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https://github.com/ClassiCube/ClassiCube.git
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Inline performance hotspots.
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@ -1,440 +1,448 @@
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// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
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#if !USE_DX && !ANDROID
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using System;
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using System.Drawing;
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using System.Drawing.Imaging;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using BmpPixelFormat = System.Drawing.Imaging.PixelFormat;
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using GlPixelFormat = OpenTK.Graphics.OpenGL.PixelFormat;
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namespace ClassicalSharp.GraphicsAPI {
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/// <summary> Implements IGraphicsAPI using OpenGL 1.5,
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/// or 1.2 with the GL_ARB_vertex_buffer_object extension. </summary>
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public unsafe class OpenGLApi : IGraphicsApi {
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BeginMode[] modeMappings;
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public OpenGLApi() {
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InitFields();
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int texDims;
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GL.GetIntegerv( GetPName.MaxTextureSize, &texDims );
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texDimensions = texDims;
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CheckVboSupport();
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base.InitDynamicBuffers();
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setupBatchFuncCol4b = SetupVbPos3fCol4b;
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setupBatchFuncTex2fCol4b = SetupVbPos3fTex2fCol4b;
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GL.EnableClientState( ArrayCap.VertexArray );
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GL.EnableClientState( ArrayCap.ColorArray );
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}
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void CheckVboSupport() {
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string extensions = new String( (sbyte*)GL.GetString( StringName.Extensions ) );
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string version = new String( (sbyte*)GL.GetString( StringName.Version ) );
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int major = (int)(version[0] - '0'); // x.y. (and so forth)
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int minor = (int)(version[2] - '0');
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if( (major > 1) || (major == 1 && minor >= 5) ) return; // Supported in core since 1.5
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Utils.LogDebug( "Using ARB vertex buffer objects" );
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if( !extensions.Contains( "GL_ARB_vertex_buffer_object" ) ) {
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ErrorHandler.LogError( "OpenGL VBO support check",
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"Driver does not support OpenGL VBOs, which are required for the OpenGL build." +
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Environment.NewLine + "You may need to install and/or update video card drivers." +
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Environment.NewLine + "Alternatively, you can download the Direct3D 9 build." );
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throw new InvalidOperationException( "VBO support required for OpenGL build" );
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}
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GL.UseArbVboAddresses();
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}
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public override bool AlphaTest { set { Toggle( EnableCap.AlphaTest, value ); } }
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public override bool AlphaBlending { set { Toggle( EnableCap.Blend, value ); } }
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Compare[] compareFuncs;
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public override void AlphaTestFunc( CompareFunc func, float value ) {
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GL.AlphaFunc( compareFuncs[(int)func], value );
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}
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BlendingFactor[] blendFuncs;
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public override void AlphaBlendFunc( BlendFunc srcFunc, BlendFunc dstFunc ) {
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GL.BlendFunc( blendFuncs[(int)srcFunc], blendFuncs[(int)dstFunc] );
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}
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public override bool Fog { set { Toggle( EnableCap.Fog, value ); } }
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FastColour lastFogCol = FastColour.Black;
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public override void SetFogColour( FastColour col ) {
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if( col != lastFogCol ) {
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Vector4 colRGBA = new Vector4( col.R / 255f, col.G / 255f, col.B / 255f, col.A / 255f );
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GL.Fogfv( FogParameter.FogColor, &colRGBA.X );
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lastFogCol = col;
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}
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}
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float lastFogStart = -1, lastFogEnd = -1, lastFogDensity = -1;
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public override void SetFogDensity( float value ) {
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FogParam( FogParameter.FogDensity, value, ref lastFogDensity );
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}
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public override void SetFogStart( float value ) {
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FogParam( FogParameter.FogStart, value, ref lastFogStart );
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}
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public override void SetFogEnd( float value ) {
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FogParam( FogParameter.FogEnd, value, ref lastFogEnd );
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}
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static void FogParam( FogParameter param, float value, ref float last ) {
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if( value != last ) {
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GL.Fogf( param, value );
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last = value;
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}
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}
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Fog lastFogMode = (Fog)999;
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FogMode[] fogModes;
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public override void SetFogMode( Fog mode ) {
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if( mode != lastFogMode ) {
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GL.Fogi( FogParameter.FogMode, (int)fogModes[(int)mode] );
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lastFogMode = mode;
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}
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}
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public override bool FaceCulling {
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set {
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if( value ) GL.Enable( EnableCap.CullFace );
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else GL.Disable( EnableCap.CullFace );
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}
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}
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public override void Clear() {
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GL.Clear( ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit );
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}
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FastColour lastClearCol;
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public override void ClearColour( FastColour col ) {
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if( col != lastClearCol ) {
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GL.ClearColor( col.R / 255f, col.G / 255f, col.B / 255f, col.A / 255f );
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lastClearCol = col;
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}
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}
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public override bool ColourWrite { set { GL.ColorMask( value, value, value, value ); } }
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public override void DepthTestFunc( CompareFunc func ) {
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GL.DepthFunc( compareFuncs[(int)func] );
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}
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public override bool DepthTest { set { Toggle( EnableCap.DepthTest, value ); } }
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public override bool DepthWrite { set { GL.DepthMask( value ); } }
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public override bool AlphaArgBlend { set { } }
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#region Texturing
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int texDimensions;
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public override int MaxTextureDimensions { get { return texDimensions; } }
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public override bool Texturing { set { Toggle( EnableCap.Texture2D, value ); } }
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public override int CreateTexture( int width, int height, IntPtr scan0 ) {
