Fix sprite mirrroring not being used for block models (thanks goodlyay), closes #195.

This commit is contained in:
UnknownShadow200 2016-05-12 23:53:12 +10:00
parent e7410673e9
commit 03fab9182e

View File

@ -68,7 +68,7 @@ namespace ClassicalSharp.Model {
// TODO: using 'is' is ugly, but means we can avoid creating
// a string every single time held block changes.
if( p is FakePlayer ) {
col = game.World.IsLit( game.LocalPlayer.EyePosition )
col = game.World.IsLit( game.LocalPlayer.EyePosition )
? game.World.Env.Sunlight : game.World.Env.Shadowlight;
col = FastColour.Scale( col, 0.8f );
block = ((FakePlayer)p).Block;
@ -83,11 +83,15 @@ namespace ClassicalSharp.Model {
bool sprite = game.BlockInfo.IsSprite[block];
if( sprite ) {
SpriteXQuad( Side.Right, false );
SpriteZQuad( Side.Back, false );
SpriteXQuad( Side.Right, false, false );
SpriteXQuad( Side.Right, false, true );
SpriteZQuad( Side.Back, false, false );
SpriteZQuad( Side.Back, false, true );
SpriteZQuad( Side.Back, true );
SpriteXQuad( Side.Right, true );
SpriteZQuad( Side.Back, true, false );
SpriteZQuad( Side.Back, true, true );
SpriteXQuad( Side.Right, true, false );
SpriteXQuad( Side.Right, true, true );
} else {
YQuad( 0, Side.Bottom, FastColour.ShadeYBottom );
XQuad( maxBB.X - 0.5f, Side.Right, true, FastColour.ShadeX );
@ -102,9 +106,9 @@ namespace ClassicalSharp.Model {
graphics.BindTexture( lastTexId );
TransformVertices();
//if( sprite ) graphics.FaceCulling = true;
if( sprite ) graphics.FaceCulling = true;
graphics.UpdateDynamicIndexedVb( DrawMode.Triangles, cache.vb, cache.vertices, index, index * 6 / 4 );
//if( sprite ) graphics.FaceCulling = false;
if( sprite ) graphics.FaceCulling = false;
}
void YQuad( float y, int side, float shade ) {
@ -160,7 +164,7 @@ namespace ClassicalSharp.Model {
cache.vertices[index++] = new VertexP3fT2fC4b( x, 0, maxBB.Z - 0.5f, rec.U2, rec.V1, col );
}
void SpriteZQuad( int side, bool firstPart ) {
void SpriteZQuad( int side, bool firstPart, bool mirror ) {
int texId = game.BlockInfo.GetTextureLoc( block, side ), texIndex = 0;
TextureRec rec = atlas.GetTexRec( texId, 1, out texIndex );
FlushIfNotSame( texIndex );
@ -168,11 +172,13 @@ namespace ClassicalSharp.Model {
rec.V2 = rec.V1 + height * atlas.invElementSize * (15.99f/16f);
FastColour col = bright ? FastColour.White : this.col;
float p1, p2;
if( firstPart ) { // Need to break into two quads for when drawing a sprite model in hand.
rec.U1 = 0.5f; p1 = -5.5f/16; p2 = 0.0f/16;
float p1 = 0, p2 = 0;
if( firstPart ) { // Need to break into two quads for when drawing a sprite model in hand.
if( mirror ) { rec.U1 = 0.5f; p1 = -5.5f/16; }
else { rec.U2 = 0.5f; p2 = -5.5f/16; }
} else {
rec.U2 = 0.5f; p1 = 0.0f/16; p2 = 5.5f/16;
if( mirror ) { rec.U2 = 0.5f; p2 = 5.5f/16; }
else { rec.U1 = 0.5f; p1 = 5.5f/16; }
}
cache.vertices[index++] = new VertexP3fT2fC4b( p1, 0, p1, rec.U2, rec.V2, col );
@ -181,7 +187,7 @@ namespace ClassicalSharp.Model {
cache.vertices[index++] = new VertexP3fT2fC4b( p2, 0, p2, rec.U1, rec.V2, col );
}
void SpriteXQuad( int side, bool firstPart ) {
void SpriteXQuad( int side, bool firstPart, bool mirror ) {
int texId = game.BlockInfo.GetTextureLoc( block, side ), texIndex = 0;
TextureRec rec = atlas.GetTexRec( texId, 1, out texIndex );
FlushIfNotSame( texIndex );
@ -189,13 +195,13 @@ namespace ClassicalSharp.Model {
rec.V2 = rec.V1 + height * atlas.invElementSize * (15.99f/16f);
FastColour col = bright ? FastColour.White : this.col;
float x1, x2, z1, z2;
float x1 = 0, x2 = 0, z1 = 0, z2 = 0;
if( firstPart ) {
rec.U1 = 0.5f; rec.U2 = 1f; x1 = -5.5f/16;
x2 = 0.0f/16; z1 = 5.5f/16; z2 = 0.0f/16;
if( mirror ) { rec.U2 = 0.5f; x2 = -5.5f/16; z2 = 5.5f/16; }
else { rec.U1 = 0.5f; x1 = -5.5f/16; z1 = 5.5f/16; }
} else {
rec.U1 = 0f; rec.U2 = 0.5f; x1 = 0.0f/16;
x2 = 5.5f/16; z1 = 0.0f/16; z2 = -5.5f/16;
if( mirror ) { rec.U1 = 0.5f; x1 = 5.5f/16; z1 = -5.5f/16; }
else { rec.U2 = 0.5f; x2 = 5.5f/16; z2 = -5.5f/16; }
}
cache.vertices[index++] = new VertexP3fT2fC4b( x1, 0, z1, rec.U2, rec.V2, col );