Simplify model rendering, add chicken model.

This commit is contained in:
UnknownShadow200 2015-01-04 11:09:04 +11:00
parent 037a8144cc
commit 3ade0d8402
9 changed files with 149 additions and 122 deletions

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@ -113,6 +113,7 @@
<Compile Include="Map.cs" />
<Compile Include="MeshBuilders\ChunkMeshBuilder.cs" />
<Compile Include="MeshBuilders\ChunkMeshBuilderTex2Col4.cs" />
<Compile Include="Model\ChickenModel.cs" />
<Compile Include="Model\CreeperModel.cs" />
<Compile Include="Model\IModel.cs" />
<Compile Include="Model\ModelPart.cs" />

110
Model/ChickenModel.cs Normal file
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@ -0,0 +1,110 @@
using OpenTK;
using System;
using System.Drawing;
using ClassicalSharp.GraphicsAPI;
using ClassicalSharp.Renderers;
namespace ClassicalSharp.Model {
public class ChickenModel : IModel {
ModelSet Set;
public ChickenModel( Game window ) : base( window ) {
vertices = new VertexPos3fTex2fCol4b[6 * 6];
Set = new ModelSet();
Set.Head = MakeHead();
Set.Head2 = MakeHead2(); // TODO: Find a more appropriate name.
Set.Head3 = MakeHead3();
Set.Torso = MakeTorso();
Set.LeftLegFront = MakeLeg( -0.1875f, 0f, -0.125f, -0.0625f );
Set.RightLegFront = MakeLeg( 0f, 0.1875f, 0.0625f, 0.125f );
vertices = null;
DefaultSkinTextureId = graphics.LoadTexture( "chicken.png" );
}
ModelPart MakeHead() {
return MakePart( 0, 0, 3, 6, 4, 3, 4, 6, -0.125f, 0.125f, 0.5625f, 0.9375f, -0.375f, -0.1875f, false );
}
ModelPart MakeHead2() {
return MakePart( 14, 4, 2, 2, 2, 2, 2, 2, -0.0625f, 0.0625f, 0.5625f, 0.6875f, -0.4375f, -0.3125f, false );
}
ModelPart MakeHead3() {
return MakePart( 14, 0, 2, 2, 4, 2, 4, 2, -0.125f, 0.125f, 0.6875f, 0.8125f, -0.5f, -0.375f, false );
}
ModelPart MakeTorso() {
index = 0;
const float x1 = -0.1875f, x2 = 0.1875f, y1 = 0.3125f, y2 = 0.6875f, z1 = -0.25f, z2 = 0.25f;
YPlane( 18, 15, 6, 8, x1, x2, z1, z2, y2, false ); // top
YPlane( 6, 15, 6, 8, x2, x1, z1, z2, y1, false ); // bottom
ZPlane( 6, 9, 6, 6, x2, x1, y1, y2, z1, false ); // front
ZPlane( 12, 9, 6, 6, x2, x1, y2, y1, z2, false ); // back
XPlane( 12, 15, 6, 8, y1, y2, z2, z1, x1, false ); // left
XPlane( 0, 15, 6, 8, y2, y1, z2, z1, x2, false ); // right
// rotate left and right 90 degrees
for( int i = index - 12; i < index; i++ ) {
VertexPos3fTex2fCol4b vertex = vertices[i];
float z = vertex.Z;
vertex.Z = vertex.Y;
vertex.Y = z;
vertices[i] = vertex;
}
return new ModelPart( vertices, 6 * 6, graphics );
}
ModelPart MakeLeg( float x1, float x2, float legX1, float legX2 ) {
index = 0;
const float y1 = 0f, y2 = 0.3125f, z2 = 0.0625f, z1 = -0.125f;
YPlane( 32, 0, 3, 3, x2, x1, z1, z2, y1, false ); // bottom feet
ZPlane( 36, 3, 1, 5, legX1, legX2, y1, y2, z2, false ); // vertical part of leg
return new ModelPart( vertices, 2 * 6, graphics );
}
public override float NameYOffset {
get { return 1.075f; }
}
protected override void DrawPlayerModel( Player player, PlayerRenderer renderer ) {
graphics.Texturing = true;
int texId = DefaultSkinTextureId;
graphics.Bind2DTexture( texId );
graphics.AlphaTest = true;
DrawRotateX( 0, 0.5625f, -0.1875f, -pitch, Set.Head );
DrawRotateX( 0, 0.5625f, -0.1875f, -pitch, Set.Head2 );
DrawRotateX( 0, 0.5625f, -0.1875f, -pitch, Set.Head3 );
Set.Torso.Render();
DrawRotateX( 0, 0.3125f, 0.0625f, leftLegXRot, Set.LeftLegFront );
DrawRotateX( 0, 0.3125f, 0.0625f, rightLegXRot, Set.RightLegFront );
graphics.Texturing = false;
graphics.AlphaTest = false;
Vector3[] vertices = { new Vector3( 0, -2, 0 ), new Vector3( 0, 2, 0 ) };
graphics.DrawVertices( DrawMode.Lines, vertices );
graphics.AlphaTest = true;
graphics.Texturing = true;
}
public override void Dispose() {
Set.Dispose();
graphics.DeleteTexture( DefaultSkinTextureId );
}
class ModelSet {
public ModelPart Head, Head2, Head3, Torso, LeftLegFront, RightLegFront;
public void Dispose() {
RightLegFront.Dispose();
LeftLegFront.Dispose();
Torso.Dispose();
Head.Dispose();
Head2.Dispose();
Head3.Dispose();
}
}
}
}

