the whole game

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#ifndef NET_MINECRAFT_CLIENT_RENDERER_CULLING__AllowAllCuller_H__
#define NET_MINECRAFT_CLIENT_RENDERER_CULLING__AllowAllCuller_H__
//package net.minecraft.client.renderer.culling;
#include "Culler.h"
class AABB;
class AllowAllCuller: public Culler
{
public:
bool isVisible(const AABB& bb) {
return true;
}
bool cubeFullyInFrustum(float x1, float y1, float z1, float x2, float y2, float z2) {
return true;
}
bool cubeInFrustum(float x1, float y1, float z1, float x2, float y2, float z2) {
return true;
}
void prepare(float xOff, float yOff, float zOff) {
}
};
#endif /*NET_MINECRAFT_CLIENT_RENDERER_CULLING__AllowAllCuller_H__*/

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#ifndef NET_MINECRAFT_CLIENT_RENDERER_CULLING__Culler_H__
#define NET_MINECRAFT_CLIENT_RENDERER_CULLING__Culler_H__
//package net.minecraft.client.renderer.culling;
class AABB;
class Culler
{
public:
virtual ~Culler() {}
virtual bool isVisible(const AABB& bb) = 0;
virtual bool cubeInFrustum(float x0, float y0, float z0, float x1, float y1, float z1) = 0;
virtual bool cubeFullyInFrustum(float x0, float y0, float z0, float x1, float y1, float z1) = 0;
virtual void prepare(float xOff, float yOff, float zOff) {}
};
#endif /*NET_MINECRAFT_CLIENT_RENDERER_CULLING__Culler_H__*/

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#include "Frustum.h"
Frustum Frustum::frustum;

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#ifndef NET_MINECRAFT_CLIENT_RENDERER_CULLING__Frustum_H__
#define NET_MINECRAFT_CLIENT_RENDERER_CULLING__Frustum_H__
//package net.minecraft.client.renderer.culling;
/* import static org.lwjgl.opengl.GL11.* */
// 1) Stolen and ported to java from the web somewhere.
// 2) ... and then ported back to C++!
//***********************************************************************//
// //
// - "Talk to me like I'm a 3 year old!" Programming Lessons - //
// //
// $Author: DigiBen digiben@gametutorials.com //
// //
// $Program: Frustum Culling //
// //
// $Description: Demonstrates checking if shapes are in view //
// //
// $Date: 8/28/01 //
// //
//***********************************************************************//
//#include "main.h"
#include "FrustumData.h"
#include "../../../util/Mth.h"
#include "../gles.h"
class Frustum: public FrustumData
{
private:
static Frustum frustum;
public:
static FrustumData& getFrustum() {
frustum.calculateFrustum();
return frustum;
}
///////////////////////////////// NORMALIZE PLANE \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
/////
///// This normalizes a plane (A side) from a given frustum.
/////
///////////////////////////////// NORMALIZE PLANE \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
private:
void normalizePlane(float frustum[16][16], int side)
{
// Here we calculate the magnitude of the normal to the plane (point A B C)
// Remember that (A, B, C) is that same thing as the normal's (X, Y, Z).
// To calculate magnitude you use the equation: magnitude = sqrt( x^2 + y^2 + z^2)
float invMagnitude = Mth::invSqrt(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] *= invMagnitude;
frustum[side][B] *= invMagnitude;
frustum[side][C] *= invMagnitude;
frustum[side][D] *= invMagnitude;
}
float _proj[16];
float _modl[16];
float _clip[16];
void calculateFrustum()
{
// 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].
glGetFloatv(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].
