Implement basic entity shadows.

This commit is contained in:
UnknownShadow200 2016-02-18 22:09:57 +11:00
parent 17f87dbbbb
commit f78af8e815
11 changed files with 126 additions and 89 deletions

View File

@ -42,6 +42,12 @@ namespace ClassicalSharp {
g => g.ViewDistance.ToString(),
(g, v) => g.SetViewDistance( Int32.Parse( v ), true ) ),
Make( -140, 50, "Entity shadows", OnWidgetClick,
g => g.Players.ShadowMode.ToString(),
(g, v) => { object raw = Enum.Parse( typeof(EntityShadow), v );
g.Players.ShadowMode = (EntityShadow)raw;
Options.Set( OptionsKey.EntityShadow, v ); } ),
// Column 2
!network.IsSinglePlayer ? null :
Make( 140, -200, "Block physics", OnWidgetClick,
@ -82,6 +88,7 @@ namespace ClassicalSharp {
};
widgets[2].Metadata = typeof(NameMode);
widgets[3].Metadata = typeof(FpsLimitMethod);
widgets[5].Metadata = typeof(EntityShadow);
MakeValidators();
MakeDescriptions();
}
@ -94,6 +101,7 @@ namespace ClassicalSharp {
new EnumValidator(),
new EnumValidator(),
new IntegerValidator( 16, 4096 ),
new EnumValidator(),
network.IsSinglePlayer ? new BooleanValidator() : null,
new BooleanValidator(),
@ -123,6 +131,13 @@ namespace ClassicalSharp {
"&eNoLimit: &Renders as many frames as the GPU can handle each second.",
"&cUsing NoLimit mode is discouraged for general usage.",
};
descriptions[5] = new[] {
"&eNone: &fNo entity shadows are drawn.",
"&eSnapToBlock: &fA square shadow is shown on block you are directly above.",
"&eCircle: &fA circular shadow is shown across the blocks you are above.",
"&eCircleAll: &fA circular shadow is shown underneath all entities.",
};
}
}
}

View File

@ -65,7 +65,6 @@ namespace ClassicalSharp {
yOffset = 0;
if( textSize.Height < DesiredMaxHeight )
yOffset = DesiredMaxHeight / 2 - textSize.Height / 2;
Console.WriteLine( yOffset );
using( Bitmap bmp = IDrawer2D.CreatePow2Bitmap( size ) )
using( IDrawer2D drawer = game.Drawer2D )

View File

@ -155,6 +155,7 @@
<Compile Include="Entities\LocalPlayer.Physics.cs" />
<Compile Include="Entities\LocationUpdate.cs" />
<Compile Include="Entities\NetPlayer.cs" />
<Compile Include="Entities\Player.Shadows.cs" />
<Compile Include="Events\EntityEvents.cs" />
<Compile Include="Events\Events.cs" />
<Compile Include="Events\MapEvents.cs" />
@ -173,7 +174,6 @@
<Compile Include="Particles\RainParticle.cs" />
<Compile Include="Particles\TerrainParticle.cs" />
<Compile Include="Entities\Player.cs" />
<Compile Include="Entities\Player.Rendering.cs" />
<Compile Include="Game\ChatLog.cs" />
<Compile Include="Game\Game.cs" />
<Compile Include="Game\InputHandler.cs" />

View File

@ -16,6 +16,7 @@ namespace ClassicalSharp {
public const int MaxCount = 256;
public Player[] Players = new Player[MaxCount];
public Game game;
public EntityShadow ShadowMode = EntityShadow.None;
byte closestId;
/// <summary> Mode of how names of hovered entities are rendered (with or without depth testing),
@ -26,6 +27,7 @@ namespace ClassicalSharp {
this.game = game;
game.Events.ChatFontChanged += ChatFontChanged;
NamesMode = Options.GetEnum( OptionsKey.NamesMode, NameMode.AllNamesAndHovered );
ShadowMode = Options.GetEnum( OptionsKey.EntityShadow, EntityShadow.None );
}
/// <summary> Performs a tick call for all player entities contained in this list. </summary>
@ -137,5 +139,17 @@ namespace ClassicalSharp {
value.ID = (byte)id;
}
}
public void DrawShadows() {
if( ShadowMode == EntityShadow.None ) return;
Player.boundShadowTex = false;
Players[255].DrawShadow( ShadowMode );
if( ShadowMode != EntityShadow.CircleAll ) return;
for( int i = 0; i < 255; i++) {
if( Players[i] == null ) continue;
Players[i].DrawShadow( ShadowMode );
}
}
}
}

