mirror of https://github.com/ClassiCube/ClassiCube
200 lines
6.3 KiB
C#
200 lines
6.3 KiB
C#
// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
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using System;
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using ClassicalSharp.Entities;
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using ClassicalSharp.GraphicsAPI;
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using ClassicalSharp.Physics;
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using ClassicalSharp.Renderers;
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using ClassicalSharp.Textures;
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using OpenTK;
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#if USE16_BIT
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using BlockID = System.UInt16;
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#else
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using BlockID = System.Byte;
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#endif
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namespace ClassicalSharp.Model {
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public class BlockModel : IModel {
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BlockID block = Block.Air;
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float height;
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TerrainAtlas1D atlas;
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Vector3 minBB, maxBB;
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ModelCache cache;
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public BlockModel(Game game) : base(game) {
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cache = game.ModelCache;
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Bobbing = false;
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UsesSkin = false;
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}
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public override void CreateParts() { }
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public override float NameYOffset { get { return height + 0.075f; } }
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public override float GetEyeY(Entity entity) {
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BlockID block = entity.ModelBlock;
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float minY = BlockInfo.MinBB[block].Y;
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float maxY = BlockInfo.MaxBB[block].Y;
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return block == Block.Air ? 1 : (minY + maxY) / 2;
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}
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static Vector3 colShrink = new Vector3(0.75f/16, 0.75f/16, 0.75f/16);
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public override Vector3 CollisionSize {
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get { return (maxBB - minBB) - colShrink; } // to fit slightly inside
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}
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static Vector3 offset = new Vector3(-0.5f, 0.0f, -0.5f);
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public override AABB PickingBounds {
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get { return new AABB(minBB, maxBB).Offset(offset); }
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}
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public void CalcState(BlockID block) {
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if (BlockInfo.Draw[block] == DrawType.Gas) {
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minBB = Vector3.Zero;
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maxBB = Vector3.One;
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height = 1;
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} else {
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minBB = BlockInfo.MinBB[block];
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maxBB = BlockInfo.MaxBB[block];
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height = maxBB.Y - minBB.Y;
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if (BlockInfo.Draw[block] == DrawType.Sprite)
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height = 1;
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}
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}
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int lastTexId = -1;
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public override void DrawModel(Entity p) {
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block = p.ModelBlock;
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CalcState(block);
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if (BlockInfo.FullBright[block]) {
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for (int i = 0; i < cols.Length; i++)
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cols[i] = FastColour.WhitePacked;
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}
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if (BlockInfo.Draw[block] == DrawType.Gas) return;
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lastTexId = -1;
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atlas = game.TerrainAtlas1D;
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bool sprite = BlockInfo.Draw[block] == DrawType.Sprite;
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DrawParts(sprite);
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if (index == 0) return;
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IGraphicsApi gfx = game.Graphics;
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gfx.BindTexture(lastTexId);
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if (sprite) gfx.FaceCulling = true;
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UpdateVB();
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if (sprite) gfx.FaceCulling = false;
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}
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void FlushIfNotSame(int texIndex) {
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int texId = game.TerrainAtlas1D.TexIds[texIndex];
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if (texId == lastTexId) return;
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if (lastTexId != -1) {
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game.Graphics.BindTexture(lastTexId);
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UpdateVB();
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}
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lastTexId = texId;
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index = 0;
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}
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CuboidDrawer drawer = new CuboidDrawer();
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void DrawParts(bool sprite) {
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// SwitchOrder is needed for held block, which renders without depth testing
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if (sprite) {
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SpriteXQuad(Side.Right, false);
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SpriteZQuad(Side.Back, false);