glGetFloatv(GL_MODELVIEW_MATRIX, 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);
}
};
#endif /*NET_MINECRAFT_CLIENT_RENDERER_CULLING__Frustum_H__*/

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#ifndef NET_MINECRAFT_CLIENT_RENDERER_CULLING__FrustumCuller_H__
#define NET_MINECRAFT_CLIENT_RENDERER_CULLING__FrustumCuller_H__
//package net.minecraft.client.renderer.culling;
#include "FrustumData.h"
#include "Frustum.h"
class FrustumCuller: public Culler {
private:
FrustumData frustum;
float xOff, yOff, zOff;
public:
FrustumCuller() {
frustum = Frustum::getFrustum();
}
void prepare(float xOff, float yOff, float zOff) {
this->xOff = xOff;
this->yOff = yOff;
this->zOff = zOff;
}
bool cubeFullyInFrustum(float x0, float y0, float z0, float x1, float y1, float z1) {
return frustum.cubeFullyInFrustum(x0 - xOff, y0 - yOff, z0 - zOff, x1 - xOff, y1 - yOff, z1 - zOff);
}
bool cubeInFrustum(float x0, float y0, float z0, float x1, float y1, float z1) {
return frustum.cubeInFrustum(x0 - xOff, y0 - yOff, z0 - zOff, x1 - xOff, y1 - yOff, z1 - zOff);
}
bool isVisible(const AABB& bb) {
return cubeInFrustum(bb.x0, bb.y0, bb.z0, bb.x1, bb.y1, bb.z1);
}
};
#endif /*NET_MINECRAFT_CLIENT_RENDERER_CULLING__FrustumCuller_H__*/

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#ifndef NET_MINECRAFT_CLIENT_RENDERER_CULLING__FrustumData_H__
#define NET_MINECRAFT_CLIENT_RENDERER_CULLING__FrustumData_H__
//package net.minecraft.client.renderer.culling;
#include "../../../world/phys/AABB.h"
// We create an enum of the sides so we don't have to call each side 0 or 1.
// This way it makes it more understandable and readable when dealing with frustum sides.
class FrustumData
{
public:
//enum FrustumSide
static const int RIGHT = 0; // The RIGHT side of the frustum
static const int LEFT = 1; // The LEFT side of the frustum
static const int BOTTOM = 2; // The BOTTOM side of the frustum
static const int TOP = 3; // The TOP side of the frustum
static const int BACK = 4; // The BACK side of the frustum
static const int FRONT = 5; // The FRONT side of the frustum
// Like above, instead of saying a number for the ABC and D of the plane, we
// want to be more descriptive.
static const int A = 0; // The X value of the plane's normal
static const int B = 1; // The Y value of the plane's normal
static const int C = 2; // The Z value of the plane's normal
static const int D = 3; // The distance the plane is from the origin
float m_Frustum[16][16];
float proj[16];
float modl[16];
float clip[16];
bool pointInFrustum(float x, float y, float z)
{
for (int i = 0; i < 6; i++)
{
if (m_Frustum[i][A] * x + m_Frustum[i][B] * y + m_Frustum[i][C] * z + m_Frustum[i][D] <= 0)
{
return false;
}
}
return true;
}
bool sphereInFrustum(float x, float y, float z, float radius)
{
for (int i = 0; i < 6; i++)
{
if (m_Frustum[i][A] * x + m_Frustum[i][B] * y + m_Frustum[i][C] * z + m_Frustum[i][D] <= -radius)
{
return false;
}
}
return true;
}
bool cubeFullyInFrustum(float x1, float y1, float z1, float x2, float y2, float z2)
{
for (int i = 0; i < 6; i++)
{
if (!(m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0)) return false;
if (!(m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0)) return false;
if (!(m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0)) return false;
if (!(m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0)) return false;
if (!(m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0)) return false;
if (!(m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0)) return false;
if (!(m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0)) return false;
if (!(m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0)) return false;
}
return true;
}
bool cubeInFrustum(float x1, float y1, float z1, float x2, float y2, float z2)
{
for (int i = 0; i < 6; i++)
{
if (m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0) continue;
if (m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0) continue;
if (m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0) continue;
if (m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0) continue;
if (m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0) continue;
if (m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0) continue;
if (m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0) continue;
if (m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0) continue;
return false;
}
return true;
}
bool isVisible(const AABB& aabb)
{
return cubeInFrustum(aabb.x0, aabb.y0, aabb.z0, aabb.x1, aabb.y1, aabb.z1);
}
};
#endif /*NET_MINECRAFT_CLIENT_RENDERER_CULLING__FrustumData_H__*/

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#ifndef NET_MINECRAFT_CLIENT_RENDERER_CULLING__Frustum_H__
#define NET_MINECRAFT_CLIENT_RENDERER_CULLING__Frustum_H__
//package net.minecraft.client.renderer.culling;
/* import static org.lwjgl.opengl.GL11.* */
#include "java/nio/FloatBuffer.h"
#include "client/MemoryTracker.h"
// Stolen and ported to java from the web somewhere.