View File

@ -17,8 +17,6 @@ namespace ClassicalSharp {
/// reach to and interact/modify blocks in. </summary>
public float ReachDistance = 5f;
public EntityShadow Shadow = EntityShadow.None;
internal float jumpVel = 0.42f, serverJumpVel = 0.42f;
/// <summary> Returns the height that the client can currently jump up to.<br/>
/// Note that when speeding is enabled the client is able to jump much further. </summary>

View File

@ -1,57 +1,18 @@
using System;
using System.Drawing;
using ClassicalSharp.GraphicsAPI;
using OpenTK;
namespace ClassicalSharp {
partial class Player {
protected Texture nameTex;
protected internal int PlayerTextureId = -1, MobTextureId = -1;
public override void Despawn() {
game.Graphics.DeleteTexture( ref PlayerTextureId );
game.Graphics.DeleteTexture( ref nameTex.ID );
if( shadowTex != -1 )
game.Graphics.DeleteTexture( ref shadowTex );
}
protected void InitRenderingData() {
using( Font font = new Font( game.FontName, 20 ) ) {
DrawTextArgs args = new DrawTextArgs( DisplayName, font, true );
nameTex = game.Drawer2D.MakeBitmappedTextTexture( ref args, 0, 0 );
}
}
public void UpdateNameFont() {
game.Graphics.DeleteTexture( ref nameTex );
InitRenderingData();
}
protected void DrawName() {
IGraphicsApi api = game.Graphics;
api.BindTexture( nameTex.ID );
Vector3 pos = Position; pos.Y += Model.NameYOffset;
Vector3 p111, p121, p212, p222;
FastColour col = FastColour.White;
Vector2 size = new Vector2( nameTex.Width / 70f, nameTex.Height / 70f );
Utils.CalcBillboardPoints( size, pos, ref game.View, out p111, out p121, out p212, out p222 );
api.texVerts[0] = new VertexPos3fTex2fCol4b( p111, nameTex.U1, nameTex.V2, col );
api.texVerts[1] = new VertexPos3fTex2fCol4b( p121, nameTex.U1, nameTex.V1, col );
api.texVerts[2] = new VertexPos3fTex2fCol4b( p222, nameTex.U2, nameTex.V1, col );
api.texVerts[3] = new VertexPos3fTex2fCol4b( p212, nameTex.U2, nameTex.V2, col );
api.SetBatchFormat( VertexFormat.Pos3fTex2fCol4b );
api.UpdateDynamicIndexedVb( DrawMode.Triangles, api.texVb, api.texVerts, 4, 6 );
}
internal static bool boundShadowTex = false;
internal unsafe void DrawShadow( EntityShadow shadow ) {
if( shadow == EntityShadow.None ) return;
float posX = Position.X, posZ = Position.Z;
float posX = Position.X, posZ = Position.Z;
int posY = Math.Min( (int)Position.Y, game.Map.Height - 1 );
float y; byte rgb;
float y; byte alpha;
int index = 0, vb = 0;
VertexPos3fTex2fCol4b[] verts = null;
@ -64,58 +25,64 @@ namespace ClassicalSharp {
vb = game.Graphics.texVb; verts = game.Graphics.texVerts;
TextureRec rec = new TextureRec( 63/128f, 63/128f, 1/128f, 1/128f );
if( !CalculateShadow( coords, ref coordsCount, posX, posZ, posY, out y, out rgb ) )
if( !CalculateShadow( coords, ref coordsCount, posX, posZ, posY, out y, out alpha ) )
return;
alpha = 220;
float x1 = Utils.Floor( posX ), z1 = Utils.Floor( posZ );
DrawShadowPart( verts, ref index, y, rgb, x1, z1, x1 + 1, z1 + 1, rec );
DrawShadowPart( verts, ref index, y, alpha, x1, z1, x1 + 1, z1 + 1, rec );
} else {
vb = game.ModelCache.vb; verts = game.ModelCache.vertices;
TextureRec rec;
float x1 = posX - 7/16f, x2 = Math.Min( posX + 7/16f, Utils.Floor( x1 ) + 1 );
float z1 = posZ - 7/16f, z2 = Math.Min( posZ + 7/16f, Utils.Floor( z1 ) + 1 );
if( CalculateShadow( coords, ref coordsCount, x1, z1, posY, out y, out rgb ) ) {
if( CalculateShadow( coords, ref coordsCount, x1, z1, posY, out y, out alpha ) && alpha > 0 ) {
rec = TextureRec.FromPoints( 0, 0, (x2 - x1) * 16/14f, (z2 - z1) * 16/14f );
DrawShadowPart( verts, ref index, y, rgb, x1, z1, x2, z2, rec );
DrawShadowPart( verts, ref index, y, alpha, x1, z1, x2, z2, rec );
}
x2 = posX + 7/16f; x1 = Math.Max( posX - 7/16f, Utils.Floor( x2 ) );
if( CalculateShadow( coords, ref coordsCount, x1, z1, posY, out y, out rgb ) ) {
if( CalculateShadow( coords, ref coordsCount, x1, z1, posY, out y, out alpha ) && alpha > 0 ) {
rec = TextureRec.FromPoints( 1 - (x2 - x1) * 16/14f, 0, 1, (z2 - z1) * 16/14f );
DrawShadowPart( verts, ref index, y, rgb, x1, z1, x2, z2, rec );
