/* * * Source engines world to screen framework interface * * */ #include "../../../framework/drawing.hpp" // So we can put our world to screen into the framework #include "../../../framework/gameticks.hpp" // So we can reset the wts cache #include "../../../framework/input.hpp" // For window bounds #include "../hacks/interfaces.hpp" // For g_IEngine + sdk #include "../util/mathlib.hpp" // To convert between vector types #include "worldtoscreen.hpp" namespace modules::source::wts { // externed so overridehook can set it CViewSetup* wts_viewsetup; // Our world to screen function static bool WorldToScreen(CatVector world, CatVector& screen) { if (!wts_viewsetup) return false; VMatrix wts; g_IEngineTool->GetWorldToScreenMatrixForView(*wts_viewsetup, &wts); // Sick P@sted math from original cathook float w = wts[3][0] * world.x + wts[3][1] * world.y + wts[3][2] * world.z + wts[3][3]; if (w > 0.001) { float odw = 1.0f / w; screen.x = (input::bounds.first / 2) + (0.5 * ((wts[0][0] * world.x + wts[0][1] * world.y + wts[0][2] * world.z + wts[0][3]) * odw) * input::bounds.first + 0.5); screen.y = (input::bounds.second / 2) - (0.5 * ((wts[1][0] * world.x + wts[1][1] * world.y + wts[1][2] * world.z + wts[1][3]) * odw) * input::bounds.second + 0.5); return true; } return false; } // We run this to make the framework use our world to screen void Init() { draw::WorldToScreen = WorldToScreen; } } // namespace modules::source::wts