//***********************************************************************//
// //
// - "Talk to me like I'm a 3 year old!" Programming Lessons - //
// //
// $Author: DigiBen digiben@gametutorials.com //
// //
// $Program: Frustum Culling //
// //
// $Description: Demonstrates checking if shapes are in view //
// //
// $Date: 8/28/01 //
// //
//***********************************************************************//
//#include "main.h"
// We create an enum of the sides so we don't have to call each side 0 or 1.
// This way it makes it more understandable and readable when dealing with frustum sides.
/*public*/ class Frustum: public FrustumData
{
/*private*/ static Frustum frustum = /*new*/ Frustum();
/*public*/ static FrustumData getFrustum()
{
frustum.calculateFrustum();
return frustum;
}
///////////////////////////////// NORMALIZE PLANE \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
/////
///// This normalizes a plane (A side) from a given frustum.
/////
///////////////////////////////// NORMALIZE PLANE \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
/*private*/ void normalizePlane(float[][] frustum, int side)
{
// Here we calculate the magnitude of the normal to the plane (point A B C)
// Remember that (A, B, C) is that same thing as the normal's (X, Y, Z).
// To calculate magnitude you use the equation: magnitude = sqrt( x^2 + y^2 + z^2)
float magnitude = (float) util.Mth.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;
}
/*private*/ FloatBuffer _proj = MemoryTracker.createFloatBuffer(16);
/*private*/ FloatBuffer _modl = MemoryTracker.createFloatBuffer(16);
/*private*/ FloatBuffer _clip = MemoryTracker.createFloatBuffer(16);
/*private*/ void 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);
}
}
#endif /*NET_MINECRAFT_CLIENT_RENDERER_CULLING__Frustum_H__*/

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#ifndef NET_MINECRAFT_CLIENT_RENDERER_CULLING__FrustumCuller_H__
#define NET_MINECRAFT_CLIENT_RENDERER_CULLING__FrustumCuller_H__
//package net.minecraft.client.renderer.culling;
#include "Culler.h"
#include "../../../world/phys/AABB.h"
class FrustumCuller: public Culler
{
float xOff, yOff, zOff;
float frustum[6][4];
public:
FrustumCuller() {
ExtractFrustum();
}
void prepare(float xOff, float yOff, float zOff) {
this->xOff = xOff;
this->yOff = yOff;
this->zOff = zOff;
}
//bool cubeFullyInFrustum(float x0, float y0, float z0, float x1, float y1, float z1) {
// return frustum.cubeFullyInFrustum(x0 - xOff, y0 - yOff, z0 - zOff, x1 - xOff, y1 - yOff, z1 - zOff);
//}
bool cubeFullyInFrustum( float x0, float y0, float z0, float x1, float y1, float z1 ) {
int c2 = 0;
for( int p = 0; p < 6; p++ ) {
int c = 0;
if( frustum[p][0] * (x0) + frustum[p][1] * (y0) + frustum[p][2] * (z0) + frustum[p][3] > 0 ) c++;