DrawShadowPart( verts, ref index, y, alpha, x1, z1, x2, z2, rec );
}
z2 = posZ + 7/16f; z1 = Math.Max( posZ - 7/16f, Utils.Floor( z2 ) );
if( CalculateShadow( coords, ref coordsCount, x1, z1, posY, out y, out rgb ) ) {
if( CalculateShadow( coords, ref coordsCount, x1, z1, posY, out y, out alpha ) && alpha > 0 ) {
rec = TextureRec.FromPoints( 1 - (x2 - x1) * 16/14f, 1 - (z2 - z1) * 16/14f, 1, 1 );
DrawShadowPart( verts, ref index, y, rgb, x1, z1, x2, z2, rec );
DrawShadowPart( verts, ref index, y, alpha, x1, z1, x2, z2, rec );
}
x1 = posX - 7/16f; x2 = Math.Min( posX + 7/16f, Utils.Floor( x1 ) + 1 );
if( CalculateShadow( coords, ref coordsCount, x1, z1, posY, out y, out rgb ) ) {
if( CalculateShadow( coords, ref coordsCount, x1, z1, posY, out y, out alpha ) && alpha > 0 ) {
rec = TextureRec.FromPoints( 0, 1 - (z2 - z1) * 16/14f, (x2 - x1) * 16/14f, 1 );
DrawShadowPart( verts, ref index, y, rgb, x1, z1, x2, z2, rec );
DrawShadowPart( verts, ref index, y, alpha, x1, z1, x2, z2, rec );
}
}
if( index == 0 ) return;
CheckShadowTexture();
game.Graphics.BindTexture( shadowTex );
game.Graphics.AlphaTest = false;
if( !boundShadowTex ) {
game.Graphics.BindTexture( shadowTex );
boundShadowTex = true;
}
game.Graphics.UpdateDynamicIndexedVb( DrawMode.Triangles, vb, verts, index, index * 6 / 4 );
game.Graphics.AlphaTest = true;
}
unsafe bool CalculateShadow( Vector3I* coords, ref int coordsCount, float x, float z, int posY, out float y, out byte rgb ) {
y = 0; rgb = 80;
unsafe bool CalculateShadow( Vector3I* coords, ref int coordsCount, float x, float z, int posY, out float y, out byte alpha ) {
y = 0; alpha = 0;
int blockX = Utils.Floor( x ), blockZ = Utils.Floor( z );
Vector3I p = new Vector3I( blockX, 0, blockZ );
BlockInfo info = game.BlockInfo;
if( !game.Map.IsValidPos( p ) || Position.Y < 0 ) return false;
if( Position.Y < 0 ) return false;
for( int i = 0; i < 4; i++ )
if( coords[i] == p ) return false;
while( posY >= 0 ) {
byte block = game.Map.GetBlock( blockX, posY, blockZ );
byte block = GetShadowBlock( blockX, posY, blockZ );
if( !(info.IsAir[block] || info.IsSprite[block] || info.IsLiquid[block]) ) {
float blockY = y = posY + info.MaxBB[block].Y;
if( blockY < Position.Y + 0.01f ) { y = blockY; break; }
@ -124,16 +91,23 @@ namespace ClassicalSharp {
}
coords[coordsCount] = p; coordsCount++;
if( (Position.Y - posY) <= 16 ) { y += 1/64f; rgb = (byte)(80 * (Position.Y - posY) / 16); }
else if( (Position.Y - posY) <= 32 ) y += 1/16f;
else if( (Position.Y - posY) <= 96 ) y += 1/8f;
else y += 1/4f;
if( (Position.Y - posY) <= 6 ) { y += 1/64f; alpha = (byte)(255 - 255 * (Position.Y - posY) / 6); }
else if( (Position.Y - posY) <= 16 ) { y += 1/64f; alpha = 0; }
else if( (Position.Y - posY) <= 32 ) { y += 1/16f; alpha = 0; }
else if( (Position.Y - posY) <= 96 ) { y += 1/8f; alpha = 0; }
else { y += 1/4f; alpha = 0; }
return true;
}
void DrawShadowPart( VertexPos3fTex2fCol4b[] verts, ref int index, float y, byte rgb,
byte GetShadowBlock( int x, int y, int z ) {
if( x < 0 || z < 0 || x >= game.Map.Width || z >= game.Map.Length )
return y == (game.Map.SidesHeight - 1) ? (byte)game.Map.SidesBlock : (byte)0;
return game.Map.GetBlock( x, y, z );
}
void DrawShadowPart( VertexPos3fTex2fCol4b[] verts, ref int index, float y, byte alpha,
float x1, float z1, float x2, float z2, TextureRec rec ) {
FastColour col = new FastColour( rgb, rgb, rgb );
FastColour col = FastColour.White; col.A = alpha;
verts[index++] = new VertexPos3fTex2fCol4b( x1, y, z1, rec.U1, rec.V1, col );
verts[index++] = new VertexPos3fTex2fCol4b( x2, y, z1, rec.U2, rec.V1, col );
verts[index++] = new VertexPos3fTex2fCol4b( x2, y, z2, rec.U2, rec.V2, col );
@ -147,7 +121,7 @@ namespace ClassicalSharp {
using( Bitmap bmp = new Bitmap( size, size ) )
using( FastBitmap fastBmp = new FastBitmap( bmp, true, false ) )
{
int inPix = new FastColour( 127, 127, 127, 200 ).ToArgb();
int inPix = new FastColour( 0, 0, 0, 200 ).ToArgb();
int outPix = inPix & 0xFFFFFF;
for( int y = 0; y < fastBmp.Height; y++ ) {
int* row = fastBmp.GetRowPtr( y );

