public static void setCelestialPosition() { // This is called when the current matrix is the modelview matrix based on the celestial angle. // The sun is at (0, 100, 0), and the moon is at (0, -100, 0). FloatBuffer modelView = BufferUtils.createFloatBuffer(16); glGetFloat(GL_MODELVIEW_MATRIX, modelView); float[] mv = new float[16]; modelView.get(mv, 0, 16); float[] sunPos = multiplyMat4xVec4(mv, new float[] {0.0F, 100.0F, 0.0F, 0.0F}); sunPosition = sunPos; float[] moonPos = multiplyMat4xVec4(mv, new float[] {0.0F, -100.0F, 0.0F, 0.0F}); moonPosition = moonPos; }
public static void setCamera(float f) { EntityLiving viewEntity = mc.renderViewEntity; double x = viewEntity.lastTickPosX + (viewEntity.posX - viewEntity.lastTickPosX) * f; double y = viewEntity.lastTickPosY + (viewEntity.posY - viewEntity.lastTickPosY) * f; double z = viewEntity.lastTickPosZ + (viewEntity.posZ - viewEntity.lastTickPosZ) * f; if (isShadowPass) { glViewport(0, 0, shadowMapWidth, shadowMapHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (shadowMapIsOrtho) { glOrtho( -shadowMapHalfPlane, shadowMapHalfPlane, -shadowMapHalfPlane, shadowMapHalfPlane, 0.05f, 256.0f); } else { // just backwards compatibility. it's only used when SHADOWFOV is set in the shaders. gluPerspective( shadowMapFOV, (float) shadowMapWidth / (float) shadowMapHeight, 0.05f, 256.0f); } glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0f, 0.0f, -100.0f); glRotatef(90.0f, 1.0f, 0.0f, 0.0f); float angle = -mc.theWorld.getCelestialAngle(f) * 360.0f; if (angle < -90.0 && angle > -270.0) { // night time glRotatef(angle + 180.0f, 0.0f, 0.0f, 1.0f); } else { // day time glRotatef(angle, 0.0f, 0.0f, 1.0f); } if (shadowMapIsOrtho) { // reduces jitter glTranslatef((float) x % 5.0f, (float) y % 5.0f, (float) z % 5.0f); } shadowProjection = BufferUtils.createFloatBuffer(16); glGetFloat(GL_PROJECTION_MATRIX, shadowProjection); shadowProjectionInverse = invertMat4x(shadowProjection); shadowModelView = BufferUtils.createFloatBuffer(16); glGetFloat(GL_MODELVIEW_MATRIX, shadowModelView); shadowModelViewInverse = invertMat4x(shadowModelView); return; } previousProjection = projection; projection = BufferUtils.createFloatBuffer(16); glGetFloat(GL_PROJECTION_MATRIX, projection); projectionInverse = invertMat4x(projection); previousModelView = modelView; modelView = BufferUtils.createFloatBuffer(16); glGetFloat(GL_MODELVIEW_MATRIX, modelView); modelViewInverse = invertMat4x(modelView); previousCameraPosition[0] = cameraPosition[0]; previousCameraPosition[1] = cameraPosition[1]; previousCameraPosition[2] = cameraPosition[2]; cameraPosition[0] = x; cameraPosition[1] = y; cameraPosition[2] = z; }