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if( !Utils.IsPowerOf2( width ) || !Utils.IsPowerOf2( height ) )
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Utils.LogDebug( "Creating a non power of two texture." );
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int texId = 0;
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GL.GenTextures( 1, &texId );
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GL.BindTexture( TextureTarget.Texture2D, texId );
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GL.TexParameteri( TextureTarget.Texture2D, TextureParameterName.MinFilter, (int)TextureFilter.Nearest );
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GL.TexParameteri( TextureTarget.Texture2D, TextureParameterName.MagFilter, (int)TextureFilter.Nearest );
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GL.TexImage2D( TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, width, height,
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GlPixelFormat.Bgra, PixelType.UnsignedByte, scan0 );
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return texId;
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}
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public override void BindTexture( int texture ) {
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GL.BindTexture( TextureTarget.Texture2D, texture );
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}
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public override void UpdateTexturePart( int texId, int texX, int texY, FastBitmap part ) {
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GL.BindTexture( TextureTarget.Texture2D, texId );
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GL.TexSubImage2D( TextureTarget.Texture2D, 0, texX, texY, part.Width, part.Height,
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GlPixelFormat.Bgra, PixelType.UnsignedByte, part.Scan0 );
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}
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public override void DeleteTexture( ref int texId ) {
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if( texId <= 0 ) return;
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int id = texId;
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GL.DeleteTextures( 1, &id );
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texId = -1;
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}
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#endregion
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#region Vertex/index buffers
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Action setupBatchFunc, setupBatchFuncCol4b, setupBatchFuncTex2fCol4b;
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public override int CreateDynamicVb( VertexFormat format, int maxVertices ) {
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int id = GenAndBind( BufferTarget.ArrayBuffer );
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int sizeInBytes = maxVertices * strideSizes[(int)format];
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GL.BufferData( BufferTarget.ArrayBuffer, new IntPtr( sizeInBytes ), IntPtr.Zero, BufferUsage.DynamicDraw );
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return id;
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}
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public override int CreateVb<T>( T[] vertices, VertexFormat format, int count ) {
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int id = GenAndBind( BufferTarget.ArrayBuffer );
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int sizeInBytes = count * strideSizes[(int)format];
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GL.BufferData( BufferTarget.ArrayBuffer, new IntPtr( sizeInBytes ), vertices, BufferUsage.StaticDraw );
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return id;
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}
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public override int CreateVb( IntPtr vertices, VertexFormat format, int count ) {
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int id = GenAndBind( BufferTarget.ArrayBuffer );
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int sizeInBytes = count * strideSizes[(int)format];
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GL.BufferData( BufferTarget.ArrayBuffer, new IntPtr( sizeInBytes ), vertices, BufferUsage.StaticDraw );
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return id;
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}
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public override int CreateIb( ushort[] indices, int indicesCount ) {
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int id = GenAndBind( BufferTarget.ElementArrayBuffer );
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int sizeInBytes = indicesCount * sizeof( ushort );
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GL.BufferData( BufferTarget.ElementArrayBuffer, new IntPtr( sizeInBytes ), indices, BufferUsage.StaticDraw );
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return id;
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}
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public override int CreateIb( IntPtr indices, int indicesCount ) {
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int id = GenAndBind( BufferTarget.ElementArrayBuffer );
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int sizeInBytes = indicesCount * sizeof( ushort );
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GL.BufferData( BufferTarget.ElementArrayBuffer, new IntPtr( sizeInBytes ), indices, BufferUsage.StaticDraw );
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return id;
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}
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static int GenAndBind( BufferTarget target ) {
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int id = 0;
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GL.GenBuffers( 1, &id );
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GL.BindBuffer( target, id );
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return id;
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}
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int batchStride;
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public override void UpdateDynamicVb<T>( DrawMode mode, int id, T[] vertices, int count ) {
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GL.BindBuffer( BufferTarget.ArrayBuffer, id );
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GL.BufferSubData( BufferTarget.ArrayBuffer, IntPtr.Zero, new IntPtr( count * batchStride ), vertices );
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setupBatchFunc();
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GL.DrawArrays( modeMappings[(int)mode], 0, count );
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}
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public override void UpdateDynamicIndexedVb<T>( DrawMode mode, int id, T[] vertices, int vCount, int indicesCount ) {
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GL.BindBuffer( BufferTarget.ArrayBuffer, id );
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GL.BufferSubData( BufferTarget.ArrayBuffer, IntPtr.Zero, new IntPtr( vCount * batchStride ), vertices );
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setupBatchFunc();
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GL.DrawElements( modeMappings[(int)mode], indicesCount, indexType, zero );
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}
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public override void SetDynamicVbData<T>( DrawMode mode, int id, T[] vertices, int count ) {
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GL.BindBuffer( BufferTarget.ArrayBuffer, id );
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GL.BufferSubData( BufferTarget.ArrayBuffer, IntPtr.Zero, new IntPtr( count * batchStride ), vertices );
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}
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public override void DeleteDynamicVb( int id ) {
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if( id <= 0 ) return;
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GL.DeleteBuffers( 1, &id );
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}
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public override void DeleteVb( int vb ) {
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if( vb <= 0 ) return;
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GL.DeleteBuffers( 1, &vb );
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}
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public override void DeleteIb( int ib ) {
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if( ib <= 0 ) return;
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GL.DeleteBuffers( 1, &ib );
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}
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VertexFormat batchFormat = (VertexFormat)999;
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public override void SetBatchFormat( VertexFormat format ) {
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if( format == batchFormat ) return;
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if( batchFormat == VertexFormat.P3fT2fC4b ) {
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GL.DisableClientState( ArrayCap.TextureCoordArray );
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}
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batchFormat = format;
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if( format == VertexFormat.P3fT2fC4b ) {
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GL.EnableClientState( ArrayCap.TextureCoordArray );
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setupBatchFunc = setupBatchFuncTex2fCol4b;
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batchStride = VertexP3fT2fC4b.Size;
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} else {
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setupBatchFunc = setupBatchFuncCol4b;
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batchStride = VertexP3fC4b.Size;
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}
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}
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public override void BindVb( int vb ) {
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GL.BindBuffer( BufferTarget.ArrayBuffer, vb );
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}
