BlockModel and block in hand can now use non-0 minX/Z and non-1 maxX/Z.

This commit is contained in:
UnknownShadow200 2015-12-23 16:31:15 +11:00
parent 6fb700ae8f
commit 10c3733533

View File

@ -8,9 +8,9 @@ namespace ClassicalSharp.Model {
public class BlockModel : IModel {
byte block = (byte)Block.Air;
float blockHeight;
float height;
TerrainAtlas1D atlas;
const float extent = 0.5f, adjust = 0.75f/16f;
const float adjust = 0.75f/16f;
bool bright;
Vector3 minBB, maxBB;
@ -22,7 +22,7 @@ namespace ClassicalSharp.Model {
}
public override float NameYOffset {
get { return blockHeight + 0.075f; }
get { return height + 0.075f; }
}
public override float GetEyeY( Player player ) {
@ -41,15 +41,15 @@ namespace ClassicalSharp.Model {
public void CalcState( byte block ) {
if( block == 0 ) {
blockHeight = 1;
bright = false;
minBB = Vector3.Zero;
maxBB = Vector3.One;
maxBB = Vector3.One;
height = 1;
} else {
blockHeight = game.BlockInfo.Height[block];
bright = game.BlockInfo.FullBright[block];
minBB = game.BlockInfo.MinBB[block];
maxBB = game.BlockInfo.MaxBB[block];
height = maxBB.Y - minBB.Y;
}
}
@ -67,7 +67,7 @@ namespace ClassicalSharp.Model {
}
CalcState( block );
if( block == 0 )
if( block == 0 )
return;
lastTexId = -1;
atlas = game.TerrainAtlas1D;
@ -79,13 +79,13 @@ namespace ClassicalSharp.Model {
SpriteXQuad( TileSide.Right, false );
SpriteZQuad( TileSide.Back, true );
} else {
YQuad( 0f, TileSide.Bottom, FastColour.ShadeYBottom );
XQuad( extent, TileSide.Left, -extent, extent, true, FastColour.ShadeX );
ZQuad( -extent, TileSide.Front, -extent, extent, true, FastColour.ShadeZ );
YQuad( 0, TileSide.Bottom, FastColour.ShadeYBottom );
XQuad( maxBB.X - 0.5f, TileSide.Right, true, FastColour.ShadeX );
ZQuad( minBB.Z - 0.5f, TileSide.Front, true, FastColour.ShadeZ );
ZQuad( extent, TileSide.Back, -extent, extent, false, FastColour.ShadeZ );
YQuad( blockHeight, TileSide.Top, 1.0f );
XQuad( -extent, TileSide.Right, -extent, extent, true, FastColour.ShadeX );
ZQuad( maxBB.Z - 0.5f, TileSide.Back, false, FastColour.ShadeZ );
YQuad( height, TileSide.Top, 1.0f );
XQuad( minBB.X - 0.5f, TileSide.Left, false, FastColour.ShadeX );
}
if( index > 0 ) {
@ -101,50 +101,59 @@ namespace ClassicalSharp.Model {
FlushIfNotSame( texIndex );
FastColour col = bright ? FastColour.White : FastColour.Scale( this.col, shade );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( -extent, y, -extent, rec.U1, rec.V1, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( extent, y, -extent, rec.U2, rec.V1, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( extent, y, extent, rec.U2, rec.V2, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( -extent, y, extent, rec.U1, rec.V2, col );
float vOrigin = rec.V1;
rec.U1 = minBB.X; rec.U2 = maxBB.X;
rec.V1 = vOrigin + minBB.Z * atlas.invElementSize;
rec.V2 = vOrigin + maxBB.Z * atlas.invElementSize * 15.99f/16f;
cache.vertices[index++] = new VertexPos3fTex2fCol4b( minBB.X - 0.5f, y, minBB.Z - 0.5f, rec.U1, rec.V1, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( maxBB.X - 0.5f, y, minBB.Z - 0.5f, rec.U2, rec.V1, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( maxBB.X - 0.5f, y, maxBB.Z - 0.5f, rec.U2, rec.V2, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( minBB.X - 0.5f, y, maxBB.Z - 0.5f, rec.U1, rec.V2, col );
}
void ZQuad( float z, int side, float x1, float x2, bool swapU, float shade ) {
void ZQuad( float z, int side, bool swapU, float shade ) {
int texId = game.BlockInfo.GetTextureLoc( block, side ), texIndex = 0;
TextureRec rec = atlas.GetTexRec( texId, 1, out texIndex );
FlushIfNotSame( texIndex );
FastColour col = bright ? FastColour.White : FastColour.Scale( this.col, shade );
if( blockHeight != 1 )
rec.V2 = rec.V1 + blockHeight * atlas.invElementSize * (15.99f/16f);
float vOrigin = rec.V1;
rec.U1 = minBB.X; rec.U2 = maxBB.X;
rec.V1 = vOrigin + minBB.Y * atlas.invElementSize;
rec.V2 = vOrigin + maxBB.Y * atlas.invElementSize * 15.99f/16f;
if( swapU ) rec.SwapU();
