rodecomp/Source/Contents/CameraFrame.cpp
2026-10-24 00:35:19 +00:00

69 lines
2.2 KiB
C++

#include "Contents/CameraFrame.h"
#include "Contents/TerrainHeight.h"
#include "Render/Renderer.h"
#include <bit>
// OFFSET: 0x00ADC150
// FUNCTION: fn_17928
void ResetCamera(CameraState& camera, CameraFrame& frame) {
camera.Reset();
frame.up[0] = 0;
frame.up[1] = 1;
frame.up[2] = 0;
}
// OFFSET: 0x00ADBF60
// FUNCTION: fn_17927
void CameraFrame::Build(const CameraState& camera, const TerrainHeight& terrain) {
constexpr float pi = 3.141592f;
AffineMatrix orbit;
orbit.SetXRotation((camera.pitch / 180.0f) * pi);
orbit.RotateY((camera.yaw / 180.0f) * pi);
const float distance = -camera.distance;
this->eye[1] = ((orbit.values[4] * 0.0f + orbit.values[1] * 0.0f) + distance * orbit.values[7]) + orbit.values[10];
this->eye[2] = ((orbit.values[5] * 0.0f + orbit.values[2] * 0.0f) + distance * orbit.values[8]) + orbit.values[11];
this->eye[0] = (((orbit.values[3] * 0.0f + orbit.values[0] * 0.0f) + distance * orbit.values[6]) + orbit.values[9]) +
camera.target[0];
this->eye[1] = camera.target[1] + this->eye[1];
this->eye[2] = camera.target[2] + this->eye[2];
const float height = terrain.Height(this->eye[0], this->eye[2]);
if (this->eye[1] > height) {
this->eye[1] = height;
}
this->view.LookAt(this->eye, camera.target, this->up);
this->inverse.Inverse(this->view);
}
// OFFSET: 0x00ADB560
// FUNCTION: fn_17920
void CameraFrame::Refresh(const CameraState& camera, const TerrainHeight& terrain, CRenderer& renderer) {
this->Build(camera, terrain);
renderer.SetCamera(this->eye, camera.target, this->up);
}
// OFFSET: 0x00ADBF60
// FUNCTION: fn_17927
void UpdateCameraFrame(
CameraState& camera,
CameraShake& shake,
int& frameLatch,
const float* desiredTarget,
const ServiceOptions& options,
const float& rendererScale,
const float& projectionScale,
const float& baseDistance,
CameraProjectionOutputs& outputs,
const TerrainHeight& terrain,
CameraFrame& frame,
CRenderer& renderer
) {
camera.desiredTarget[0] = desiredTarget[0];
camera.desiredTarget[1] = desiredTarget[1];
camera.desiredTarget[2] = desiredTarget[2];
camera.Smooth(options, rendererScale, projectionScale, baseDistance, outputs);
shake.Apply(camera, frameLatch);
frame.Refresh(camera, terrain, renderer);
}