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public override void BindIb( int ib ) {
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GL.BindBuffer( BufferTarget.ElementArrayBuffer, ib );
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}
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const DrawElementsType indexType = DrawElementsType.UnsignedShort;
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public override void DrawVb( DrawMode mode, int startVertex, int verticesCount ) {
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setupBatchFunc();
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GL.DrawArrays( modeMappings[(int)mode], startVertex, verticesCount );
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}
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public override void DrawIndexedVb( DrawMode mode, int indicesCount, int startIndex ) {
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setupBatchFunc();
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GL.DrawElements( modeMappings[(int)mode], indicesCount, indexType, new IntPtr( startIndex * 2 ) );
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}
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internal override void DrawIndexedVb_TrisT2fC4b( int indicesCount, int startIndex ) {
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GL.VertexPointer( 3, PointerType.Float, 24, zero );
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GL.ColorPointer( 4, PointerType.UnsignedByte, 24, twelve );
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GL.TexCoordPointer( 2, PointerType.Float, 24, sixteen );
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GL.DrawElements( BeginMode.Triangles, indicesCount, indexType, new IntPtr( startIndex * 2 ) );
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}
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internal override void DrawIndexedVb_TrisT2fC4b( int indicesCount, int startVertex, int startIndex ) {
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int offset = startVertex * VertexP3fT2fC4b.Size;
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GL.VertexPointer( 3, PointerType.Float, 24, new IntPtr( offset ) );
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GL.ColorPointer( 4, PointerType.UnsignedByte, 24, new IntPtr( offset + 12 ) );
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GL.TexCoordPointer( 2, PointerType.Float, 24, new IntPtr( offset + 16 ) );
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GL.DrawElements( BeginMode.Triangles, indicesCount, indexType, new IntPtr( startIndex * 2 ) );
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}
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IntPtr zero = new IntPtr( 0 ), twelve = new IntPtr( 12 ), sixteen = new IntPtr( 16 );
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void SetupVbPos3fCol4b() {
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GL.VertexPointer( 3, PointerType.Float, VertexP3fC4b.Size, zero );
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GL.ColorPointer( 4, PointerType.UnsignedByte, VertexP3fC4b.Size, twelve );
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}
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void SetupVbPos3fTex2fCol4b() {
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GL.VertexPointer( 3, PointerType.Float, VertexP3fT2fC4b.Size, zero );
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GL.ColorPointer( 4, PointerType.UnsignedByte, VertexP3fT2fC4b.Size, twelve );
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GL.TexCoordPointer( 2, PointerType.Float, VertexP3fT2fC4b.Size, sixteen );
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}
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#endregion
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#region Matrix manipulation
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MatrixMode lastMode = 0;
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MatrixMode[] matrixModes;
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public override void SetMatrixMode( MatrixType mode ) {
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MatrixMode glMode = matrixModes[(int)mode];
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if( glMode != lastMode ) {
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GL.MatrixMode( glMode );
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lastMode = glMode;
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}
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}
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public override void LoadMatrix( ref Matrix4 matrix ) {
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fixed( Single* ptr = &matrix.Row0.X )
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GL.LoadMatrixf( ptr );
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}
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public override void LoadIdentityMatrix() {
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GL.LoadIdentity();
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}
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public override void PushMatrix() {
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GL.PushMatrix();
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}
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public override void PopMatrix() {
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GL.PopMatrix();
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}
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public override void MultiplyMatrix( ref Matrix4 matrix ) {
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fixed( Single* ptr = &matrix.Row0.X )
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GL.MultMatrixf( ptr );
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}
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#endregion
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public override void BeginFrame( Game game ) {
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}
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public override void EndFrame( Game game ) {
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game.window.SwapBuffers();
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}
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public override void SetVSync( Game game, bool value ) {
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game.VSync = value;
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}
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bool isIntelRenderer;
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protected override void MakeApiInfo() {
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string vendor = new String( (sbyte*)GL.GetString( StringName.Vendor ) );
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string renderer = new String( (sbyte*)GL.GetString( StringName.Renderer ) );
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string version = new String( (sbyte*)GL.GetString( StringName.Version ) );
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int depthBits = 0;
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GL.GetIntegerv( GetPName.DepthBits, &depthBits );
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ApiInfo = new string[] {
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"--Using OpenGL api--",
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"Vendor: " + vendor,
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"Renderer: " + renderer,
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"GL version: " + version,
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"Max 2D texture dimensions: " + MaxTextureDimensions,
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"Depth buffer bits: " + depthBits,
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};
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isIntelRenderer = renderer.Contains( "Intel" );
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}
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public override bool WarnIfNecessary( Chat chat ) {
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if( !isIntelRenderer ) return false;
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chat.Add( "&cIntel graphics cards are known to have issues with the OpenGL build." );
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chat.Add( "&cVSync may not work, and you may see disappearing clouds and map edges." );
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chat.Add( "&cFor Windows, try downloading the Direct3D 9 build instead.");
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return true;
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}
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// Based on http://www.opentk.com/doc/graphics/save-opengl-rendering-to-disk
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public override void TakeScreenshot( string output, int width, int height ) {
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using( Bitmap bmp = new Bitmap( width, height, BmpPixelFormat.Format32bppRgb ) ) { // ignore alpha component
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using( FastBitmap fastBmp = new FastBitmap( bmp, true, false ) )
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GL.ReadPixels( 0, 0, width, height, GlPixelFormat.Bgra, PixelType.UnsignedByte, fastBmp.Scan0 );
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bmp.RotateFlip( RotateFlipType.RotateNoneFlipY );
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bmp.Save( output, ImageFormat.Png );
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}
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}
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public override void OnWindowResize( Game game ) {
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GL.Viewport( 0, 0, game.Width, game.Height );
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}
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static void Toggle( EnableCap cap, bool value ) {
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if( value ) GL.Enable( cap );
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else GL.Disable( cap );
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}
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void InitFields() {
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// See comment in Game() constructor for why this is necessary.