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@ -39,26 +39,7 @@ namespace ClassicalSharp.Model {
get { return 1.7f; }
}
Vector3 pos;
float yaw, pitch;
float leftLegXRot, rightLegXRot;
public override void RenderModel( Player player, PlayerRenderer renderer ) {
pos = player.Position;
yaw = player.YawDegrees;
pitch = player.PitchDegrees;
leftLegXRot = player.leftLegXRot * 180 / (float)Math.PI;
rightLegXRot = player.rightLegXRot * 180 / (float)Math.PI;
graphics.PushMatrix();
graphics.Translate( pos.X, pos.Y, pos.Z );
graphics.RotateY( -yaw );
DrawPlayerModel( player, renderer );
graphics.PopMatrix();
}
private void DrawPlayerModel( Player player, PlayerRenderer renderer ) {
protected override void DrawPlayerModel( Player player, PlayerRenderer renderer ) {
graphics.Texturing = true;
int texId = DefaultSkinTextureId;
graphics.Bind2DTexture( texId );

View File

@ -17,7 +17,30 @@ namespace ClassicalSharp.Model {
public abstract float NameYOffset { get; }
public abstract void RenderModel( Player player, PlayerRenderer renderer );
protected Vector3 pos;
protected float yaw, pitch;
protected float rightLegXRot, rightArmXRot, rightArmZRot;
protected float leftLegXRot, leftArmXRot, leftArmZRot;
public void RenderModel( Player player, PlayerRenderer renderer ) {
pos = player.Position;
yaw = player.YawDegrees;
pitch = player.PitchDegrees;
leftLegXRot = player.leftLegXRot * 180 / (float)Math.PI;
leftArmXRot = player.leftArmXRot * 180 / (float)Math.PI;
leftArmZRot = player.leftArmZRot * 180 / (float)Math.PI;
rightLegXRot = player.rightLegXRot * 180 / (float)Math.PI;
rightArmXRot = player.rightArmXRot * 180 / (float)Math.PI;
rightArmZRot = player.rightArmZRot * 180 / (float)Math.PI;
graphics.PushMatrix();
graphics.Translate( pos.X, pos.Y, pos.Z );
graphics.RotateY( -yaw );
DrawPlayerModel( player, renderer );
graphics.PopMatrix();
}
protected abstract void DrawPlayerModel( Player player, PlayerRenderer renderer );
public abstract void Dispose();
@ -36,7 +59,7 @@ namespace ClassicalSharp.Model {
ZPlane( x + sidesW + bodyW + sidesW, y + endsH, bodyW, bodyH, x1, x2, y1, y2, z2, _64x64 ); // back
XPlane( x + sidesW + bodyW, y + endsH, sidesW, sidesH, z1, z2, y1, y2, x1, _64x64 ); // left
XPlane( x, y + endsH, sidesW, sidesH, z2, z1, y1, y2, x2, _64x64 ); // right
return new ModelPart( vertices, graphics );
return new ModelPart( vertices, 6 * 6, graphics );
}
protected static TextureRectangle SkinTexCoords( int x, int y, int width, int height, float skinWidth, float skinHeight ) {

