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Respect whether a block is 'full bright' for block models.
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59d0b2da74
commit
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@ -88,7 +88,7 @@ namespace ClassicalSharp {
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fontSize = (int)(14 * game.GuiScale);
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fontSize = (int)(14 * game.GuiScale);
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Utils.Clamp( ref fontSize, 8, 60 );
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Utils.Clamp( ref fontSize, 8, 60 );
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announcementFont = new Font( "Arial", fontSize );
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announcementFont = new Font( "Arial", fontSize );
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blockSize = (int)(40 * game.GuiScale);
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blockSize = (int)(23 * 2 * game.GuiScale);
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textInput = new TextInputWidget( game, chatFont, chatInputFont );
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textInput = new TextInputWidget( game, chatFont, chatInputFont );
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textInput.YOffset = blockSize + 5;
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textInput.YOffset = blockSize + 5;
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@ -182,7 +182,7 @@ namespace ClassicalSharp {
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public override void OnResize( int oldWidth, int oldHeight, int width, int height ) {
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public override void OnResize( int oldWidth, int oldHeight, int width, int height ) {
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announcementTex.X1 += (width - oldWidth) / 2;
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announcementTex.X1 += (width - oldWidth) / 2;
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announcementTex.Y1 += (height - oldHeight) / 2;
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announcementTex.Y1 += (height - oldHeight) / 2;
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blockSize = (int)(40 * game.GuiScale);
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blockSize = (int)(23 * 2 * game.GuiScale);
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textInput.YOffset = blockSize + 5;
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textInput.YOffset = blockSize + 5;
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bottomRight.YOffset = blockSize * 3 / 2;
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bottomRight.YOffset = blockSize * 3 / 2;
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@ -11,6 +11,7 @@ namespace ClassicalSharp.Model {
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float blockHeight;
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float blockHeight;
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TerrainAtlas1D atlas;
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TerrainAtlas1D atlas;
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const float adjust = 0.1f, extent = 0.5f;
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const float adjust = 0.1f, extent = 0.5f;
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bool bright;
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public BlockModel( Game game ) : base( game ) {
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public BlockModel( Game game ) : base( game ) {
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}
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}
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@ -55,6 +56,7 @@ namespace ClassicalSharp.Model {
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lastTexId = -1;
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lastTexId = -1;
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blockHeight = game.BlockInfo.Height[block];
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blockHeight = game.BlockInfo.Height[block];
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atlas = game.TerrainAtlas1D;
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atlas = game.TerrainAtlas1D;
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bright = game.BlockInfo.FullBright[block];
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if( game.BlockInfo.IsSprite[block] ) {
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if( game.BlockInfo.IsSprite[block] ) {
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SpriteXQuad( TileSide.Right, true );
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SpriteXQuad( TileSide.Right, true );
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@ -83,7 +85,7 @@ namespace ClassicalSharp.Model {
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int texId = game.BlockInfo.GetTextureLoc( block, side ), texIndex = 0;
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int texId = game.BlockInfo.GetTextureLoc( block, side ), texIndex = 0;
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TextureRec rec = atlas.GetTexRec( texId, 1, out texIndex );
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TextureRec rec = atlas.GetTexRec( texId, 1, out texIndex );
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FlushIfNotSame( texIndex );
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FlushIfNotSame( texIndex );
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FastColour col = FastColour.Scale( this.col, shade );
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FastColour col = bright ? FastColour.White : FastColour.Scale( this.col, shade );
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cache.vertices[index++] = new VertexPos3fTex2fCol4b( -extent, y, -extent, rec.U1, rec.V1, col );
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cache.vertices[index++] = new VertexPos3fTex2fCol4b( -extent, y, -extent, rec.U1, rec.V1, col );
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cache.vertices[index++] = new VertexPos3fTex2fCol4b( extent, y, -extent, rec.U2, rec.V1, col );
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cache.vertices[index++] = new VertexPos3fTex2fCol4b( extent, y, -extent, rec.U2, rec.V1, col );
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@ -95,7 +97,7 @@ namespace ClassicalSharp.Model {
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int texId = game.BlockInfo.GetTextureLoc( block, side ), texIndex = 0;
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int texId = game.BlockInfo.GetTextureLoc( block, side ), texIndex = 0;
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TextureRec rec = atlas.GetTexRec( texId, 1, out texIndex );
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TextureRec rec = atlas.GetTexRec( texId, 1, out texIndex );
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FlushIfNotSame( texIndex );
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FlushIfNotSame( texIndex );
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FastColour col = FastColour.Scale( this.col, shade );
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FastColour col = bright ? FastColour.White : FastColour.Scale( this.col, shade );
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if( blockHeight != 1 )
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if( blockHeight != 1 )
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rec.V2 = rec.V1 + blockHeight * atlas.invElementSize * (15.99f/16f);
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rec.V2 = rec.V1 + blockHeight * atlas.invElementSize * (15.99f/16f);
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@ -111,7 +113,7 @@ namespace ClassicalSharp.Model {
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int texId = game.BlockInfo.GetTextureLoc( block, side ), texIndex = 0;
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int texId = game.BlockInfo.GetTextureLoc( block, side ), texIndex = 0;
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TextureRec rec = atlas.GetTexRec( texId, 1, out texIndex );
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TextureRec rec = atlas.GetTexRec( texId, 1, out texIndex );
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FlushIfNotSame( texIndex );
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FlushIfNotSame( texIndex );
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FastColour col = FastColour.Scale( this.col, shade );
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FastColour col = bright ? FastColour.White : FastColour.Scale( this.col, shade );
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if( blockHeight != 1 )
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if( blockHeight != 1 )
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rec.V2 = rec.V1 + blockHeight * atlas.invElementSize * (15.99f/16f);
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rec.V2 = rec.V1 + blockHeight * atlas.invElementSize * (15.99f/16f);
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@ -129,6 +131,7 @@ namespace ClassicalSharp.Model {
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FlushIfNotSame( texIndex );
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FlushIfNotSame( texIndex );
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if( blockHeight != 1 )
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if( blockHeight != 1 )
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rec.V2 = rec.V1 + blockHeight * atlas.invElementSize * (15.99f/16f);
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rec.V2 = rec.V1 + blockHeight * atlas.invElementSize * (15.99f/16f);
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FastColour col = bright ? FastColour.White : this.col;
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float p1, p2;
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float p1, p2;
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if( firstPart ) { // Need to break into two quads for when drawing a sprite model in hand.
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if( firstPart ) { // Need to break into two quads for when drawing a sprite model in hand.
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@ -148,6 +151,7 @@ namespace ClassicalSharp.Model {
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FlushIfNotSame( texIndex );
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FlushIfNotSame( texIndex );
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if( blockHeight != 1 )
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if( blockHeight != 1 )
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rec.V2 = rec.V1 + blockHeight * atlas.invElementSize * (15.99f/16f);
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rec.V2 = rec.V1 + blockHeight * atlas.invElementSize * (15.99f/16f);
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FastColour col = bright ? FastColour.White : this.col;
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float x1, x2, z1, z2;
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float x1, x2, z1, z2;
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if( firstPart ) {
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if( firstPart ) {
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