Reduce code duplication of SelectionBox and AxisLinesRenderer.

This commit is contained in:
UnknownShadow200 2016-08-03 14:40:32 +10:00
parent 344688ca8d
commit 01cdeee0eb
2 changed files with 26 additions and 53 deletions

View file

@ -10,19 +10,14 @@ namespace ClassicalSharp.Selections {
VertexP3fC4b[] vertices;
int vb;
Game game;
const float size = 1/32f;
public void Init( Game game ) {
this.game = game;
}
public void Init( Game game ) { this.game = game; }
public void Ready( Game game ) { }
public void Reset( Game game ) { }
public void OnNewMap( Game game ) { }
public void OnNewMapLoaded( Game game ) { }
public void Dispose() {
game.Graphics.DeleteDynamicVb( vb );
}
public void OnNewMapLoaded( Game game ) { }
public void Dispose() { game.Graphics.DeleteDynamicVb( vb ); }
public void Render( double delta ) {
if( !game.ShowAxisLines ) return;
@ -30,34 +25,20 @@ namespace ClassicalSharp.Selections {
vertices = new VertexP3fC4b[12];
vb = game.Graphics.CreateDynamicVb( VertexFormat.P3fC4b, vertices.Length );
}
game.Graphics.Texturing = false;
Vector3 pos = game.LocalPlayer.Position; pos.Y += 0.05f;
game.Graphics.Texturing = false;
Vector3 P = game.LocalPlayer.Position; P.Y += 0.05f;
int index = 0;
const float size = 1/32f;
HorQuad( ref index, pos.X, pos.Z - size, pos.X + 3, pos.Z + size, pos.Y, FastColour.Red );
HorQuad( ref index, pos.X - size, pos.Z, pos.X + size, pos.Z + 3, pos.Y, FastColour.Blue );
SelectionBox.HorQuad( vertices, ref index, FastColour.Red.Pack(),
P.X, P.Z - size, P.X + 3, P.Z + size, P.Y );
SelectionBox.HorQuad( vertices, ref index, FastColour.Blue.Pack(),
P.X - size, P.Z, P.X + size, P.Z + 3, P.Y );
if( game.Camera.IsThirdPerson )
VerQuad( ref index, pos.X - size, pos.Y, pos.Z + size, pos.X + size, pos.Y + 3, pos.Z - size, FastColour.Green );
SelectionBox.VerQuad( vertices, ref index, FastColour.Green.Pack(),
P.X - size, P.Y, P.Z + size, P.X + size, P.Y + 3, P.Z - size );
game.Graphics.SetBatchFormat( VertexFormat.P3fC4b );
game.Graphics.UpdateDynamicIndexedVb( DrawMode.Triangles, vb, vertices, index, index * 6 / 4 );
}
void VerQuad( ref int index, float x1, float y1, float z1, float x2, float y2, float z2, FastColour col ) {
int c = col.Pack();
vertices[index++] = new VertexP3fC4b( x1, y1, z1, c );
vertices[index++] = new VertexP3fC4b( x1, y2, z1, c );
vertices[index++] = new VertexP3fC4b( x2, y2, z2, c );
vertices[index++] = new VertexP3fC4b( x2, y1, z2, c );
}
void HorQuad( ref int index, float x1, float z1, float x2, float z2, float y, FastColour col ) {
int c = col.Pack();
vertices[index++] = new VertexP3fC4b( x1, y, z1, c );
vertices[index++] = new VertexP3fC4b( x1, y, z2, c );
vertices[index++] = new VertexP3fC4b( x2, y, z2, c );
vertices[index++] = new VertexP3fC4b( x2, y, z1, c );
}
}
}

View file

@ -25,12 +25,12 @@ namespace ClassicalSharp.Selections {
Vector3 p2 = (Vector3)Max + new Vector3( offset, offset, offset );
int col = Colour.Pack();
YQuad( vertices, ref index, p1.X, p1.Z, p2.X, p2.Z, p1.Y, col ); // bottom
YQuad( vertices, ref index, p1.X, p1.Z, p2.X, p2.Z, p2.Y, col ); // top
XQuad( vertices, ref index, p1.X, p1.Y, p2.X, p2.Y, p1.Z, col ); // sides
XQuad( vertices, ref index, p1.X, p1.Y, p2.X, p2.Y, p2.Z, col );
ZQuad( vertices, ref index, p1.Z, p1.Y, p2.Z, p2.Y, p1.X, col );
ZQuad( vertices, ref index, p1.Z, p1.Y, p2.Z, p2.Y, p2.X, col );
HorQuad( vertices, ref index, col, p1.X, p1.Z, p2.X, p2.Z, p1.Y ); // bottom
HorQuad( vertices, ref index, col, p1.X, p1.Z, p2.X, p2.Z, p2.Y ); // top
VerQuad( vertices, ref index, col, p1.X, p1.Y, p1.Z, p2.X, p2.Y, p1.Z ); // sides
VerQuad( vertices, ref index, col, p1.X, p1.Y, p2.Z, p2.X, p2.Y, p2.Z );
VerQuad( vertices, ref index, col, p1.X, p1.Y, p1.Z, p1.X, p2.Y, p2.Z );
VerQuad( vertices, ref index, col, p2.X, p1.Y, p1.Z, p2.X, p2.Y, p2.Z );
col = new FastColour( (byte)~Colour.R, (byte)~Colour.G, (byte)~Colour.B ).Pack();
// bottom face
@ -50,24 +50,16 @@ namespace ClassicalSharp.Selections {
Line( lineVertices, ref lineIndex, p1.X, p1.Y, p2.Z, p1.X, p2.Y, p2.Z, col );
}
static void ZQuad( VertexP3fC4b[] vertices, ref int index, float z1, float y1,
float z2, float y2, float x, int col ) {
vertices[index++] = new VertexP3fC4b( x, y1, z1, col );
vertices[index++] = new VertexP3fC4b( x, y2, z1, col );
vertices[index++] = new VertexP3fC4b( x, y2, z2, col );
vertices[index++] = new VertexP3fC4b( x, y1, z2, col );
internal static void VerQuad( VertexP3fC4b[] vertices, ref int index, int col,
float x1, float y1, float z1, float x2, float y2, float z2 ) {
vertices[index++] = new VertexP3fC4b( x1, y1, z1, col );
vertices[index++] = new VertexP3fC4b( x1, y2, z1, col );
vertices[index++] = new VertexP3fC4b( x2, y2, z2, col );
vertices[index++] = new VertexP3fC4b( x2, y1, z2, col );
}
static void XQuad( VertexP3fC4b[] vertices, ref int index, float x1, float y1,
float x2, float y2, float z, int col ) {
vertices[index++] = new VertexP3fC4b( x1, y1, z, col );
vertices[index++] = new VertexP3fC4b( x1, y2, z, col );
vertices[index++] = new VertexP3fC4b( x2, y2, z, col );
vertices[index++] = new VertexP3fC4b( x2, y1, z, col );
}
static void YQuad( VertexP3fC4b[] vertices, ref int index, float x1, float z1,
float x2, float z2, float y, int col ) {
internal static void HorQuad( VertexP3fC4b[] vertices, ref int index, int col,
float x1, float z1, float x2, float z2, float y ) {
vertices[index++] = new VertexP3fC4b( x1, y, z1, col );
vertices[index++] = new VertexP3fC4b( x1, y, z2, col );
vertices[index++] = new VertexP3fC4b( x2, y, z2, col );