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authoruntodesu <kirill@untode.su>2025-03-15 16:22:09 +0500
committeruntodesu <kirill@untode.su>2025-03-15 16:22:09 +0500
commit3bf42c6ff3805a0d42bbc661794a95ff31bedc26 (patch)
tree05049955847504808d6bed2bb7b155f8b03807bb /game/client/camera.cc
parent02294547dcde0d4ad76e229106702261e9f10a51 (diff)
downloadvoxelius-3bf42c6ff3805a0d42bbc661794a95ff31bedc26.tar.bz2
voxelius-3bf42c6ff3805a0d42bbc661794a95ff31bedc26.zip
Add whatever I was working on for the last month
Diffstat (limited to 'game/client/camera.cc')
-rw-r--r--game/client/camera.cc103
1 files changed, 103 insertions, 0 deletions
diff --git a/game/client/camera.cc b/game/client/camera.cc
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+++ b/game/client/camera.cc
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+#include "client/pch.hh"
+#include "client/camera.hh"
+
+#include "core/angles.hh"
+#include "core/config.hh"
+
+#include "shared/dimension.hh"
+#include "shared/head.hh"
+#include "shared/transform.hh"
+#include "shared/velocity.hh"
+
+#include "client/const.hh"
+#include "client/globals.hh"
+#include "client/player_move.hh"
+#include "client/session.hh"
+#include "client/settings.hh"
+
+ConfigFloat camera::roll_angle(2.0f, 0.0f, 4.0f);
+ConfigFloat camera::vertical_fov(90.0f, 45.0f, 110.0f);
+ConfigUnsigned camera::view_distance(16U, 4U, 32U);
+
+glm::fvec3 camera::angles;
+glm::fvec3 camera::direction;
+glm::fmat4x4 camera::matrix;
+chunk_pos camera::position_chunk;
+glm::fvec3 camera::position_local;
+
+static void reset_camera(void)
+{
+ camera::angles = glm::fvec3(0.0f, 0.0f, 0.0f);
+ camera::direction = DIR_FORWARD<float>;
+ camera::matrix = glm::identity<glm::fmat4x4>();
+ camera::position_chunk = chunk_pos(0, 0, 0);
+ camera::position_local = glm::fvec3(0.0f, 0.0f, 0.0f);
+}
+
+// Gracefully contributed by PQCraft himself in 2024
+// making PlatinumSrc and Voxelius kind of related to each other
+static glm::fmat4x4 platinumsrc_viewmatrix(const glm::fvec3 &position, const glm::fvec3 &angles)
+{
+ glm::fvec3 forward, up;
+ cxangles::vectors(angles, &forward, nullptr, &up);
+
+ auto result = glm::identity<glm::fmat4x4>();
+ result[0][0] = forward.y * up.z - forward.z * up.y;
+ result[1][0] = forward.z * up.x - forward.x * up.z;
+ result[2][0] = forward.x * up.y - forward.y * up.x;
+ result[3][0] = -result[0][0] * position.x - result[1][0] * position.y - result[2][0] * position.z;
+ result[0][1] = up.x;
+ result[1][1] = up.y;
+ result[2][1] = up.z;
+ result[3][1] = -up.x * position.x - up.y * position.y - up.z * position.z;
+ result[0][2] = -forward.x;
+ result[1][2] = -forward.y;
+ result[2][2] = -forward.z;
+ result[3][2] = forward.x * position.x + forward.y * position.y + forward.z * position.z;
+ return result;
+}
+
+void camera::init(void)
+{
+ globals::client_config.add_value("camera.roll_angle", camera::roll_angle);
+ globals::client_config.add_value("camera.vertical_fov", camera::vertical_fov);
+ globals::client_config.add_value("camera.view_distance", camera::view_distance);
+
+ settings::add_slider(1, camera::vertical_fov, settings_location::GENERAL, "camera.vertical_fov", true, "%.0f");
+ settings::add_slider(0, camera::view_distance, settings_location::VIDEO, "camera.view_distance", false);
+ settings::add_slider(10, camera::roll_angle, settings_location::VIDEO, "camera.roll_angle", true, "%.01f");
+
+ reset_camera();
+}
+
+void camera::update(void)
+{
+ if(!session::is_ingame()) {
+ reset_camera();
+ return;
+ }
+
+ const auto &head = globals::dimension->entities.get<HeadComponentIntr>(globals::player);
+ const auto &transform = globals::dimension->entities.get<TransformComponentIntr>(globals::player);
+ const auto &velocity = globals::dimension->entities.get<VelocityComponent>(globals::player);
+
+ camera::angles = transform.angles + head.angles;
+ camera::position_chunk = transform.chunk;
+ camera::position_local = transform.local + head.offset;
+
+ glm::fvec3 right_vector, up_vector;
+ cxangles::vectors(camera::angles, &camera::direction, &right_vector, &up_vector);
+
+ // Apply view roll angle
+ // FIXME: check if grounded
+ auto client_angles = camera::angles;
+ client_angles[2] = cxpr::radians(-camera::roll_angle.get_value() * glm::dot(velocity.value / PMOVE_MAX_SPEED_GROUND, right_vector));
+
+ const auto z_near = 0.01f;
+ const auto z_far = 1.25f * static_cast<float>(CHUNK_SIZE * camera::view_distance.get_value());
+
+ auto proj = glm::perspective(cxpr::radians(camera::vertical_fov.get_value()), globals::aspect, z_near, z_far);
+ auto view = platinumsrc_viewmatrix(camera::position_local, client_angles);
+
+ camera::matrix = proj * view;
+}