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authormakamys <makamys@outlook.com>2022-06-30 05:28:45 +0200
committermakamys <makamys@outlook.com>2022-06-30 05:37:19 +0200
commit25c0977e33d6a376c92830da56473ebfa1e97959 (patch)
tree1bb6bfefa78cecf27891476b94d4817074d1364e /src
parent02f6b86cfa54f4cc89e7660d1758af883397b20a (diff)
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Clean up eye coordinate variables
Diffstat (limited to 'src')
-rw-r--r--src/main/java/makamys/neodymium/renderer/NeoRenderer.java53
1 files changed, 27 insertions, 26 deletions
diff --git a/src/main/java/makamys/neodymium/renderer/NeoRenderer.java b/src/main/java/makamys/neodymium/renderer/NeoRenderer.java
index e672b54..1a58d9c 100644
--- a/src/main/java/makamys/neodymium/renderer/NeoRenderer.java
+++ b/src/main/java/makamys/neodymium/renderer/NeoRenderer.java
@@ -68,15 +68,20 @@ public class NeoRenderer {
public World world;
- private double interpX;
- private double interpY;
- private double interpZ;
- private double interpXT;
- private double interpYT;
- private double interpZT;
- int interpXTDiv;
- int interpYTDiv;
- int interpZTDiv;
+ // Eye position in world space
+ private double eyePosX;
+ private double eyePosY;
+ private double eyePosZ;
+
+ // Eye position in world space, transformed by model-view matrix (takes third person camera offset into account)
+ private double eyePosXT;
+ private double eyePosYT;
+ private double eyePosZT;
+
+ // eyePos?T divided by 16
+ int eyePosXTDiv;
+ int eyePosYTDiv;
+ int eyePosZTDiv;
private int renderedMeshes, renderedQuads;
private int frameCount;
@@ -115,17 +120,17 @@ public class NeoRenderer {
Entity rve = Minecraft.getMinecraft().renderViewEntity;
- interpX = rve.lastTickPosX + (rve.posX - rve.lastTickPosX) * alpha;
- interpY = rve.lastTickPosY + (rve.posY - rve.lastTickPosY) * alpha + rve.getEyeHeight();
- interpZ = rve.lastTickPosZ + (rve.posZ - rve.lastTickPosZ) * alpha;
+ eyePosX = rve.lastTickPosX + (rve.posX - rve.lastTickPosX) * alpha;
+ eyePosY = rve.lastTickPosY + (rve.posY - rve.lastTickPosY) * alpha + rve.getEyeHeight();
+ eyePosZ = rve.lastTickPosZ + (rve.posZ - rve.lastTickPosZ) * alpha;
- interpXT = interpX + transformedOrigin.x;
- interpYT = interpY + transformedOrigin.y;
- interpZT = interpZ + transformedOrigin.z;
+ eyePosXT = eyePosX + transformedOrigin.x;
+ eyePosYT = eyePosY + transformedOrigin.y;
+ eyePosZT = eyePosZ + transformedOrigin.z;
- interpXTDiv = Math.floorDiv((int)Math.floor(interpXT), 16);
- interpYTDiv = Math.floorDiv((int)Math.floor(interpYT), 16);
- interpZTDiv = Math.floorDiv((int)Math.floor(interpZT), 16);
+ eyePosXTDiv = Math.floorDiv((int)Math.floor(eyePosXT), 16);
+ eyePosYTDiv = Math.floorDiv((int)Math.floor(eyePosYT), 16);
+ eyePosZTDiv = Math.floorDiv((int)Math.floor(eyePosZT), 16);
sort(frameCount % 100 == 0, frameCount % Config.sortFrequency == 0);
@@ -163,10 +168,10 @@ public class NeoRenderer {
private void sort(boolean pass0, boolean pass1) {
if(pass0) {
- sentMeshes[0].sort(DISTANCE_COMPARATOR.setOrigin(interpX, interpY, interpZ).setInverted(false));
+ sentMeshes[0].sort(DISTANCE_COMPARATOR.setOrigin(eyePosX, eyePosY, eyePosZ).setInverted(false));
}
if(pass1) {
- sentMeshes[1].sort(DISTANCE_COMPARATOR.setOrigin(interpX, interpY, interpZ).setInverted(true));
+ sentMeshes[1].sort(DISTANCE_COMPARATOR.setOrigin(eyePosX, eyePosY, eyePosZ).setInverted(true));
}
}
@@ -184,7 +189,7 @@ public class NeoRenderer {
piCount[i].limit(MAX_MESHES);
for(Mesh mesh : sentMeshes[i]) {
if(mesh.visible && (Config.maxMeshesPerFrame == -1 || renderedMeshes < Config.maxMeshesPerFrame)) {
- int meshes = mesh.writeToIndexBuffer(piFirst[i], piCount[i], interpXTDiv, interpYTDiv, interpZTDiv);
+ int meshes = mesh.writeToIndexBuffer(piFirst[i], piCount[i], eyePosXTDiv, eyePosYTDiv, eyePosZTDiv);
renderedMeshes += meshes;
for(int j = piCount[i].position() - meshes; j < piCount[i].position(); j++) {
renderedQuads += piCount[i].get(j) / 4;
@@ -324,11 +329,7 @@ public class NeoRenderer {
glUniform4(u_fogColor, fogColorBuf);
glUniform2(u_fogStartEnd, fogStartEnd);
- float originX = 0;
- float originY = 0;
- float originZ = 0;
-
- glUniform3f(u_playerPos, (float)interpX - originX, (float)interpY - originY, (float)interpZ - originZ);
+ glUniform3f(u_playerPos, (float)eyePosX, (float)eyePosY, (float)eyePosZ);
glUniform1i(u_light, 1);