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@ -9,10 +9,10 @@ namespace ClassicalSharp {
public int Count;
public IGraphicsApi Graphics;
public ModelPart( VertexPos3fTex2fCol4b[] vertices, IGraphicsApi graphics ) {
Count = vertices.Length;
public ModelPart( VertexPos3fTex2fCol4b[] vertices, int count, IGraphicsApi graphics ) {
Count = count;
Graphics = graphics;
VbId = Graphics.InitVb( vertices, DrawMode.Triangles, VertexFormat.VertexPos3fTex2fCol4b );
VbId = Graphics.InitVb( vertices, DrawMode.Triangles, VertexFormat.VertexPos3fTex2fCol4b, count );
}
public void Render() {

View File

@ -35,7 +35,7 @@ namespace ClassicalSharp.Model {
YPlane( 54, 16, 10, 16, x1, x2, z1, z2, y2, false ); // top
YPlane( 36, 16, 10, 16, x2, x1, z1, z2, y1, false ); // bottom
ZPlane( 36, 8, 10, 8, x2, x1, y1, y2, z1, false ); // front
ZPlane( 46, 8, 10, 8, x1, x2, y1, y2, z2, false ); // back
ZPlane( 46, 8, 10, 8, x2, x1, y2, y1, z2, false ); // back
XPlane( 46, 16, 8, 16, y1, y2, z2, z1, x1, false ); // left
XPlane( 28, 16, 8, 16, y2, y1, z2, z1, x2, false ); // right
// rotate left and right 90 degrees
@ -46,7 +46,7 @@ namespace ClassicalSharp.Model {
vertex.Y = z;
vertices[i] = vertex;
}
return new ModelPart( vertices, graphics );
return new ModelPart( vertices, 6 * 6, graphics );
}
ModelPart MakeLeg( float x1, float x2, float z1, float z2 ) {
@ -57,26 +57,7 @@ namespace ClassicalSharp.Model {
get { return 1.075f; }
}
Vector3 pos;
float yaw, pitch;
float leftLegXRot, rightLegXRot;
public override void RenderModel( Player player, PlayerRenderer renderer ) {
pos = player.Position;
yaw = player.YawDegrees;
pitch = player.PitchDegrees;
leftLegXRot = player.leftLegXRot * 180 / (float)Math.PI;
rightLegXRot = player.rightLegXRot * 180 / (float)Math.PI;
graphics.PushMatrix();
graphics.Translate( pos.X, pos.Y, pos.Z );
graphics.RotateY( -yaw );
DrawPlayerModel( player, renderer );
graphics.PopMatrix();
}
private void DrawPlayerModel( Player player, PlayerRenderer renderer ) {
protected override void DrawPlayerModel( Player player, PlayerRenderer renderer ) {
graphics.Texturing = true;
int texId = DefaultSkinTextureId;
graphics.Bind2DTexture( texId );