if( frustum[p][0] * (x1) + frustum[p][1] * (y0) + frustum[p][2] * (z0) + frustum[p][3] > 0 ) c++;
if( frustum[p][0] * (x0) + frustum[p][1] * (y1) + frustum[p][2] * (z0) + frustum[p][3] > 0 ) c++;
if( frustum[p][0] * (x1) + frustum[p][1] * (y1) + frustum[p][2] * (z0) + frustum[p][3] > 0 ) c++;
if( frustum[p][0] * (x0) + frustum[p][1] * (y0) + frustum[p][2] * (z1) + frustum[p][3] > 0 ) c++;
if( frustum[p][0] * (x1) + frustum[p][1] * (y0) + frustum[p][2] * (z1) + frustum[p][3] > 0 ) c++;
if( frustum[p][0] * (x0) + frustum[p][1] * (y1) + frustum[p][2] * (z1) + frustum[p][3] > 0 ) c++;
if( frustum[p][0] * (x1) + frustum[p][1] * (y1) + frustum[p][2] * (z1) + frustum[p][3] > 0 ) c++;
if( c == 0 )
return false; // 0
if( c == 8 )
c2++;
}
return c2 == 6; //(c2 == 6) ? 2 : 1;
}
bool isVisible(const AABB& bb) {
printf("cube is : %s\n", bb.toString().c_str());
return cubeInFrustum(bb.x0, bb.y0, bb.z0, bb.x1, bb.y1, bb.z1);
}
bool cubeInFrustum(float x0, float y0, float z0, float x1, float y1, float z1) {
for(int p = 0; p < 6; p++ ) {
if( frustum[p][0] * (x0) + frustum[p][1] * (y0) + frustum[p][2] * (z0) + frustum[p][3] > 0 ) continue;
if( frustum[p][0] * (x1) + frustum[p][1] * (y0) + frustum[p][2] * (z0) + frustum[p][3] > 0 ) continue;
if( frustum[p][0] * (x0) + frustum[p][1] * (y1) + frustum[p][2] * (z0) + frustum[p][3] > 0 ) continue;
if( frustum[p][0] * (x1) + frustum[p][1] * (y1) + frustum[p][2] * (z0) + frustum[p][3] > 0 ) continue;
if( frustum[p][0] * (x0) + frustum[p][1] * (y0) + frustum[p][2] * (z1) + frustum[p][3] > 0 ) continue;
if( frustum[p][0] * (x1) + frustum[p][1] * (y0) + frustum[p][2] * (z1) + frustum[p][3] > 0 ) continue;
if( frustum[p][0] * (x0) + frustum[p][1] * (y1) + frustum[p][2] * (z1) + frustum[p][3] > 0 ) continue;
if( frustum[p][0] * (x1) + frustum[p][1] * (y1) + frustum[p][2] * (z1) + frustum[p][3] > 0 ) continue;
return false;
}
return true;
}
private:
void ExtractFrustum() {
float proj[16];
float modl[16];
float clip[16];
float t;
/* Get the current PROJECTION matrix from OpenGL */
glGetFloatv( GL_PROJECTION_MATRIX, proj );
/* Get the current MODELVIEW matrix from OpenGL */
glGetFloatv( GL_MODELVIEW_MATRIX, modl );
/* Combine the two matrices (multiply projection by modelview) */
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];
/* Extract the numbers for the RIGHT plane */
frustum[0][0] = clip[ 3] - clip[ 0];
frustum[0][1] = clip[ 7] - clip[ 4];
frustum[0][2] = clip[11] - clip[ 8];
frustum[0][3] = clip[15] - clip[12];
/* Normalize the result */
t = sqrt( frustum[0][0] * frustum[0][0] + frustum[0][1] * frustum[0][1] + frustum[0][2] * frustum[0][2] );
frustum[0][0] /= t;
frustum[0][1] /= t;
frustum[0][2] /= t;
frustum[0][3] /= t;
/* Extract the numbers for the LEFT plane */
frustum[1][0] = clip[ 3] + clip[ 0];