View File

@ -1,5 +1,6 @@
using System;
using System.Drawing;
using ClassicalSharp.GraphicsAPI;
using ClassicalSharp.Model;
using ClassicalSharp.Network;
using OpenTK;
@ -23,6 +24,54 @@ namespace ClassicalSharp {
SetModel( "humanoid" );
}
DateTime lastModelChange = new DateTime( 1, 1, 1 );
public void SetModel( string modelName ) {
ModelName = modelName;
Model = game.ModelCache.GetModel( ModelName );
lastModelChange = DateTime.UtcNow;
MobTextureId = -1;
}
protected Texture nameTex;
protected internal int PlayerTextureId = -1, MobTextureId = -1;
public override void Despawn() {
game.Graphics.DeleteTexture( ref PlayerTextureId );
game.Graphics.DeleteTexture( ref nameTex.ID );
if( shadowTex != -1 )
game.Graphics.DeleteTexture( ref shadowTex );
}
protected void InitRenderingData() {
using( Font font = new Font( game.FontName, 20 ) ) {
DrawTextArgs args = new DrawTextArgs( DisplayName, font, true );
nameTex = game.Drawer2D.MakeBitmappedTextTexture( ref args, 0, 0 );
}
}
public void UpdateNameFont() {
game.Graphics.DeleteTexture( ref nameTex );
InitRenderingData();
}
protected void DrawName() {
IGraphicsApi api = game.Graphics;
api.BindTexture( nameTex.ID );
Vector3 pos = Position; pos.Y += Model.NameYOffset;
Vector3 p111, p121, p212, p222;
FastColour col = FastColour.White;
Vector2 size = new Vector2( nameTex.Width / 70f, nameTex.Height / 70f );
Utils.CalcBillboardPoints( size, pos, ref game.View, out p111, out p121, out p212, out p222 );
api.texVerts[0] = new VertexPos3fTex2fCol4b( p111, nameTex.U1, nameTex.V2, col );
api.texVerts[1] = new VertexPos3fTex2fCol4b( p121, nameTex.U1, nameTex.V1, col );
api.texVerts[2] = new VertexPos3fTex2fCol4b( p222, nameTex.U2, nameTex.V1, col );
api.texVerts[3] = new VertexPos3fTex2fCol4b( p212, nameTex.U2, nameTex.V2, col );
api.SetBatchFormat( VertexFormat.Pos3fTex2fCol4b );
api.UpdateDynamicIndexedVb( DrawMode.Triangles, api.texVb, api.texVerts, 4, 6 );
}
protected void CheckSkin() {
DownloadedItem item;
game.AsyncDownloader.TryGetItem( SkinIdentifier, out item );
@ -57,14 +106,6 @@ namespace ClassicalSharp {
SkinType = game.DefaultPlayerSkinType;
}
DateTime lastModelChange = new DateTime( 1, 1, 1 );
public void SetModel( string modelName ) {
ModelName = modelName;
Model = game.ModelCache.GetModel( ModelName );
lastModelChange = DateTime.UtcNow;
MobTextureId = -1;
}
unsafe static void ClearHat( Bitmap bmp, SkinType skinType ) {
using( FastBitmap fastBmp = new FastBitmap( bmp, true, false ) ) {
int sizeX = (bmp.Width / 64) * 32;

