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65 lines
No EOL
1.9 KiB
C#
65 lines
No EOL
1.9 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 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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Texture nameTexture;
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float nameWidth, nameHeight;
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public int PlayerTextureId = -1, MobTextureId = -1;
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int nameTextureId = -1;
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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.ID;
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}
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}
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public void Dispose() {
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Graphics.DeleteTexture( ref PlayerTextureId );
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Graphics.DeleteTexture( ref nameTextureId );
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}
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public void Render( double deltaTime ) {
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pos = Player.Position;
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Player.Model.RenderModel( Player, this );
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DrawName();
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}
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const float nameScale = 50f;
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private void DrawName() {
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Graphics.PushMatrix();
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Graphics.Translate( pos.X, pos.Y + Player.Model.NameYOffset, pos.Z );
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// Do this to always have names facing the player
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float yaw = Window.LocalPlayer.YawDegrees;
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Graphics.RotateY( 0f - yaw );
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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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Graphics.Scale( 1 / nameScale, -1 / nameScale, 1 / nameScale ); // -y to flip text
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Graphics.Translate( -nameWidth / 2f, -nameHeight, 0f );
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nameTexture.Render( Graphics );
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Graphics.PopMatrix();
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Graphics.Texturing = false;
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Graphics.AlphaTest = false;
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}
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}
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} |