Fix issue #7 (screen space distortions not be applied)
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@@ -330,9 +330,6 @@ public class LodRenderer
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// get all relevant camera info
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ActiveRenderInfo renderInfo = mc.gameRenderer.getActiveRenderInfo();
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Vector3d projectedView = renderInfo.getProjectedView();
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double cameraX = projectedView.x;
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double cameraY = projectedView.y;
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double cameraZ = projectedView.z;
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// generate the model view matrix
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@@ -341,23 +338,7 @@ public class LodRenderer
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// translate and rotate to the current camera location
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matrixStack.rotate(Vector3f.XP.rotationDegrees(renderInfo.getPitch()));
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matrixStack.rotate(Vector3f.YP.rotationDegrees(renderInfo.getYaw() + 180));
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matrixStack.translate(-cameraX, -cameraY, -cameraZ);
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// this isn't a great solution to nausea or portal spinning
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// but i'm not sure what to do otherwise
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float f = 0.23f * MathHelper.lerp(partialTicks, this.mc.player.prevTimeInPortal, this.mc.player.timeInPortal) * this.mc.gameSettings.screenEffectScale * this.mc.gameSettings.screenEffectScale;
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if (f > 0.0F) {
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int i = this.mc.player.isPotionActive(Effects.NAUSEA) ? 7 : 20;
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float f1 = 5.0F / (f * f + 5.0F) - f * 0.04F;
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f1 = f1 * f1;
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Vector3f vector3f = new Vector3f(0.0F, MathHelper.SQRT_2 / 2.0F, MathHelper.SQRT_2 / 2.0F);
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matrixStack.rotate(vector3f.rotationDegrees((mc.gameRenderer.rendererUpdateCount + partialTicks) * i));
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matrixStack.scale(1.01F / f1, 1.0F, 1.0F);
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float f2 = -(mc.gameRenderer.rendererUpdateCount + partialTicks) * i;
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matrixStack.rotate(vector3f.rotationDegrees(f2));
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}
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matrixStack.translate(-projectedView.x, -projectedView.y, -projectedView.z);
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return matrixStack.getLast().getMatrix();
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}
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@@ -457,10 +438,47 @@ public class LodRenderer
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/**
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* create a new projection matrix and send it over to the GPU
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* <br><br>
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* A lot of this code is copied from renderWorld (line 578)
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* in the GameRender class. The code copied is anything with
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* a matrixStack and is responsible for making sure the LOD
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* objects distort correctly relative to the rest of the world.
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* Distortions are caused by: standing in a nether portal,
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* nausea potion effect, walking bobbing.
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*
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* @param partialTicks how many ticks into the frame we are
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*/
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private void setupProjectionMatrix(float partialTicks)
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{
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// Note: if the LOD objects don't distort correctly
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// compared to regular minecraft terrain, make sure
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// all the transformations in renderWorld are here too
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MatrixStack matrixStack = new MatrixStack();
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matrixStack.push();
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gameRender.hurtCameraEffect(matrixStack, partialTicks);
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if (this.mc.gameSettings.viewBobbing) {
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gameRender.applyBobbing(matrixStack, partialTicks);
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}
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// potion and nausea effects
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float f = MathHelper.lerp(partialTicks, mc.player.prevTimeInPortal, mc.player.timeInPortal) * mc.gameSettings.screenEffectScale * mc.gameSettings.screenEffectScale;
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if (f > 0.0F) {
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int i = this.mc.player.isPotionActive(Effects.NAUSEA) ? 7 : 20;
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float f1 = 5.0F / (f * f + 5.0F) - f * 0.04F;
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f1 = f1 * f1;
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Vector3f vector3f = new Vector3f(0.0F, MathHelper.SQRT_2 / 2.0F, MathHelper.SQRT_2 / 2.0F);
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matrixStack.rotate(vector3f.rotationDegrees((gameRender.rendererUpdateCount + partialTicks) * i));
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matrixStack.scale(1.0F / f1, 1.0F, 1.0F);
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float f2 = -(gameRender.rendererUpdateCount + partialTicks) * i;
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matrixStack.rotate(vector3f.rotationDegrees(f2));
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}
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// this projection matrix allows us to see past the normal
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// world render distance
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Matrix4f projectionMatrix =
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Matrix4f.perspective(
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getFov(partialTicks, true),
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@@ -468,8 +486,9 @@ public class LodRenderer
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0.5F,
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this.farPlaneDistance * LOD_CHUNK_DISTANCE_RADIUS * 2);
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// add the screen space distortions
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projectionMatrix.mul(matrixStack.getLast().getMatrix());
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gameRender.resetProjectionMatrix(projectionMatrix);
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return;
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}
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