using System; using System.Drawing; using ClassicalSharp.GraphicsAPI; using OpenTK; namespace ClassicalSharp { /// Entity component that draws square and circle shadows beneath entities. public unsafe sealed class ShadowComponent { Game game; Entity entity; public ShadowComponent( Game game, Entity entity ) { this.game = game; this.entity = entity; } internal void Draw() { EntityShadow mode = game.Players.ShadowMode; Vector3 Position = entity.Position; float posX = Position.X, posZ = Position.Z; int posY = Math.Min( (int)Position.Y, game.Map.Height - 1 ); int index = 0, vb = 0; VertexPos3fTex2fCol4b[] verts = null; ShadowData data = new ShadowData(); int coordsCount = 0; Vector3I* coords = stackalloc Vector3I[4]; for( int i = 0; i < 4; i++ ) coords[i] = new Vector3I( int.MinValue ); if( mode == EntityShadow.SnapToBlock ) { vb = game.Graphics.texVb; verts = game.Graphics.texVerts; if( !CalculateShadow( coords, ref coordsCount, posX, posZ, posY, ref data ) ) return; float x1 = Utils.Floor( posX ), z1 = Utils.Floor( posZ ); DraqSquareShadow( verts, ref index, data.Y, 220, x1, z1 ); } else { vb = game.ModelCache.vb; verts = game.ModelCache.vertices; 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, ref data ) && data.A > 0 ) DrawCoords( verts, ref index, data, new Vector2( x1, z1 ), new Vector2( x2, z2 ), Position ); x2 = posX + 7/16f; x1 = Math.Max( posX - 7/16f, Utils.Floor( x2 ) ); if( CalculateShadow( coords, ref coordsCount, x1, z1, posY, ref data ) && data.A > 0 ) DrawCoords( verts, ref index, data, new Vector2( x1, z1 ), new Vector2( x2, z2 ), Position ); z2 = posZ + 7/16f; z1 = Math.Max( posZ - 7/16f, Utils.Floor( z2 ) ); if( CalculateShadow( coords, ref coordsCount, x1, z1, posY, ref data ) && data.A > 0 ) DrawCoords( verts, ref index, data, new Vector2( x1, z1 ), new Vector2( x2, z2 ), Position ); x1 = posX - 7/16f; x2 = Math.Min( posX + 7/16f, Utils.Floor( x1 ) + 1 ); if( CalculateShadow( coords, ref coordsCount, x1, z1, posY, ref data ) && data.A > 0 ) DrawCoords( verts, ref index, data, new Vector2( x1, z1 ), new Vector2( x2, z2 ), Position ); } if( index == 0 ) return; CheckShadowTexture( game.Graphics ); if( !boundShadowTex ) { game.Graphics.BindTexture( shadowTex ); boundShadowTex = true; } game.Graphics.UpdateDynamicIndexedVb( DrawMode.Triangles, vb, verts, index, index * 6 / 4 ); } bool CalculateShadow( Vector3I* coords, ref int coordsCount, float x, float z, int posY, ref ShadowData data ) { data = new ShadowData(); int blockX = Utils.Floor( x ), blockZ = Utils.Floor( z ); Vector3I p = new Vector3I( blockX, 0, blockZ ); BlockInfo info = game.BlockInfo; Vector3 Position = entity.Position; if( Position.Y < 0 ) return false; for( int i = 0; i < 4; i++ ) if( coords[i] == p ) return false; while( posY >= 0 ) { byte block = GetShadowBlock( blockX, posY, blockZ ); if( !(info.IsAir[block] || info.IsSprite[block] || info.IsLiquid[block]) ) { float blockY = posY + info.MaxBB[block].Y; if( blockY < Position.Y + 0.01f ) { data.Block = block; data.Y = blockY; break; } } posY--; } if( posY == -1 ) data.Y = 0; coords[coordsCount] = p; coordsCount++; CalcAlpha( Position.Y, ref data.Y, ref data.A ); return true; } byte GetShadowBlock( int x, int y, int z ) { if( x < 0 || z < 0 || x >= game.Map.Width || z >= game.Map.Length ) { if (y == game.Map.EdgeHeight - 1) return (byte)(game.BlockInfo.IsAir[(byte)game.Map.EdgeBlock] ? 0 : Block.Bedrock); if (y == game.Map.SidesHeight - 1) return (byte)(game.BlockInfo.IsAir[(byte)game.Map.SidesBlock] ? 0 : