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79 lines
No EOL
2.8 KiB
C#
79 lines
No EOL
2.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Drawing;
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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 PlayerRenderer {
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Vector3 pos;
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public Game Window;
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public OpenGLApi Graphics;
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public Player Player;
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Texture2D nameTexture;
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float nameWidth, nameHeight;
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public TextureObj PlayerTexId, MobTexId;
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TextureObj nameTextureId;
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public PlayerRenderer( Player player, Game window ) {
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Player = player;
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Window = window;
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Graphics = window.Graphics;
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using( Font font = new Font( "Arial", 14 ) ) {
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List<DrawTextArgs> parts = Utils2D.SplitText( Graphics, player.DisplayName, true );
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Size size = Utils2D.MeasureSize( parts, font, true );
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nameTexture = Utils2D.MakeTextTexture( parts, font, size, 0, 0 );
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nameWidth = size.Width;
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nameHeight = size.Height;
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nameTextureId = nameTexture.TexObj;
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}
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}
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public void Dispose() {
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PlayerTexId.Delete();
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nameTextureId.Delete();
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}
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public void Render( double deltaTime ) {
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pos = Player.Position;
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ModelCache cache = Window.ModelCache;
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cache.Shader.SetUniform( cache.Shader.colourLoc, 0.7f );
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Player.Model.RenderModel( Player, this );
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DrawName();
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}
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const float invNameScale = 1 / 50f;
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private void DrawName() {
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ModelCache cache = Window.ModelCache;
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Matrix4 matrix = Window.MVP;
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matrix = Matrix4.Translation( pos.X, pos.Y + Player.Model.NameYOffset, pos.Z ) * matrix;
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// Do this to always have names facing the player
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float yaw = Window.LocalPlayer.YawRadians;
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matrix = Matrix4.RotateY( 0f - yaw ) * matrix;
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// NOTE: Do this instead with network player's yaw to have names rotate with them instead.
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//Graphics.RotateY( 180f - yaw );
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matrix = Matrix4.Scale( invNameScale, -invNameScale, invNameScale ) * matrix; // -y to flip text
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matrix = Matrix4.Translation( -nameWidth / 2f, -nameHeight, 0f ) * matrix;
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cache.Shader.SetUniform( cache.Shader.mvpLoc, ref matrix );
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// We have to duplicate code from IGraphicsApi because (currently) it only works with the gui shader.
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Texture2D tex = nameTexture;
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VertexPos3fTex2f[] quads = cache.EntityNameVertices;
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int quadVb = cache.EntityNameVb;
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tex.TexObj.Bind();
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cache.Shader.SetUniform( cache.Shader.colourLoc, 1f );
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float x1 = tex.X1, y1 = tex.Y1, x2 = tex.X2, y2 = tex.Y2;
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// Have to order them this way because it's a triangle strip.
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quads[0] = new VertexPos3fTex2f( x2, y1, 0, tex.U2, tex.V1 );
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quads[1] = new VertexPos3fTex2f( x2, y2, 0, tex.U2, tex.V2 );
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quads[2] = new VertexPos3fTex2f( x1, y1, 0, tex.U1, tex.V1 );
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quads[3] = new VertexPos3fTex2f( x1, y2, 0, tex.U1, tex.V2 );
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cache.Shader.DrawDynamic( DrawMode.TriangleStrip, VertexPos3fTex2f.Size, quadVb, quads, 4 );
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}
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}
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} |