frustum[1][1] = clip[ 7] + clip[ 4];
frustum[1][2] = clip[11] + clip[ 8];
frustum[1][3] = clip[15] + clip[12];
/* Normalize the result */
t = sqrt( frustum[1][0] * frustum[1][0] + frustum[1][1] * frustum[1][1] + frustum[1][2] * frustum[1][2] );
frustum[1][0] /= t;
frustum[1][1] /= t;
frustum[1][2] /= t;
frustum[1][3] /= t;
/* Extract the BOTTOM plane */
frustum[2][0] = clip[ 3] + clip[ 1];
frustum[2][1] = clip[ 7] + clip[ 5];
frustum[2][2] = clip[11] + clip[ 9];
frustum[2][3] = clip[15] + clip[13];
/* Normalize the result */
t = sqrt( frustum[2][0] * frustum[2][0] + frustum[2][1] * frustum[2][1] + frustum[2][2] * frustum[2][2] );
frustum[2][0] /= t;
frustum[2][1] /= t;
frustum[2][2] /= t;
frustum[2][3] /= t;
/* Extract the TOP plane */
frustum[3][0] = clip[ 3] - clip[ 1];
frustum[3][1] = clip[ 7] - clip[ 5];
frustum[3][2] = clip[11] - clip[ 9];
frustum[3][3] = clip[15] - clip[13];
/* Normalize the result */
t = sqrt( frustum[3][0] * frustum[3][0] + frustum[3][1] * frustum[3][1] + frustum[3][2] * frustum[3][2] );
frustum[3][0] /= t;
frustum[3][1] /= t;
frustum[3][2] /= t;
frustum[3][3] /= t;
/* Extract the FAR plane */
frustum[4][0] = clip[ 3] - clip[ 2];
frustum[4][1] = clip[ 7] - clip[ 6];
frustum[4][2] = clip[11] - clip[10];
frustum[4][3] = clip[15] - clip[14];
/* Normalize the result */
t = sqrt( frustum[4][0] * frustum[4][0] + frustum[4][1] * frustum[4][1] + frustum[4][2] * frustum[4][2] );
frustum[4][0] /= t;
frustum[4][1] /= t;
frustum[4][2] /= t;
frustum[4][3] /= t;
/* Extract the NEAR plane */
frustum[5][0] = clip[ 3] + clip[ 2];
frustum[5][1] = clip[ 7] + clip[ 6];
frustum[5][2] = clip[11] + clip[10];
frustum[5][3] = clip[15] + clip[14];
/* Normalize the result */
t = sqrt( frustum[5][0] * frustum[5][0] + frustum[5][1] * frustum[5][1] + frustum[5][2] * frustum[5][2] );
frustum[5][0] /= t;
frustum[5][1] /= t;
frustum[5][2] /= t;
frustum[5][3] /= t;
}
};
#endif /*NET_MINECRAFT_CLIENT_RENDERER_CULLING__FrustumCuller_H__*/

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#ifndef NET_MINECRAFT_CLIENT_RENDERER_CULLING__FrustumData_H__
#define NET_MINECRAFT_CLIENT_RENDERER_CULLING__FrustumData_H__
//package net.minecraft.client.renderer.culling;
#include "world/phys/AABB.h"
/*public*/ class FrustumData
{
//enum FrustumSide
/*public*/ static const int RIGHT = 0; // The RIGHT side of the frustum
/*public*/ static const int LEFT = 1; // The LEFT side of the frustum
/*public*/ static const int BOTTOM = 2; // The BOTTOM side of the frustum
/*public*/ static const int TOP = 3; // The TOP side of the frustum
/*public*/ static const int BACK = 4; // The BACK side of the frustum
/*public*/ static const int FRONT = 5; // The FRONT side of the frustum
// Like above, instead of saying a number for the ABC and D of the plane, we
// want to be more descriptive.