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blendFuncs = new BlendingFactor[6];
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blendFuncs[0] = BlendingFactor.Zero; blendFuncs[1] = BlendingFactor.One;
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blendFuncs[2] = BlendingFactor.SrcAlpha; blendFuncs[3] = BlendingFactor.OneMinusSrcAlpha;
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blendFuncs[4] = BlendingFactor.DstAlpha; blendFuncs[5] = BlendingFactor.OneMinusDstAlpha;
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compareFuncs = new Compare[8];
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compareFuncs[0] = Compare.Always; compareFuncs[1] = Compare.Notequal;
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compareFuncs[2] = Compare.Never; compareFuncs[3] = Compare.Less;
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compareFuncs[4] = Compare.Lequal; compareFuncs[5] = Compare.Equal;
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compareFuncs[6] = Compare.Gequal; compareFuncs[7] = Compare.Greater;
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modeMappings = new BeginMode[2];
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modeMappings[0] = BeginMode.Triangles; modeMappings[1] = BeginMode.Lines;
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fogModes = new FogMode[3];
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fogModes[0] = FogMode.Linear; fogModes[1] = FogMode.Exp;
|
||||
fogModes[2] = FogMode.Exp2;
|
||||
matrixModes = new MatrixMode[3];
|
||||
matrixModes[0] = MatrixMode.Projection; matrixModes[1] = MatrixMode.Modelview;
|
||||
matrixModes[2] = MatrixMode.Texture;
|
||||
}
|
||||
}
|
||||
}
|
||||
// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
|
||||
#if !USE_DX && !ANDROID
|
||||
using System;
|
||||
using System.Drawing;
|
||||
using System.Drawing.Imaging;
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics.OpenGL;
|
||||
using BmpPixelFormat = System.Drawing.Imaging.PixelFormat;
|
||||
using GlPixelFormat = OpenTK.Graphics.OpenGL.PixelFormat;
|
||||
|
||||
namespace ClassicalSharp.GraphicsAPI {
|
||||
|
||||
/// <summary> Implements IGraphicsAPI using OpenGL 1.5,
|
||||
/// or 1.2 with the GL_ARB_vertex_buffer_object extension. </summary>
|
||||
public unsafe class OpenGLApi : IGraphicsApi {
|
||||
|
||||
BeginMode[] modeMappings;
|
||||
public OpenGLApi() {
|
||||
InitFields();
|
||||
int texDims;
|
||||
GL.GetIntegerv( GetPName.MaxTextureSize, &texDims );
|
||||
texDimensions = texDims;
|
||||
CheckVboSupport();
|
||||
base.InitDynamicBuffers();
|
||||
|
||||
setupBatchFuncCol4b = SetupVbPos3fCol4b;
|
||||
setupBatchFuncTex2fCol4b = SetupVbPos3fTex2fCol4b;
|
||||
GL.EnableClientState( ArrayCap.VertexArray );
|
||||
GL.EnableClientState( ArrayCap.ColorArray );
|
||||
}
|
||||
|
||||
void CheckVboSupport() {
|
||||
string extensions = new String( (sbyte*)GL.GetString( StringName.Extensions ) );
|
||||
string version = new String( (sbyte*)GL.GetString( StringName.Version ) );
|
||||
int major = (int)(version[0] - '0'); // x.y. (and so forth)
|
||||
int minor = (int)(version[2] - '0');
|
||||
if( (major > 1) || (major == 1 && minor >= 5) ) return; // Supported in core since 1.5
|
||||
|
||||
Utils.LogDebug( "Using ARB vertex buffer objects" );
|
||||
if( !extensions.Contains( "GL_ARB_vertex_buffer_object" ) ) {
|
||||
ErrorHandler.LogError( "OpenGL VBO support check",
|
||||
"Driver does not support OpenGL VBOs, which are required for the OpenGL build." +
|
||||
Environment.NewLine + "You may need to install and/or update video card drivers." +
|
||||
Environment.NewLine + "Alternatively, you can download the Direct3D 9 build." );
|
||||
throw new InvalidOperationException( "VBO support required for OpenGL build" );
|
||||
}
|
||||
GL.UseArbVboAddresses();
|
||||
}
|
||||
|
||||
public override bool AlphaTest {
|
||||
set { if( value ) GL.Enable( EnableCap.AlphaTest );
|
||||
else GL.Disable( EnableCap.AlphaTest ); }
|
||||
}
|
||||
|
||||
public override bool AlphaBlending {
|
||||
set { if( value ) GL.Enable( EnableCap.Blend );
|
||||
else GL.Disable( EnableCap.Blend ); }
|
||||
}
|
||||
|
||||
Compare[] compareFuncs;
|
||||
public override void AlphaTestFunc( CompareFunc func, float value ) {
|
||||
GL.AlphaFunc( compareFuncs[(int)func], value );
|
||||
}
|
||||
|
||||
BlendingFactor[] blendFuncs;
|
||||
public override void AlphaBlendFunc( BlendFunc srcFunc, BlendFunc dstFunc ) {
|
||||
GL.BlendFunc( blendFuncs[(int)srcFunc], blendFuncs[(int)dstFunc] );
|
||||
}
|
||||
|
||||
public override bool Fog {
|
||||
set { if( value ) GL.Enable( EnableCap.Fog );
|
||||
else GL.Disable( EnableCap.Fog ); }
|
||||
}
|
||||
|
||||
FastColour lastFogCol = FastColour.Black;
|
||||
public override void SetFogColour( FastColour col ) {
|
||||
if( col != lastFogCol ) {
|
||||
Vector4 colRGBA = new Vector4( col.R / 255f, col.G / 255f, col.B / 255f, col.A / 255f );
|
||||
GL.Fogfv( FogParameter.FogColor, &colRGBA.X );
|
||||
lastFogCol = col;
|
||||
}
|
||||
}
|
||||
|
||||
