mirror of
https://github.com/ClassiCube/ClassiCube.git
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143 lines
No EOL
6.4 KiB
C#
143 lines
No EOL
6.4 KiB
C#
using System;
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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 {
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public static class IsometricBlockDrawer {
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static BlockInfo info;
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static ModelCache cache;
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static TerrainAtlas2D atlas;
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static int index;
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static float scale;
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static Vector3 minBB, maxBB;
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const float invElemSize = TerrainAtlas2D.invElementSize;
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static bool fullBright;
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static FastColour colNormal, colXSide, colZSide, colYBottom;
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static float cosX, sinX, cosY, sinY;
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static IsometricBlockDrawer() {
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colNormal = FastColour.White;
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FastColour.GetShaded( colNormal, ref colXSide, ref colZSide, ref colYBottom );
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cosX = (float)Math.Cos( 26.565f * Utils.Deg2Rad );
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sinX = (float)Math.Sin( 26.565f * Utils.Deg2Rad );
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cosY = (float)Math.Cos( -45f * Utils.Deg2Rad );
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sinY = (float)Math.Sin( -45f * Utils.Deg2Rad );
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}
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public static void Draw( Game game, byte block, float size, float x, float y ) {
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info = game.BlockInfo;
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cache = game.ModelCache;
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atlas = game.TerrainAtlas;
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minBB = info.MinBB[block];
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maxBB = info.MaxBB[block];
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fullBright = info.FullBright[block];
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if( info.IsSprite[block] ) {
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minBB = Vector3.Zero; maxBB = Vector3.One;
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}
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if( info.IsAir[block] ) return;
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index = 0;
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// isometric coords size: cosY * -scale - sinY * scale
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// we need to divide by (2 * cosY), as the calling function expects size to be in pixels.
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scale = size / (2 * cosY);
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// screen to isometric coords (cos(-x) = cos(x), sin(-x) = -sin(x))
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pos.X = x; pos.Y = y; pos.Z = 0;
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pos = Utils.RotateY( Utils.RotateX( pos, cosX, -sinX ), cosY, -sinY );
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if( info.IsSprite[block] ) {
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XQuad( block, 0f, TileSide.Right );
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ZQuad( block, 0f, TileSide.Back );
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} else {
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XQuad( block, Make( maxBB.X ), TileSide.Left );
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ZQuad( block, Make( minBB.Z ), TileSide.Back );
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YQuad( block, Make( maxBB.Y ), TileSide.Top );
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}
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for( int i = 0; i < index; i++ )
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TransformVertex( ref cache.vertices[i] );
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game.Graphics.UpdateDynamicIndexedVb( DrawMode.Triangles, cache.vb,
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cache.vertices, index, index * 6 / 4 );
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}
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static void TransformVertex( ref VertexPos3fTex2fCol4b vertex ) {
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Vector3 p = new Vector3( vertex.X, vertex.Y, vertex.Z );
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//p = Utils.RotateY( p - pos, time ) + pos;
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// See comment in IGraphicsApi.Draw2DTexture()
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p.X -= 0.5f; p.Y -= 0.5f;
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p = Utils.RotateX( Utils.RotateY( p, cosY, sinY ), cosX, sinX );
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vertex.X = p.X; vertex.Y = p.Y; vertex.Z = p.Z;
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}
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static Vector3 pos = Vector3.Zero;
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static void YQuad( byte block, float y, int side ) {
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int texId = info.GetTextureLoc( block, side );
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TextureRec rec = atlas.GetTexRec( texId );
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FastColour col = colNormal;
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float uOrigin = rec.U1, vOrigin = rec.V1;
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rec.U1 = uOrigin + minBB.X * invElemSize;
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rec.U2 = uOrigin + maxBB.X * invElemSize * 15.99f/16f;
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rec.V1 = vOrigin + minBB.Z * invElemSize;
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rec.V2 = vOrigin + maxBB.Z * invElemSize * 15.99f/16f;
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cache.vertices[index++] = new VertexPos3fTex2fCol4b( pos.X + Make( minBB.X ), pos.Y + y,
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pos.Z + Make( minBB.Z ), rec.U1, rec.V1, col );
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cache.vertices[index++] = new VertexPos3fTex2fCol4b( pos.X + Make( maxBB.X ), pos.Y + y,
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pos.Z + Make( minBB.Z ), rec.U2, rec.V1, col );
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cache.vertices[index++] = new VertexPos3fTex2fCol4b( pos.X + Make( maxBB.X ), pos.Y + y,
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pos.Z + Make( maxBB.Z ), rec.U2, rec.V2, col );
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cache.vertices[index++] = new VertexPos3fTex2fCol4b( pos.X + Make( minBB.X ), pos.Y + y,
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pos.Z + Make( maxBB.Z ), rec.U1, rec.V2, col );
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}
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static void ZQuad( byte block, float z, int side ) {
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int texId = info.GetTextureLoc( block, side );
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TextureRec rec = atlas.GetTexRec( texId );
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FastColour col = fullBright ? colNormal : colZSide;
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float uOrigin = rec.U1, vOrigin = rec.V1;
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rec.U1 = uOrigin + minBB.X * invElemSize;
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rec.U2 = uOrigin + maxBB.X * invElemSize * 15.99f/16f;
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rec.V1 = vOrigin + (1 - maxBB.Y) * invElemSize;
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rec.V2 = vOrigin + (1 - minBB.Y) * invElemSize;
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cache.vertices[index++] = new VertexPos3fTex2fCol4b( pos.X + Make( minBB.X ), pos.Y + Make( minBB.Y ),
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pos.Z + z, rec.U2, rec.V2, col );
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cache.vertices[index++] = new VertexPos3fTex2fCol4b( pos.X + Make( minBB.X ), pos.Y + Make( maxBB.Y ),
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pos.Z + z, rec.U2, rec.V1, col );
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cache.vertices[index++] = new VertexPos3fTex2fCol4b( pos.X + Make( maxBB.X ), pos.Y + Make( maxBB.Y ),
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pos.Z + z, rec.U1, rec.V1, col );
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cache.vertices[index++] = new VertexPos3fTex2fCol4b( pos.X + Make( maxBB.X ), pos.Y + Make( minBB.Y ),
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pos.Z + z, rec.U1, rec.V2, col );
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}
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static float Make( float value ) {
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return scale - (scale * value * 2);
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}
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static void XQuad( byte block, float x, int side ) {
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int texId = info.GetTextureLoc( block, side );
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TextureRec rec = atlas.GetTexRec( texId );
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FastColour col = fullBright ? colNormal : colXSide;
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float uOrigin = rec.U1, vOrigin = rec.V1;
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rec.U1 = uOrigin + minBB.Z * invElemSize;
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rec.U2 = uOrigin + maxBB.Z * invElemSize * 15.99f/16f;
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rec.V1 = vOrigin + (1 - maxBB.Y) * invElemSize;
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rec.V2 = vOrigin + (1 - minBB.Y) * invElemSize * 15.99f/16f;
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cache.vertices[index++] = new VertexPos3fTex2fCol4b( pos.X + x, pos.Y + Make( minBB.Y ),
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pos.Z + Make( minBB.Z ), rec.U2, rec.V2, col );
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cache.vertices[index++] = new VertexPos3fTex2fCol4b( pos.X + x, pos.Y + Make( maxBB.Y ),
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pos.Z + Make( minBB.Z ), rec.U2, rec.V1, col );
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cache.vertices[index++] = new VertexPos3fTex2fCol4b( pos.X + x, pos.Y + Make( maxBB.Y ),
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pos.Z + Make( maxBB.Z ), rec.U1, rec.V1, col );
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cache.vertices[index++] = new VertexPos3fTex2fCol4b( pos.X + x, pos.Y + Make( minBB.Y ),
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pos.Z + Make( maxBB.Z ), rec.U1, rec.V2, col );
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}
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}
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} |