View File

@ -348,9 +348,6 @@ namespace ClassicalSharp {
game.SetNewScreen( new PauseScreen( game ) );
} else if( key == Keys[KeyBinding.OpenInventory] ) {
game.SetNewScreen( new BlockSelectScreen( game ) );
} else if( key == Key.F8 ) {
int newMode = ((int)game.LocalPlayer.Shadow + 1) % 3;
game.LocalPlayer.Shadow = (EntityShadow)newMode;
} else if( key == Key.F9 ) {
game.ShowClock = !game.ShowClock;
} else {

View File

@ -54,10 +54,9 @@ namespace ClassicalSharp {
Vector3 camPos = game.CurrentCameraPos;
bool underWater = camPos.Y < game.Map.EdgeHeight;
graphics.AlphaBlending = true;
if( underWater ) {
game.LocalPlayer.DrawShadow( game.LocalPlayer.Shadow );
game.Players.DrawShadows();
if( underWater )
game.WeatherRenderer.Render( deltaTime );
}
graphics.BindTexture( edgeTexId );
graphics.BindVb( edgesVb );
@ -67,10 +66,8 @@ namespace ClassicalSharp {
if( game.Map.EdgeBlock != Block.Air && camPos.Y >= yVisible )
graphics.DrawIndexedVb_TrisT2fC4b( edgesVertices * 6 / 4, 0 );
if( !underWater ) {
game.LocalPlayer.DrawShadow( game.LocalPlayer.Shadow );
if( !underWater )
game.WeatherRenderer.Render( deltaTime );
}
graphics.AlphaBlending = false;
graphics.Texturing = false;
graphics.AlphaTest = false;

View File

@ -20,6 +20,7 @@ namespace ClassicalSharp {
public const string FpsLimit = "fpslimit";
public const string AutoCloseLauncher = "autocloselauncher";
public const string ViewBobbing = "viewbobbing";
public const string EntityShadow = "entityshadow";
public const string HacksEnabled = "hacks-hacksenabled";
public const string FieldOfView = "hacks-fov";
@ -55,7 +56,7 @@ namespace ClassicalSharp {
}
public enum EntityShadow {
None, SnapToBlock, Circle,
None, SnapToBlock, Circle, CircleAll,
}
public static class Options {

View File

@ -138,7 +138,7 @@ namespace ClassicalSharp {
} catch( ArgumentException ) {
result = defValue;
return false;
}
}
result = mapping;
return true;
}
@ -247,7 +247,8 @@ namespace ClassicalSharp {
}
public static int Floor( float value ) {
return value >= 0 ? (int)value : (int)value - 1;
int valueI = (int)value;
return value < valueI ? valueI - 1 : valueI;
}
public static int AdjViewDist( int value ) {
@ -282,7 +283,7 @@ namespace ClassicalSharp {
p222 = Transform( 0.5f, 0.5f, ref size, ref centre, ref up, ref right );
}
static Vector3 Transform( float x, float y, ref Vector2 size,
static Vector3 Transform( float x, float y, ref Vector2 size,
ref Vector3 centre, ref Vector3 up, ref Vector3 right ) {
return centre + right * x * size.X + up * y * size.Y;
}