float lastFogStart = -1, lastFogEnd = -1, lastFogDensity = -1;
|
||||
public override void SetFogDensity( float value ) {
|
||||
FogParam( FogParameter.FogDensity, value, ref lastFogDensity );
|
||||
}
|
||||
|
||||
public override void SetFogStart( float value ) {
|
||||
FogParam( FogParameter.FogStart, value, ref lastFogStart );
|
||||
}
|
||||
|
||||
public override void SetFogEnd( float value ) {
|
||||
FogParam( FogParameter.FogEnd, value, ref lastFogEnd );
|
||||
}
|
||||
|
||||
static void FogParam( FogParameter param, float value, ref float last ) {
|
||||
if( value != last ) {
|
||||
GL.Fogf( param, value );
|
||||
last = value;
|
||||
}
|
||||
}
|
||||
|
||||
Fog lastFogMode = (Fog)999;
|
||||
FogMode[] fogModes;
|
||||
public override void SetFogMode( Fog mode ) {
|
||||
if( mode != lastFogMode ) {
|
||||
GL.Fogi( FogParameter.FogMode, (int)fogModes[(int)mode] );
|
||||
lastFogMode = mode;
|
||||
}
|
||||
}
|
||||
|
||||
public override bool FaceCulling {
|
||||
set { if( value ) GL.Enable( EnableCap.CullFace );
|
||||
else GL.Disable( EnableCap.CullFace ); }
|
||||
}
|
||||
|
||||
public override void Clear() {
|
||||
GL.Clear( ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit );
|
||||
}
|
||||
|
||||
FastColour lastClearCol;
|
||||
public override void ClearColour( FastColour col ) {
|
||||
if( col != lastClearCol ) {
|
||||
GL.ClearColor( col.R / 255f, col.G / 255f, col.B / 255f, col.A / 255f );
|
||||
lastClearCol = col;
|
||||
}
|
||||
}
|
||||
|
||||
public override bool ColourWrite { set { GL.ColorMask( value, value, value, value ); } }
|
||||
|
||||
public override void DepthTestFunc( CompareFunc func ) {
|
||||
GL.DepthFunc( compareFuncs[(int)func] );
|
||||
}
|
||||
|
||||
public override bool DepthTest {
|
||||
set { if( value ) GL.Enable( EnableCap.DepthTest );
|
||||
else GL.Disable( EnableCap.DepthTest ); }
|
||||
}
|
||||
|
||||
public override bool DepthWrite { set { GL.DepthMask( value ); } }
|
||||
|
||||
public override bool AlphaArgBlend { set { } }
|
||||
|
||||
#region Texturing
|
||||
|
||||
int texDimensions;
|
||||
public override int MaxTextureDimensions { get { return texDimensions; } }
|
||||
|
||||
public override bool Texturing {
|
||||
set { if( value ) GL.Enable( EnableCap.Texture2D );
|
||||
else GL.Disable( EnableCap.Texture2D ); }
|
||||
}
|
||||
|
||||
public override int CreateTexture( int width, int height, IntPtr scan0 ) {
|
||||
if( !Utils.IsPowerOf2( width ) || !Utils.IsPowerOf2( height ) )
|
||||
Utils.LogDebug( "Creating a non power of two texture." );
|
||||
|
||||
int texId = 0;
|
||||
GL.GenTextures( 1, &texId );
|
||||
GL.BindTexture( TextureTarget.Texture2D, texId );
|
||||
GL.TexParameteri( TextureTarget.Texture2D, TextureParameterName.MinFilter, (int)TextureFilter.Nearest );
|
||||
GL.TexParameteri( TextureTarget.Texture2D, TextureParameterName.MagFilter, (int)TextureFilter.Nearest );
|
||||
|
||||
GL.TexImage2D( TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, width, height,
|
||||
GlPixelFormat.Bgra, PixelType.UnsignedByte, scan0 );
|
||||
return texId;
|
||||
}
|
||||
|
||||
public override void BindTexture( int texture ) {
|
||||
GL.BindTexture( TextureTarget.Texture2D, texture );
|
||||
}
|
||||
|
||||
public override void UpdateTexturePart( int texId, int texX, int texY, FastBitmap part ) {
|
||||
GL.BindTexture( TextureTarget.Texture2D, texId );
|
||||
GL.TexSubImage2D( TextureTarget.Texture2D, 0, texX, texY, part.Width, part.Height,
|
||||
GlPixelFormat.Bgra, PixelType.UnsignedByte, part.Scan0 );
|
||||
}
|
||||
|
||||
public override void DeleteTexture( ref int texId ) {
|
||||
if( texId <= 0 ) return;
|
||||
int id = texId;
|
||||
GL.DeleteTextures( 1, &id );
|
||||
texId = -1;
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Vertex/index buffers
|
||||
Action setupBatchFunc, setupBatchFuncCol4b, setupBatchFuncTex2fCol4b;
|
||||
|
||||
public override int CreateDynamicVb( VertexFormat format, int maxVertices ) {
|
||||
int id = GenAndBind( BufferTarget.ArrayBuffer );
|
||||
int sizeInBytes = maxVertices * strideSizes[(int)format];
|
||||
GL.BufferData( BufferTarget.ArrayBuffer, new IntPtr( sizeInBytes ), IntPtr.Zero, BufferUsage.DynamicDraw );
|
||||
return id;
|
||||
}
|
||||
|
||||
public override int CreateVb<T>( T[] vertices, VertexFormat format, int count ) {
|
||||
int id = GenAndBind( BufferTarget.ArrayBuffer );
|
||||
int sizeInBytes = count * strideSizes[(int)format];
|
||||
GL.BufferData( BufferTarget.ArrayBuffer, new IntPtr( sizeInBytes ), vertices, BufferUsage.StaticDraw );
|
||||
return id;
|
||||
}
|
||||
|
||||
public override int CreateVb( IntPtr vertices, VertexFormat format, int count ) {
|
||||
int id = GenAndBind( BufferTarget.ArrayBuffer );
|
||||
int sizeInBytes = count * strideSizes[(int)format];
|
||||
GL.BufferData( BufferTarget.ArrayBuffer, new IntPtr( sizeInBytes ), vertices, BufferUsage.StaticDraw );
|
||||
return id;
|
||||
}
|
||||
|
||||
public override int CreateIb( ushort[] indices, int indicesCount ) {
|
||||
int id = GenAndBind( BufferTarget.ElementArrayBuffer );
|
||||