/*public*/ static const int A = 0; // The X value of the plane's normal
/*public*/ static const int B = 1; // The Y value of the plane's normal
/*public*/ static const int C = 2; // The Z value of the plane's normal
/*public*/ static const int D = 3; // The distance the plane is from the origin
/*public*/ float** m_Frustum; // = /*new*/ float[16][16];
/*public*/ float* proj; // = /*new*/ float[16];
/*public*/ float* modl; // = /*new*/ float[16];
/*public*/ float* clip; // = /*new*/ float[16];
/*
/*public*/ FrustumData(float** mFrustum, float* proj, float* modl, float* clip)
{
m_Frustum = mFrustum;
this->proj = proj;
this->modl = modl;
this->clip = clip;
}
/*public*/ bool pointInFrustum(float x, float y, float z)
{
for (int i = 0; i < 6; i++)
{
if (m_Frustum[i][A] * x + m_Frustum[i][B] * y + m_Frustum[i][C] * z + m_Frustum[i][D] <= 0)
{
return false;
}
}
return true;
}
/*public*/ bool sphereInFrustum(float x, float y, float z, float radius)
{
for (int i = 0; i < 6; i++)
{
if (m_Frustum[i][A] * x + m_Frustum[i][B] * y + m_Frustum[i][C] * z + m_Frustum[i][D] <= -radius)
{
return false;
}
}
return true;
}
/*public*/ bool cubeFullyInFrustum(float x1, float y1, float z1, float x2, float y2, float z2)
{
for (int i = 0; i < 6; i++)
{
if (!(m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0)) return false;
if (!(m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0)) return false;
if (!(m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0)) return false;
if (!(m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0)) return false;
if (!(m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0)) return false;
if (!(m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0)) return false;
if (!(m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0)) return false;
if (!(m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0)) return false;
}
return true;
}
/*public*/ bool cubeInFrustum(float x1, float y1, float z1, float x2, float y2, float z2)
{
for (int i = 0; i < 6; i++)
{
if (m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0) continue;
if (m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0) continue;
if (m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0) continue;
if (m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0) continue;
if (m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0) continue;
if (m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0) continue;
if (m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0) continue;
if (m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0) continue;
return false;
}
return true;
}
/*public*/ bool isVisible(AABB aabb)
{
return cubeInFrustum(aabb.x0, aabb.y0, aabb.z0, aabb.x1, aabb.y1, aabb.z1);
}
}
#endif /*NET_MINECRAFT_CLIENT_RENDERER_CULLING__FrustumData_H__*/

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#ifndef NET_MINECRAFT_CLIENT_RENDERER_CULLING__FrustumCuller_H__
#define NET_MINECRAFT_CLIENT_RENDERER_CULLING__FrustumCuller_H__
//package net.minecraft.client.renderer.culling;
#include "world/phys/AABB.h"
/*public*/ class FrustumCuller: /*implements-interface*/ public Culler {
/*private*/ FrustumData frustum;
/*public*/ FrustumCuller() {
frustum = Frustum.getFrustum();
}
/*private*/ float xOff, yOff, zOff;
/*public*/ void prepare(float xOff, float yOff, float zOff) {
this->xOff = xOff;
this->yOff = yOff;
this->zOff = zOff;
}
/*public*/ bool cubeFullyInFrustum(float x0, float y0, float z0, float x1, float y1, float z1) {
return frustum.cubeFullyInFrustum(x0 - xOff, y0 - yOff, z0 - zOff, x1 - xOff, y1 - yOff, z1 - zOff);
}
/*public*/ bool cubeInFrustum(float x0, float y0, float z0, float x1, float y1, float z1) {
return frustum.cubeInFrustum(x0 - xOff, y0 - yOff, z0 - zOff, x1 - xOff, y1 - yOff, z1 - zOff);
}
/*public*/ bool isVisible(AABB bb) {
return cubeInFrustum(bb.x0, bb.y0, bb.z0, bb.x1, bb.y1, bb.z1);
}
}
#endif /*NET_MINECRAFT_CLIENT_RENDERER_CULLING__FrustumCuller_H__*/