diff options
Diffstat (limited to 'src/game/client/entity/camera.cc')
| -rw-r--r-- | src/game/client/entity/camera.cc | 114 |
1 files changed, 114 insertions, 0 deletions
diff --git a/src/game/client/entity/camera.cc b/src/game/client/entity/camera.cc new file mode 100644 index 0000000..3badd9d --- /dev/null +++ b/src/game/client/entity/camera.cc @@ -0,0 +1,114 @@ +#include "client/pch.hh" + +#include "client/entity/camera.hh" + +#include "core/config/number.hh" + +#include "core/io/config_map.hh" + +#include "core/math/angles.hh" + +#include "shared/entity/head.hh" +#include "shared/entity/transform.hh" +#include "shared/entity/velocity.hh" + +#include "shared/world/dimension.hh" + +#include "client/entity/player_move.hh" + +#include "client/gui/settings.hh" + +#include "client/const.hh" +#include "client/globals.hh" +#include "client/session.hh" +#include "client/toggles.hh" + +config::Float entity::camera::roll_angle(2.0f, 0.0f, 4.0f); +config::Float entity::camera::vertical_fov(90.0f, 45.0f, 110.0f); +config::Unsigned entity::camera::view_distance(16U, 4U, 32U); + +glm::fvec3 entity::camera::angles; +glm::fvec3 entity::camera::direction; +glm::fmat4x4 entity::camera::matrix; +chunk_pos entity::camera::position_chunk; +glm::fvec3 entity::camera::position_local; + +static void reset_camera(void) +{ + entity::camera::angles = glm::fvec3(0.0f, 0.0f, 0.0f); + entity::camera::direction = DIR_FORWARD<float>; + entity::camera::matrix = glm::identity<glm::fmat4x4>(); + entity::camera::position_chunk = chunk_pos(0, 0, 0); + entity::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; + math::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 entity::camera::init(void) +{ + globals::client_config.add_value("camera.roll_angle", entity::camera::roll_angle); + globals::client_config.add_value("camera.vertical_fov", entity::camera::vertical_fov); + globals::client_config.add_value("camera.view_distance", entity::camera::view_distance); + + settings::add_slider(1, entity::camera::vertical_fov, settings_location::GENERAL, "camera.vertical_fov", true, "%.0f"); + settings::add_slider(0, entity::camera::view_distance, settings_location::VIDEO, "camera.view_distance", false); + settings::add_slider(10, entity::camera::roll_angle, settings_location::VIDEO, "camera.roll_angle", true, "%.01f"); + + reset_camera(); +} + +void entity::camera::update(void) +{ + if(!session::is_ingame()) { + reset_camera(); + return; + } + + const auto& head = globals::dimension->entities.get<entity::client::HeadIntr>(globals::player); + const auto& transform = globals::dimension->entities.get<entity::client::TransformIntr>(globals::player); + const auto& velocity = globals::dimension->entities.get<entity::Velocity>(globals::player); + + entity::camera::angles = transform.angles + head.angles; + entity::camera::position_chunk = transform.chunk; + entity::camera::position_local = transform.local + head.offset; + + glm::fvec3 right_vector, up_vector; + math::vectors(entity::camera::angles, &entity::camera::direction, &right_vector, &up_vector); + + auto client_angles = entity::camera::angles; + + if(!toggles::get(TOGGLE_PM_FLIGHT)) { + // Apply the quake-like view rolling + client_angles[2] = math::radians(-entity::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 * entity::camera::view_distance.get_value()); + + auto proj = glm::perspective(math::radians(entity::camera::vertical_fov.get_value()), globals::aspect, z_near, z_far); + auto view = platinumsrc_viewmatrix(entity::camera::position_local, client_angles); + + entity::camera::matrix = proj * view; +} |