int sizeInBytes = indicesCount * sizeof( ushort );
|
||||
GL.BufferData( BufferTarget.ElementArrayBuffer, new IntPtr( sizeInBytes ), indices, BufferUsage.StaticDraw );
|
||||
return id;
|
||||
}
|
||||
|
||||
public override int CreateIb( IntPtr indices, int indicesCount ) {
|
||||
int id = GenAndBind( BufferTarget.ElementArrayBuffer );
|
||||
int sizeInBytes = indicesCount * sizeof( ushort );
|
||||
GL.BufferData( BufferTarget.ElementArrayBuffer, new IntPtr( sizeInBytes ), indices, BufferUsage.StaticDraw );
|
||||
return id;
|
||||
}
|
||||
|
||||
static int GenAndBind( BufferTarget target ) {
|
||||
int id = 0;
|
||||
GL.GenBuffers( 1, &id );
|
||||
GL.BindBuffer( target, id );
|
||||
return id;
|
||||
}
|
||||
|
||||
int batchStride;
|
||||
public override void UpdateDynamicVb<T>( DrawMode mode, int id, T[] vertices, int count ) {
|
||||
GL.BindBuffer( BufferTarget.ArrayBuffer, id );
|
||||
GL.BufferSubData( BufferTarget.ArrayBuffer, IntPtr.Zero, new IntPtr( count * batchStride ), vertices );
|
||||
|
||||
setupBatchFunc();
|
||||
GL.DrawArrays( modeMappings[(int)mode], 0, count );
|
||||
}
|
||||
|
||||
public override void UpdateDynamicIndexedVb<T>( DrawMode mode, int id, T[] vertices, int vCount, int indicesCount ) {
|
||||
GL.BindBuffer( BufferTarget.ArrayBuffer, id );
|
||||
GL.BufferSubData( BufferTarget.ArrayBuffer, IntPtr.Zero, new IntPtr( vCount * batchStride ), vertices );
|
||||
|
||||
setupBatchFunc();
|
||||
GL.DrawElements( modeMappings[(int)mode], indicesCount, indexType, zero );
|
||||
}
|
||||
|
||||
public override void SetDynamicVbData<T>( DrawMode mode, int id, T[] vertices, int count ) {
|
||||
GL.BindBuffer( BufferTarget.ArrayBuffer, id );
|
||||
GL.BufferSubData( BufferTarget.ArrayBuffer, IntPtr.Zero, new IntPtr( count * batchStride ), vertices );
|
||||
}
|
||||
|
||||
public override void DeleteDynamicVb( int id ) {
|
||||
if( id <= 0 ) return;
|
||||
GL.DeleteBuffers( 1, &id );
|
||||
}
|
||||
|
||||
public override void DeleteVb( int vb ) {
|
||||
if( vb <= 0 ) return;
|
||||
GL.DeleteBuffers( 1, &vb );
|
||||
}
|
||||
|
||||
public override void DeleteIb( int ib ) {
|
||||
if( ib <= 0 ) return;
|
||||
GL.DeleteBuffers( 1, &ib );
|
||||
}
|
||||
|
||||
VertexFormat batchFormat = (VertexFormat)999;
|
||||
public override void SetBatchFormat( VertexFormat format ) {
|
||||
if( format == batchFormat ) return;
|
||||
|
||||
if( batchFormat == VertexFormat.P3fT2fC4b ) {
|
||||
GL.DisableClientState( ArrayCap.TextureCoordArray );
|
||||
}
|
||||
|
||||
batchFormat = format;
|
||||
if( format == VertexFormat.P3fT2fC4b ) {
|
||||
GL.EnableClientState( ArrayCap.TextureCoordArray );
|
||||
setupBatchFunc = setupBatchFuncTex2fCol4b;
|
||||
batchStride = VertexP3fT2fC4b.Size;
|
||||
} else {
|
||||
setupBatchFunc = setupBatchFuncCol4b;
|
||||
batchStride = VertexP3fC4b.Size;
|
||||
}
|
||||
}
|
||||
|
||||
public override void BindVb( int vb ) {
|
||||
GL.BindBuffer( BufferTarget.ArrayBuffer, vb );
|
||||
}
|
||||
|
||||
public override void BindIb( int ib ) {
|
||||
GL.BindBuffer( BufferTarget.ElementArrayBuffer, ib );
|
||||
}
|
||||
|
||||
const DrawElementsType indexType = DrawElementsType.UnsignedShort;
|
||||
public override void DrawVb( DrawMode mode, int startVertex, int verticesCount ) {
|
||||
setupBatchFunc();
|
||||
GL.DrawArrays( modeMappings[(int)mode], startVertex, verticesCount );
|
||||
}
|
||||
|
||||
public override void DrawIndexedVb( DrawMode mode, int indicesCount, int startIndex ) {
|
||||
setupBatchFunc();
|
||||
GL.DrawElements( modeMappings[(int)mode], indicesCount, indexType, new IntPtr( startIndex * 2 ) );
|
||||
}
|
||||
|
||||
internal override void DrawIndexedVb_TrisT2fC4b( int indicesCount, int startIndex ) {
|
||||
GL.VertexPointer( 3, PointerType.Float, 24, zero );
|
||||
GL.ColorPointer( 4, PointerType.UnsignedByte, 24, twelve );
|
||||
GL.TexCoordPointer( 2, PointerType.Float, 24, sixteen );
|
||||
GL.DrawElements( BeginMode.Triangles, indicesCount, indexType, new IntPtr( startIndex * 2 ) );
|
||||
}
|
||||
|
||||
internal override void DrawIndexedVb_TrisT2fC4b( int indicesCount, int startVertex, int startIndex ) {
|
||||
int offset = startVertex * VertexP3fT2fC4b.Size;
|
||||
GL.VertexPointer( 3, PointerType.Float, 24, new IntPtr( offset ) );
|
||||
GL.ColorPointer( 4, PointerType.UnsignedByte, 24, new IntPtr( offset + 12 ) );
|
||||
GL.TexCoordPointer( 2, PointerType.Float, 24, new IntPtr( offset + 16 ) );
|
||||
GL.DrawElements( BeginMode.Triangles, indicesCount, indexType, new IntPtr( startIndex * 2 ) );
|
||||
}
|
||||
|
||||
IntPtr zero = new IntPtr( 0 ), twelve = new IntPtr( 12 ), sixteen = new IntPtr( 16 );
|
||||
|
||||
void SetupVbPos3fCol4b() {
|
||||
GL.VertexPointer( 3, PointerType.Float, VertexP3fC4b.Size, zero );
|
||||
GL.ColorPointer( 4, PointerType.UnsignedByte, VertexP3fC4b.Size, twelve );
|
||||
}
|
||||
|
||||
void SetupVbPos3fTex2fCol4b() {
|
||||
GL.VertexPointer( 3, PointerType.Float, VertexP3fT2fC4b.Size, zero );
|
||||
GL.ColorPointer( 4, PointerType.UnsignedByte, VertexP3fT2fC4b.Size, twelve );
|
||||