cache.vertices[index++] = new VertexPos3fTex2fCol4b( x1, 0f, z, rec.U1, rec.V2, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( x1, blockHeight, z, rec.U1, rec.V1, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( x2, blockHeight, z, rec.U2, rec.V1, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( x2, 0f, z, rec.U2, rec.V2, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( minBB.X - 0.5f, 0, z, rec.U1, rec.V2, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( minBB.X - 0.5f, height, z, rec.U1, rec.V1, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( maxBB.X - 0.5f, height, z, rec.U2, rec.V1, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( maxBB.X - 0.5f, 0, z, rec.U2, rec.V2, col );
}
void XQuad( float x, int side, float z1, float z2, bool swapU, float shade ) {
void XQuad( float x, int side, bool swapU, float shade ) {
int texId = game.BlockInfo.GetTextureLoc( block, side ), texIndex = 0;
TextureRec rec = atlas.GetTexRec( texId, 1, out texIndex );
FlushIfNotSame( texIndex );
FastColour col = bright ? FastColour.White : FastColour.Scale( this.col, shade );
if( blockHeight != 1 )
rec.V2 = rec.V1 + blockHeight * atlas.invElementSize * (15.99f/16f);
float vOrigin = rec.V1;
rec.U1 = minBB.Z; rec.U2 = maxBB.Z;
rec.V1 = vOrigin + minBB.Y * atlas.invElementSize;
rec.V2 = vOrigin + maxBB.Y * atlas.invElementSize * 15.99f/16f;
if( swapU ) rec.SwapU();
cache.vertices[index++] = new VertexPos3fTex2fCol4b( x, 0f, z1, rec.U1, rec.V2, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( x, blockHeight, z1, rec.U1, rec.V1, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( x, blockHeight, z2, rec.U2, rec.V1, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( x, 0f, z2, rec.U2, rec.V2, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( x, 0, minBB.Z - 0.5f, rec.U1, rec.V2, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( x, height, minBB.Z - 0.5f, rec.U1, rec.V1, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( x, height, maxBB.Z - 0.5f, rec.U2, rec.V1, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( x, 0, maxBB.Z - 0.5f, rec.U2, rec.V2, col );
}
void SpriteZQuad( int side, bool firstPart ) {
int texId = game.BlockInfo.GetTextureLoc( block, side ), texIndex = 0;
TextureRec rec = atlas.GetTexRec( texId, 1, out texIndex );
FlushIfNotSame( texIndex );
if( blockHeight != 1 )
rec.V2 = rec.V1 + blockHeight * atlas.invElementSize * (15.99f/16f);
if( height != 1 )
rec.V2 = rec.V1 + height * atlas.invElementSize * (15.99f/16f);
FastColour col = bright ? FastColour.White : this.col;
float p1, p2;
@ -153,18 +162,18 @@ namespace ClassicalSharp.Model {
} else {
rec.U2 = 0.5f; p1 = 0.0f/16; p2 = 5.5f/16;
}
cache.vertices[index++] = new VertexPos3fTex2fCol4b( p1, 0f, p1, rec.U2, rec.V2, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( p1, blockHeight, p1, rec.U2, rec.V1, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( p2, blockHeight, p2, rec.U1, rec.V1, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( p2, 0f, p2, rec.U1, rec.V2, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( p1, 0, p1, rec.U2, rec.V2, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( p1, height, p1, rec.U2, rec.V1, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( p2, height, p2, rec.U1, rec.V1, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( p2, 0, p2, rec.U1, rec.V2, col );
}
void SpriteXQuad( int side, bool firstPart ) { // dis is broken
int texId = game.BlockInfo.GetTextureLoc( block, side ), texIndex = 0;
TextureRec rec = atlas.GetTexRec( texId, 1, out texIndex );
FlushIfNotSame( texIndex );
if( blockHeight != 1 )
rec.V2 = rec.V1 + blockHeight * atlas.invElementSize * (15.99f/16f);
if( height != 1 )
rec.V2 = rec.V1 + height * atlas.invElementSize * (15.99f/16f);
FastColour col = bright ? FastColour.White : this.col;
float x1, x2, z1, z2;
@ -176,10 +185,10 @@ namespace ClassicalSharp.Model {
x2 = 5.5f/16; z1 = 0.0f/16; z2 = -5.5f/16;
}
cache.vertices[index++] = new VertexPos3fTex2fCol4b( x1, 0f, z1, rec.U1, rec.V2, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( x1, blockHeight, z1, rec.U1, rec.V1, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( x2, blockHeight, z2, rec.U2, rec.V1, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( x2, 0f, z2, rec.U2, rec.V2, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( x1, 0, z1, rec.U1, rec.V2, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( x1, height, z1, rec.U1, rec.V1, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( x2, height, z2, rec.U2, rec.V1, col );
cache.vertices[index++] = new VertexPos3fTex2fCol4b( x2, 0, z2, rec.U2, rec.V2, col );
}
void FlushIfNotSame( int texIndex ) {