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https://github.com/ClassiCube/ClassiCube.git
synced 2025-01-22 17:12:25 -05:00
Drop all legacy matrix stuff.
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parent
4c91096747
commit
b1eb7a8695
4 changed files with 6 additions and 73 deletions
15
Game/Game.cs
15
Game/Game.cs
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@ -239,12 +239,9 @@ namespace ClassicalSharp {
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LocalPlayer.SetInterpPosition( t );
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Graphics.Clear();
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Graphics.SetMatrixMode( MatrixType.Modelview );
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Matrix4 modelView = Camera.GetView();
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View = modelView;
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mvp = modelView * Projection;
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Graphics.LoadMatrix( ref modelView );
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Culling.CalcFrustumEquations( ref Projection, ref modelView );
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View = Camera.GetView();
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mvp = View * Projection;
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Culling.CalcFrustumEquations( ref mvp );
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bool visible = activeScreen == null || !activeScreen.BlocksWorld;
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if( visible ) {
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@ -325,11 +322,7 @@ namespace ClassicalSharp {
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}
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public void UpdateProjection() {
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Matrix4 projection = Camera.GetProjection();
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Projection = projection;
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Graphics.SetMatrixMode( MatrixType.Projection );
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Graphics.LoadMatrix( ref projection );
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Graphics.SetMatrixMode( MatrixType.Modelview );
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Projection = Camera.GetProjection();
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}
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protected override void OnResize( EventArgs e ) {
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@ -366,63 +366,6 @@ namespace ClassicalSharp.GraphicsAPI {
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#endregion
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#region Matrix manipulation
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MatrixMode lastMode = 0;
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MatrixMode[] matrixModes = new MatrixMode[] {
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MatrixMode.Projection, MatrixMode.Modelview, MatrixMode.Texture,
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};
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public void SetMatrixMode( MatrixType mode ) {
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MatrixMode glMode = matrixModes[(int)mode];
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if( glMode != lastMode ) {
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GL.MatrixMode( glMode );
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lastMode = glMode;
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}
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}
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public void LoadMatrix( ref Matrix4 matrix ) {
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GL.LoadMatrix( ref matrix );
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}
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public void LoadIdentityMatrix() {
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GL.LoadIdentity();
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}
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public void PushMatrix() {
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GL.PushMatrix();
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}
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public void PopMatrix() {
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GL.PopMatrix();
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}
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public void MultiplyMatrix( ref Matrix4 matrix ) {
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GL.MultMatrix( ref matrix );
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}
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public void Translate( float x, float y, float z ) {
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GL.Translate( x, y, z );
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}
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public void RotateX( float degrees ) {
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GL.Rotate( degrees, 1f, 0f, 0f );
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}
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public void RotateY( float degrees ) {
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GL.Rotate( degrees, 0f, 1f, 0f );
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}
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public void RotateZ( float degrees ) {
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GL.Rotate( degrees, 0f, 0f, 1f );
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}
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public void Scale( float x, float y, float z ) {
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GL.Scale( x, y, z );
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}
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#endregion
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#if TRACK_RESOURCES
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public void CheckResources() {
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if( textures.Count > 0 ) {
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@ -124,7 +124,6 @@ namespace ClassicalSharp.Model {
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protected void DrawRotate( float x, float y, float z, float angleX, float angleY, float angleZ, MapShader shader, ref Matrix4 mvp, ModelPart part ) {
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Matrix4 tempMvp = mvp;
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tempMvp = Matrix4.CreateTranslation( x, y, z ) * tempMvp;
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graphics.Translate( x, y, z );
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if( angleZ != 0 ) {
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tempMvp = Matrix4.CreateRotationZ( angleZ ) * tempMvp;
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}
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@ -31,10 +31,8 @@ namespace ClassicalSharp {
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return true;
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}
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public unsafe void CalcFrustumEquations( ref Matrix4 projection, ref Matrix4 modelView ) {
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Matrix4 clipMatrix;
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Matrix4.Mult( ref modelView, ref projection, out clipMatrix );
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public unsafe void CalcFrustumEquations( ref Matrix4 mvp ) {
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Matrix4 clipMatrix = mvp;
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float* clip = (float*)&clipMatrix;
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// Extract the numbers for the RIGHT plane
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frustum00 = clip[3] - clip[0];
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