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https://github.com/ClassiCube/ClassiCube.git
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132 lines
No EOL
3.9 KiB
C#
132 lines
No EOL
3.9 KiB
C#
// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
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using System;
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using ClassicalSharp.Entities;
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using ClassicalSharp.Events;
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using ClassicalSharp.GraphicsAPI;
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using ClassicalSharp.Model;
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using OpenTK;
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namespace ClassicalSharp.Renderers {
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public class HeldBlockRenderer : IGameComponent {
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internal byte type;
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internal BlockModel block;
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internal HeldBlockAnimation anim;
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Game game;
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FakePlayer held;
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Matrix4 heldBlockProj;
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public void Init( Game game ) {
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this.game = game;
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block = new BlockModel( game );
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block.NoShade = true;
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held = new FakePlayer( game );
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game.Events.ProjectionChanged += ProjectionChanged;
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anim = new HeldBlockAnimation();
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anim.Init( game, this );
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}
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public void Ready( Game game ) { }
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public void Reset( Game game ) { }
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public void OnNewMap( Game game ) { }
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public void OnNewMapLoaded( Game game ) { }
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public void Render( double delta ) {
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if( game.Camera.IsThirdPerson || !game.ShowBlockInHand ) return;
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Vector3 last = anim.pos;
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anim.pos = Vector3.Zero;
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type = game.Inventory.HeldBlock;
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block.CosX = 1; block.SinX = 0;
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block.SwitchOrder = false;
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if( anim.doAnim ) anim.Update( delta, last );
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SetMatrix();
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game.Graphics.SetMatrixMode( MatrixType.Projection );
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game.Graphics.LoadMatrix( ref heldBlockProj );
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bool translucent = game.BlockInfo.IsTranslucent[type];
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game.Graphics.Texturing = true;
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if( translucent ) game.Graphics.AlphaBlending = true;
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else game.Graphics.AlphaTest = true;
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game.Graphics.DepthTest = false;
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SetPos();
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block.Render( held );
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game.Graphics.LoadMatrix( ref game.Projection );
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game.Graphics.SetMatrixMode( MatrixType.Modelview );
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game.Graphics.LoadMatrix( ref game.View );
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game.Graphics.Texturing = false;
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if( translucent ) game.Graphics.AlphaBlending = false;
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else game.Graphics.AlphaTest = false;
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game.Graphics.DepthTest = true;
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}
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static Vector3 nOffset = new Vector3( 0.56f, -0.72f, -0.72f );
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static Vector3 sOffset = new Vector3( 0.46f, -0.52f, -0.72f );
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void SetMatrix() {
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Player p = game.LocalPlayer;
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Vector3 eyePos = p.EyePosition;
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Matrix4 m = Matrix4.LookAt( eyePos, eyePos - Vector3.UnitZ, Vector3.UnitY ) * game.Camera.tiltM;
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game.Graphics.LoadMatrix( ref m );
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}
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void SetPos() {
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// Based off details from http://pastebin.com/KFV0HkmD (Thanks goodlyay!)
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BlockInfo info = game.BlockInfo;
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Vector3 offset = info.IsSprite[type] ? sOffset : nOffset;
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Player p = game.LocalPlayer;
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held.ModelScale = 0.4f;
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held.Position = p.EyePosition + anim.pos;
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held.Position += offset;
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if( info.Draw[type] != DrawType.Sprite ) {
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float height = info.MaxBB[type].Y - info.MinBB[type].Y;
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held.Position.Y += 0.2f * (1 - height);
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}
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held.Position.X -= game.Camera.bobbingHor;
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held.Position.Y -= game.Camera.bobbingVer;
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held.Position.Z -= game.Camera.bobbingHor;
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held.HeadYawDegrees = -45 + anim.angleY;
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held.YawDegrees = -45 + anim.angleY;
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held.PitchDegrees = 0;
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held.Block = type;
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}
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void ProjectionChanged( object sender, EventArgs e ) {
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float aspectRatio = (float)game.Width / game.Height;
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float zNear = game.Graphics.MinZNear;
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heldBlockProj = Matrix4.CreatePerspectiveFieldOfView( 70 * Utils.Deg2Rad,
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aspectRatio, zNear, game.ViewDistance );
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}
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public void Dispose() {
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game.Events.ProjectionChanged -= ProjectionChanged;
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anim.Dispose();
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}
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}
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/// <summary> Skeleton implementation of a player entity so we can reuse
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/// block model rendering code. </summary>
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internal class FakePlayer : Player {
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public FakePlayer( Game game ) : base( game ) {
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}
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public byte Block;
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public override void SetLocation( LocationUpdate update, bool interpolate ) { }
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public override void Tick( double delta ) { }
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public override void RenderModel( double deltaTime, float t ) { }
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public override void RenderName() { }
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}
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} |