GL.TexCoordPointer( 2, PointerType.Float, VertexP3fT2fC4b.Size, sixteen );
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Matrix manipulation
|
||||
MatrixMode lastMode = 0;
|
||||
MatrixMode[] matrixModes;
|
||||
public override void SetMatrixMode( MatrixType mode ) {
|
||||
MatrixMode glMode = matrixModes[(int)mode];
|
||||
if( glMode != lastMode ) {
|
||||
GL.MatrixMode( glMode );
|
||||
lastMode = glMode;
|
||||
}
|
||||
}
|
||||
|
||||
public override void LoadMatrix( ref Matrix4 matrix ) {
|
||||
fixed( Single* ptr = &matrix.Row0.X )
|
||||
GL.LoadMatrixf( ptr );
|
||||
}
|
||||
|
||||
public override void LoadIdentityMatrix() {
|
||||
GL.LoadIdentity();
|
||||
}
|
||||
|
||||
public override void PushMatrix() {
|
||||
GL.PushMatrix();
|
||||
}
|
||||
|
||||
public override void PopMatrix() {
|
||||
GL.PopMatrix();
|
||||
}
|
||||
|
||||
public override void MultiplyMatrix( ref Matrix4 matrix ) {
|
||||
fixed( Single* ptr = &matrix.Row0.X )
|
||||
GL.MultMatrixf( ptr );
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public override void BeginFrame( Game game ) {
|
||||
}
|
||||
|
||||
public override void EndFrame( Game game ) {
|
||||
game.window.SwapBuffers();
|
||||
}
|
||||
|
||||
public override void SetVSync( Game game, bool value ) {
|
||||
game.VSync = value;
|
||||
}
|
||||
|
||||
bool isIntelRenderer;
|
||||
protected override void MakeApiInfo() {
|
||||
string vendor = new String( (sbyte*)GL.GetString( StringName.Vendor ) );
|
||||
string renderer = new String( (sbyte*)GL.GetString( StringName.Renderer ) );
|
||||
string version = new String( (sbyte*)GL.GetString( StringName.Version ) );
|
||||
int depthBits = 0;
|
||||
GL.GetIntegerv( GetPName.DepthBits, &depthBits );
|
||||
|
||||
ApiInfo = new string[] {
|
||||
"--Using OpenGL api--",
|
||||
"Vendor: " + vendor,
|
||||
"Renderer: " + renderer,
|
||||
"GL version: " + version,
|
||||
"Max 2D texture dimensions: " + MaxTextureDimensions,
|
||||
"Depth buffer bits: " + depthBits,
|
||||
};
|
||||
isIntelRenderer = renderer.Contains( "Intel" );
|
||||
}
|
||||
|
||||
public override bool WarnIfNecessary( Chat chat ) {
|
||||
if( !isIntelRenderer ) return false;
|
||||
|
||||
chat.Add( "&cIntel graphics cards are known to have issues with the OpenGL build." );
|
||||
chat.Add( "&cVSync may not work, and you may see disappearing clouds and map edges." );
|
||||
chat.Add( "&cFor Windows, try downloading the Direct3D 9 build instead.");
|
||||
return true;
|
||||
}
|
||||
|
||||
// Based on http://www.opentk.com/doc/graphics/save-opengl-rendering-to-disk
|
||||
public override void TakeScreenshot( string output, int width, int height ) {
|
||||
using( Bitmap bmp = new Bitmap( width, height, BmpPixelFormat.Format32bppRgb ) ) { // ignore alpha component
|
||||
using( FastBitmap fastBmp = new FastBitmap( bmp, true, false ) )
|
||||
GL.ReadPixels( 0, 0, width, height, GlPixelFormat.Bgra, PixelType.UnsignedByte, fastBmp.Scan0 );
|
||||
bmp.RotateFlip( RotateFlipType.RotateNoneFlipY );
|
||||
bmp.Save( output, ImageFormat.Png );
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnWindowResize( Game game ) {
|
||||
GL.Viewport( 0, 0, game.Width, game.Height );
|
||||
}
|
||||
|
||||
void InitFields() {
|
||||
// See comment in Game() constructor for why this is necessary.
|
||||
blendFuncs = new BlendingFactor[6];
|
||||
blendFuncs[0] = BlendingFactor.Zero; blendFuncs[1] = BlendingFactor.One;
|
||||
blendFuncs[2] = BlendingFactor.SrcAlpha; blendFuncs[3] = BlendingFactor.OneMinusSrcAlpha;
|
||||
blendFuncs[4] = BlendingFactor.DstAlpha; blendFuncs[5] = BlendingFactor.OneMinusDstAlpha;
|
||||
compareFuncs = new Compare[8];
|
||||
compareFuncs[0] = Compare.Always; compareFuncs[1] = Compare.Notequal;
|
||||
compareFuncs[2] = Compare.Never; compareFuncs[3] = Compare.Less;
|
||||
compareFuncs[4] = Compare.Lequal; compareFuncs[5] = Compare.Equal;
|
||||
compareFuncs[6] = Compare.Gequal; compareFuncs[7] = Compare.Greater;
|
||||
|
||||
modeMappings = new BeginMode[2];
|
||||
modeMappings[0] = BeginMode.Triangles; modeMappings[1] = BeginMode.Lines;
|
||||
fogModes = new FogMode[3];
|
||||
fogModes[0] = FogMode.Linear; fogModes[1] = FogMode.Exp;
|
||||
fogModes[2] = FogMode.Exp2;
|
||||
matrixModes = new MatrixMode[3];
|
||||
matrixModes[0] = MatrixMode.Projection; matrixModes[1] = MatrixMode.Modelview;
|
||||
matrixModes[2] = MatrixMode.Texture;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
@ -100,17 +100,17 @@ namespace ClassicalSharp.Model {
|
||||
protected void DrawPart( ModelPart part ) {
|
||||
float vScale = _64x64 ? 64f : 32f;
|
||||
for( int i = 0; i < part.Count; i++ ) {
|
||||
ModelVertex model = vertices[part.Offset + i];
|
||||
Utils.RotateY( ref model.X, ref model.Z, cosYaw, sinYaw );
|
||||
model.X += pos.X; model.Y += pos.Y; model.Z += pos.Z;
|
||||
ModelVertex v = vertices[part.Offset + i];
|
||||
float t = cosYaw * v.X - sinYaw * v.Z; v.Z = sinYaw * v.X + cosYaw * v.Z; v.X = t; // Inlined RotY
|
||||
v.X += pos.X; v.Y += pos.Y; v.Z += pos.Z;
|
||||
|
||||
FastColour col = part.Count == boxVertices ?