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@ -77,41 +77,16 @@ namespace ClassicalSharp.Model {
get { return 2.1375f; }
}
Vector3 pos;
float yaw, pitch;
ModelSet model;
float rightLegXRot, rightArmXRot, rightArmZRot;
float leftLegXRot, leftArmXRot, leftArmZRot;
public override void RenderModel( Player player, PlayerRenderer renderer ) {
pos = player.Position;
yaw = player.YawDegrees;
pitch = player.PitchDegrees;
leftLegXRot = player.leftLegXRot * 180 / (float)Math.PI;
leftArmXRot = player.leftArmXRot * 180 / (float)Math.PI;
leftArmZRot = player.leftArmZRot * 180 / (float)Math.PI;
rightLegXRot = player.rightLegXRot * 180 / (float)Math.PI;
rightArmXRot = player.rightArmXRot * 180 / (float)Math.PI;
rightArmZRot = player.rightArmZRot * 180 / (float)Math.PI;
protected override void DrawPlayerModel( Player player, PlayerRenderer renderer ) {
graphics.Texturing = true;
int texId = renderer.TextureId <= 0 ? DefaultSkinTextureId : renderer.TextureId;
graphics.Bind2DTexture( texId );
model = Set64x32;
SkinType skinType = player.SkinType;
if( skinType == SkinType.Type64x64 ) model = Set64x64;
else if( skinType == SkinType.Type64x64Slim ) model = Set64x64Slim;
graphics.PushMatrix();
graphics.Translate( pos.X, pos.Y, pos.Z );
graphics.RotateY( -yaw );
DrawPlayerModel( player, renderer );
graphics.PopMatrix();
}
private void DrawPlayerModel( Player player, PlayerRenderer renderer ) {
graphics.Texturing = true;
int texId = renderer.TextureId <= 0 ? DefaultSkinTextureId : renderer.TextureId;
graphics.Bind2DTexture( texId );
DrawRotateX( 0, 1.5f, 0, -pitch, model.Head );
model.Torso.Render();
DrawRotateX( 0, 0.75f, 0, leftLegXRot, model.LeftLeg );

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@ -51,29 +51,7 @@ namespace ClassicalSharp.Model {
get { return 2.075f; }
}
Vector3 pos;
float yaw, pitch;
float rightLegXRot, rightArmZRot;
float leftLegXRot, leftArmZRot;
public override void RenderModel( Player player, PlayerRenderer renderer ) {
pos = player.Position;
yaw = player.YawDegrees;
pitch = player.PitchDegrees;
leftLegXRot = player.leftLegXRot * 180 / (float)Math.PI;
leftArmZRot = player.leftArmZRot * 180 / (float)Math.PI;
rightLegXRot = player.rightLegXRot * 180 / (float)Math.PI;
rightArmZRot = player.rightArmZRot * 180 / (float)Math.PI;
graphics.PushMatrix();
graphics.Translate( pos.X, pos.Y, pos.Z );
graphics.RotateY( -yaw );
DrawPlayerModel( player, renderer );
graphics.PopMatrix();
}
private void DrawPlayerModel( Player player, PlayerRenderer renderer ) {
protected override void DrawPlayerModel( Player player, PlayerRenderer renderer ) {
graphics.Texturing = true;
graphics.AlphaTest = true;
int texId = DefaultSkinTextureId;

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@ -51,29 +51,7 @@ namespace ClassicalSharp.Model {
get { return 2.075f; }
}
Vector3 pos;
float yaw, pitch;
float rightLegXRot, rightArmZRot;
float leftLegXRot, leftArmZRot;
public override void RenderModel( Player player, PlayerRenderer renderer ) {
pos = player.Position;
yaw = player.YawDegrees;
pitch = player.PitchDegrees;
leftLegXRot = player.leftLegXRot * 180 / (float)Math.PI;
leftArmZRot = player.leftArmZRot * 180 / (float)Math.PI;
rightLegXRot = player.rightLegXRot * 180 / (float)Math.PI;
rightArmZRot = player.rightArmZRot * 180 / (float)Math.PI;
graphics.PushMatrix();
graphics.Translate( pos.X, pos.Y, pos.Z );
graphics.RotateY( -yaw );
DrawPlayerModel( player, renderer );
graphics.PopMatrix();
}
private void DrawPlayerModel( Player player, PlayerRenderer renderer ) {
protected override void DrawPlayerModel( Player player, PlayerRenderer renderer ) {
graphics.Texturing = true;
int texId = DefaultSkinTextureId;
graphics.Bind2DTexture( texId );