[1] + modl[9] * proj[5] + modl[10] * proj[9] + modl[11] * proj[13]; clip[10] = modl[8] * proj[2] + modl[9] * proj[6] + modl[10] * proj[10] + modl[11] * proj[14]; clip[11] = modl[8] * proj[3] + modl[9] * proj[7] + modl[10] * proj[11] + modl[11] * proj[15];
clip[12] = modl[12] * proj[0] + modl[13] * proj[4] + modl[14] * proj[8] + modl[15] * proj[12]; clip[13] = modl[12] * proj[1] + modl[13] * proj[5] + modl[14] * proj[9] + modl[15] * proj[13]; clip[14] = modl[12] * proj[2] + modl[13] * proj[6] + modl[14] * proj[10] + modl[15] * proj[14]; clip[15] = modl[12] * proj[3] + modl[13] * proj[7] + modl[14] * proj[11] + modl[15] * proj[15];
// Now we actually want to get the sides of the frustum. To do this we take // the clipping planes we received above and extract the sides from them.
// This will extract the RIGHT side of the frustum m_Frustum[RIGHT][A] = clip[3] - clip[0]; m_Frustum[RIGHT][B] = clip[7] - clip[4]; m_Frustum[RIGHT][C] = clip[11] - clip[8]; m_Frustum[RIGHT][D] = clip[15] - clip[12];
// Now that we have a normal (A,B,C) and a distance (D) to the plane, // we want to normalize that normal and distance.
// Normalize the RIGHT side normalizePlane(m_Frustum, RIGHT);
// This will extract the LEFT side of the frustum m_Frustum[LEFT][A] = clip[3] + clip[0]; m_Frustum[LEFT][B] = clip[7] + clip[4]; m_Frustum[LEFT][C] = clip[11] + clip[8]; m_Frustum[LEFT][D] = clip[15] + clip[12];
// Normalize the LEFT side normalizePlane(m_Frustum, LEFT);
// This will extract the BOTTOM side of the frustum m_Frustum[BOTTOM][A] = clip[3] + clip[1]; m_Frustum[BOTTOM][B] = clip[7] + clip[5]; m_Frustum[BOTTOM][C] = clip[11] + clip[9]; m_Frustum[BOTTOM][D] = clip[15] + clip[13];
// Normalize the BOTTOM side normalizePlane(m_Frustum, BOTTOM);
// This will extract the TOP side of the frustum m_Frustum[TOP][A] = clip[3] - clip[1]; m_Frustum[TOP][B] = clip[7] - clip[5]; m_Frustum[TOP][C] = clip[11] - clip[9]; m_Frustum[TOP][D] = clip[15] - clip[13];
// Normalize the TOP side normalizePlane(m_Frustum, TOP);
// This will extract the BACK side of the frustum m_Frustum[BACK][A] = clip[3] - clip[2]; m_Frustum[BACK][B] = clip[7] - clip[6]; m_Frustum[BACK][C] = clip[11] - clip[10]; m_Frustum[BACK][D] = clip[15] - clip[14];
// Normalize the BACK side normalizePlane(m_Frustum, BACK);
// This will extract the FRONT side of the frustum m_Frustum[FRONT][A] = clip[3] + clip[2]; m_Frustum[FRONT][B] = clip[7] + clip[6]; m_Frustum[FRONT][C] = clip[11] + clip[10]; m_Frustum[FRONT][D] = clip[15] + clip[14];
// Normalize the FRONT side normalizePlane(m_Frustum, FRONT);}