|
||||
cols[i >> 2] : FastColour.Scale( this.col, 0.7f );
|
||||
VertexP3fT2fC4b vertex = default( VertexP3fT2fC4b );
|
||||
vertex.X = model.X; vertex.Y = model.Y; vertex.Z = model.Z;
|
||||
vertex.X = v.X; vertex.Y = v.Y; vertex.Z = v.Z;
|
||||
vertex.R = col.R; vertex.G = col.G; vertex.B = col.B; vertex.A = 255;
|
||||
|
||||
vertex.U = model.U / 64f; vertex.V = model.V / vScale;
|
||||
vertex.U = v.U / 64f; vertex.V = v.V / vScale;
|
||||
int quadI = i % 4;
|
||||
if( quadI == 0 || quadI == 3 ) vertex.V -= 0.01f / vScale;
|
||||
if( quadI == 2 || quadI == 3 ) vertex.U -= 0.01f / 64f;
|
||||
@ -126,46 +126,48 @@ namespace ClassicalSharp.Model {
|
||||
DrawRotated( part.RotX, part.RotY, part.RotZ, angleX, angleY, angleZ, part, true );
|
||||
}
|
||||
|
||||
protected void DrawRotated( float x, float y, float z, float angleX, float angleY, float angleZ, ModelPart part, bool head ) {
|
||||
protected void DrawRotated( float x, float y, float z,
|
||||
float angleX, float angleY, float angleZ, ModelPart part, bool head ) {
|
||||
float cosX = (float)Math.Cos( -angleX ), sinX = (float)Math.Sin( -angleX );
|
||||
float cosY = (float)Math.Cos( -angleY ), sinY = (float)Math.Sin( -angleY );
|
||||
float cosZ = (float)Math.Cos( -angleZ ), sinZ = (float)Math.Sin( -angleZ );
|
||||
float vScale = _64x64 ? 64f : 32f;
|
||||
|
||||
for( int i = 0; i < part.Count; i++ ) {
|
||||
ModelVertex model = vertices[part.Offset + i];
|
||||
model.X -= x; model.Y -= y; model.Z -= z;
|
||||
ModelVertex v = vertices[part.Offset + i];
|
||||
v.X -= x; v.Y -= y; v.Z -= z;
|
||||
float t = 0;
|
||||
|
||||
// Rotate locally
|
||||
if( Rotate == RotateOrder.ZYX ) {
|
||||
Utils.RotateZ( ref model.X, ref model.Y, cosZ, sinZ );
|
||||
Utils.RotateY( ref model.X, ref model.Z, cosY, sinY );
|
||||
Utils.RotateX( ref model.Y, ref model.Z, cosX, sinX );
|
||||
t = cosZ * v.X + sinZ * v.Y; v.Y = -sinZ * v.X + cosZ * v.Y; v.X = t; // Inlined RotZ
|
||||
t = cosY * v.X - sinY * v.Z; v.Z = sinY * v.X + cosY * v.Z; v.X = t; // Inlined RotY
|
||||
t = cosX * v.Y + sinX * v.Z; v.Z = -sinX * v.Y + cosX * v.Z; v.Y = t; // Inlined RotX
|
||||
} else if( Rotate == RotateOrder.XZY ) {
|
||||
Utils.RotateX( ref model.Y, ref model.Z, cosX, sinX );
|
||||
Utils.RotateZ( ref model.X, ref model.Y, cosZ, sinZ );
|
||||
Utils.RotateY( ref model.X, ref model.Z, cosY, sinY );
|
||||
t = cosX * v.Y + sinX * v.Z; v.Z = -sinX * v.Y + cosX * v.Z; v.Y = t; // Inlined RotX
|
||||
t = cosZ * v.X + sinZ * v.Y; v.Y = -sinZ * v.X + cosZ * v.Y; v.X = t; // Inlined RotZ
|
||||
t = cosY * v.X - sinY * v.Z; v.Z = sinY * v.X + cosY * v.Z; v.X = t; // Inlined RotY
|
||||
}
|
||||
|
||||
// Rotate globally
|
||||
if( !head) {
|
||||
model.X += x; model.Y += y; model.Z += z;
|
||||
Utils.RotateY( ref model.X, ref model.Z, cosYaw, sinYaw );
|
||||
if( !head ) {
|
||||
v.X += x; v.Y += y; v.Z += z;
|
||||
t = cosYaw * v.X - sinYaw * v.Z; v.Z = sinYaw * v.X + cosYaw * v.Z; v.X = t; // Inlined RotY
|
||||
} else {
|
||||
Utils.RotateY( ref model.X, ref model.Z, cosHead, sinHead );
|
||||
float tempX = x, tempZ = z;
|
||||
Utils.RotateY( ref tempX, ref tempZ, cosYaw, sinYaw );
|
||||
model.X += tempX; model.Y += y; model.Z += tempZ;
|
||||
t = cosHead * v.X - sinHead * v.Z; v.Z = sinHead * v.X + cosHead * v.Z; v.X = t; // Inlined RotY
|
||||
float tX = x, tZ = z;
|
||||
t = cosYaw * tX - sinYaw * tZ; tZ = sinYaw * tX + cosYaw * tZ; tX = t; // Inlined RotY
|
||||
v.X += tX; v.Y += y; v.Z += tZ;
|
||||
}
|
||||
model.X += pos.X; model.Y += pos.Y; model.Z += pos.Z;
|
||||
v.X += pos.X; v.Y += pos.Y; v.Z += pos.Z;
|
||||
|
||||
FastColour col = part.Count == boxVertices ?
|
||||
cols[i >> 2] : FastColour.Scale( this.col, 0.7f );
|
||||
VertexP3fT2fC4b vertex = default( VertexP3fT2fC4b );
|
||||
vertex.X = model.X; vertex.Y = model.Y; vertex.Z = model.Z;
|
||||
vertex.X = v.X; vertex.Y = v.Y; vertex.Z = v.Z;
|
||||
vertex.R = col.R; vertex.G = col.G; vertex.B = col.B; vertex.A = 255;
|
||||
|
||||
vertex.U = model.U / 64f; vertex.V = model.V / vScale;
|
||||
vertex.U = v.U / 64f; vertex.V = v.V / vScale;
|
||||
int quadI = i % 4;
|
||||
if( quadI == 0 || quadI == 3 ) vertex.V -= 0.01f / vScale;
|
||||
if( quadI == 2 || quadI == 3 ) vertex.U -= 0.01f / 64f;
|
||||
|
Loading…
x
Reference in New Issue
Block a user