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112 lines
4.1 KiB
C#
112 lines
4.1 KiB
C#
// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
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using System;
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using ClassicalSharp.GraphicsAPI;
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using OpenTK;
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namespace ClassicalSharp.Renderers {
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public sealed class PickedPosRenderer : IGameComponent {
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IGraphicsApi graphics;
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Game game;
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int vb;
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public void Init( Game game ) {
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graphics = game.Graphics;
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vb = graphics.CreateDynamicVb( VertexFormat.P3fC4b, verticesCount );
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this.game = game;
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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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FastColour col = new FastColour( 20, 20, 20, 150 );
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int index;
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const int verticesCount = 16 * 6;
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VertexP3fC4b[] vertices = new VertexP3fC4b[verticesCount];
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public void Render( double delta, PickedPos pickedPos ) {
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index = 0;
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Vector3 camPos = game.CurrentCameraPos;
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float dist = (camPos - pickedPos.Min).LengthSquared;
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float offset = 0.01f;
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if( dist < 4 * 4 ) offset = 0.00625f;
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if( dist < 2 * 2 ) offset = 0.00500f;
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Vector3 p1 = pickedPos.Min - new Vector3( offset, offset, offset );
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Vector3 p2 = pickedPos.Max + new Vector3( offset, offset, offset );
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graphics.AlphaBlending = true;
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float size = 1/16f;
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if( dist < 32 * 32 ) size = 1/32f;
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if( dist < 16 * 16 ) size = 1/64f;
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if( dist < 8 * 8 ) size = 1/96f;
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if( dist < 4 * 4 ) size = 1/128f;
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if( dist < 2 * 2 ) size = 1/192f;
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DrawLines( p1, p2, size );
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graphics.AlphaBlending = false;
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}
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void DrawLines( Vector3 p1, Vector3 p2, float size ) {
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// bottom face
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YQuad( p1.Y, p1.X, p1.Z + size, p1.X + size, p2.Z - size );
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YQuad( p1.Y, p2.X, p1.Z + size, p2.X - size, p2.Z - size );
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YQuad( p1.Y, p1.X, p1.Z, p2.X, p1.Z + size );
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YQuad( p1.Y, p1.X, p2.Z, p2.X, p2.Z - size );
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// top face
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YQuad( p2.Y, p1.X, p1.Z + size, p1.X + size, p2.Z - size );
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YQuad( p2.Y, p2.X, p1.Z + size, p2.X - size, p2.Z - size );
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YQuad( p2.Y, p1.X, p1.Z, p2.X, p1.Z + size );
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YQuad( p2.Y, p1.X, p2.Z, p2.X, p2.Z - size );
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// left face
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XQuad( p1.X, p1.Z, p1.Y + size, p1.Z + size, p2.Y - size );
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XQuad( p1.X, p2.Z, p1.Y + size, p2.Z - size, p2.Y - size );
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XQuad( p1.X, p1.Z, p1.Y, p2.Z, p1.Y + size );
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XQuad( p1.X, p1.Z, p2.Y, p2.Z, p2.Y - size );
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// right face
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XQuad( p2.X, p1.Z, p1.Y + size, p1.Z + size, p2.Y - size );
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XQuad( p2.X, p2.Z, p1.Y + size, p2.Z - size, p2.Y - size );
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XQuad( p2.X, p1.Z, p1.Y, p2.Z, p1.Y + size );
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XQuad( p2.X, p1.Z, p2.Y, p2.Z, p2.Y - size );
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// front face
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ZQuad( p1.Z, p1.X, p1.Y + size, p1.X + size, p2.Y - size );
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ZQuad( p1.Z, p2.X, p1.Y + size, p2.X - size, p2.Y - size );
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ZQuad( p1.Z, p1.X, p1.Y, p2.X, p1.Y + size );
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ZQuad( p1.Z, p1.X, p2.Y, p2.X, p2.Y - size );
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// back face
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ZQuad( p2.Z, p1.X, p1.Y + size, p1.X + size, p2.Y - size );
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ZQuad( p2.Z, p2.X, p1.Y + size, p2.X - size, p2.Y - size );
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ZQuad( p2.Z, p1.X, p1.Y, p2.X, p1.Y + size );
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ZQuad( p2.Z, p1.X, p2.Y, p2.X, p2.Y - size );
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graphics.SetBatchFormat( VertexFormat.P3fC4b );
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graphics.UpdateDynamicIndexedVb( DrawMode.Triangles, vb, vertices, index, index * 6 / 4 );
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}
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public void Dispose() { graphics.DeleteDynamicVb( vb ); }
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void XQuad( float x, float z1, float y1, float z2, float y2 ) {
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vertices[index++] = new VertexP3fC4b( x, y1, z1, col );
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vertices[index++] = new VertexP3fC4b( x, y2, z1, col );
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vertices[index++] = new VertexP3fC4b( x, y2, z2, col );
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vertices[index++] = new VertexP3fC4b( x, y1, z2, col );
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}
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void ZQuad( float z, float x1, float y1, float x2, float y2 ) {
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vertices[index++] = new VertexP3fC4b( x1, y1, z, col );
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vertices[index++] = new VertexP3fC4b( x1, y2, z, col );
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vertices[index++] = new VertexP3fC4b( x2, y2, z, col );
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vertices[index++] = new VertexP3fC4b( x2, y1, z, col );
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}
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void YQuad( float y, float x1, float z1, float x2, float z2 ) {
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vertices[index++] = new VertexP3fC4b( x1, y, z1, col );
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vertices[index++] = new VertexP3fC4b( x1, y, z2, col );
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vertices[index++] = new VertexP3fC4b( x2, y, z2, col );
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vertices[index++] = new VertexP3fC4b( x2, y, z1, col );
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}
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}
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}
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