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SpriteZQuad(Side.Back, true);
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SpriteXQuad(Side.Right, true);
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} else {
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drawer.elementsPerAtlas1D = atlas.elementsPerAtlas1D;
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drawer.invVerElementSize = atlas.invElementSize;
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drawer.minBB = BlockInfo.MinBB[block]; drawer.minBB.Y = 1 - drawer.minBB.Y;
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drawer.maxBB = BlockInfo.MaxBB[block]; drawer.maxBB.Y = 1 - drawer.maxBB.Y;
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Vector3 min = BlockInfo.RenderMinBB[block];
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Vector3 max = BlockInfo.RenderMaxBB[block];
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drawer.x1 = min.X - 0.5f; drawer.y1 = min.Y; drawer.z1 = min.Z - 0.5f;
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drawer.x2 = max.X - 0.5f; drawer.y2 = max.Y; drawer.z2 = max.Z - 0.5f;
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drawer.Tinted = BlockInfo.Tinted[block];
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drawer.TintColour = BlockInfo.FogColour[block];
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drawer.Bottom(1, cols[1], GetTex(Side.Bottom), cache.vertices, ref index);
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drawer.Front(1, cols[3], GetTex(Side.Front), cache.vertices, ref index);
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drawer.Right(1, cols[5], GetTex(Side.Right), cache.vertices, ref index);
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drawer.Back(1, cols[2], GetTex(Side.Back), cache.vertices, ref index);
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drawer.Left(1, cols[4], GetTex(Side.Left), cache.vertices, ref index);
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drawer.Top(1, cols[0], GetTex(Side.Top), cache.vertices, ref index);
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}
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}
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int GetTex(int side) {
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int texId = BlockInfo.GetTextureLoc(block, side);
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texIndex = texId / atlas.elementsPerAtlas1D;
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FlushIfNotSame(texIndex);
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return texId;
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}
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void SpriteZQuad(int side, bool firstPart) {
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SpriteZQuad(side, firstPart, false);
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SpriteZQuad(side, firstPart, true);
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}
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void SpriteZQuad(int side, bool firstPart, bool mirror) {
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int texId = BlockInfo.GetTextureLoc(block, side), texIndex = 0;
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TextureRec rec = atlas.GetTexRec(texId, 1, out texIndex);
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FlushIfNotSame(texIndex);
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if (height != 1)
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rec.V2 = rec.V1 + height * atlas.invElementSize * (15.99f/16f);
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int col = cols[0];
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float p1 = 0, p2 = 0;
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if (firstPart) { // Need to break into two quads for when drawing a sprite model in hand.
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if (mirror) { rec.U1 = 0.5f; p1 = -5.5f/16; }
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else { rec.U2 = 0.5f; p2 = -5.5f/16; }
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} else {
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if (mirror) { rec.U2 = 0.5f; p2 = 5.5f/16; }
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else { rec.U1 = 0.5f; p1 = 5.5f/16; }
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}
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cache.vertices[index++] = new VertexP3fT2fC4b(p1, 0, p1, rec.U2, rec.V2, col);
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cache.vertices[index++] = new VertexP3fT2fC4b(p1, 1, p1, rec.U2, rec.V1, col);
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cache.vertices[index++] = new VertexP3fT2fC4b(p2, 1, p2, rec.U1, rec.V1, col);
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cache.vertices[index++] = new VertexP3fT2fC4b(p2, 0, p2, rec.U1, rec.V2, col);
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}
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void SpriteXQuad(int side, bool firstPart) {
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SpriteXQuad(side, firstPart, false);
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SpriteXQuad(side, firstPart, true);
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}
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void SpriteXQuad(int side, bool firstPart, bool mirror) {
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int texId = BlockInfo.GetTextureLoc(block, side), texIndex = 0;
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TextureRec rec = atlas.GetTexRec(texId, 1, out texIndex);
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FlushIfNotSame(texIndex);
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if (height != 1)
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rec.V2 = rec.V1 + height * atlas.invElementSize * (15.99f/16f);
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int col = cols[0];
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float x1 = 0, x2 = 0, z1 = 0, z2 = 0;
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if (firstPart) {
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if (mirror) { rec.U2 = 0.5f; x2 = -5.5f/16; z2 = 5.5f/16; }
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else { rec.U1 = 0.5f; x1 = -5.5f/16; z1 = 5.5f/16; }
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} else {
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if (mirror) { rec.U1 = 0.5f; x1 = 5.5f/16; z1 = -5.5f/16; }
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else { rec.U2 = 0.5f; x2 = 5.5f/16; z2 = -5.5f/16; }
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}
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cache.vertices[index++] = new VertexP3fT2fC4b(x1, 0, z1, rec.U2, rec.V2, col);
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cache.vertices[index++] = new VertexP3fT2fC4b(x1, 1, z1, rec.U2, rec.V1, col);
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cache.vertices[index++] = new VertexP3fT2fC4b(x2, 1, z2, rec.U1, rec.V1, col);
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cache.vertices[index++] = new VertexP3fT2fC4b(x2, 0, z2, rec.U1, rec.V2, col);
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}
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}
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} |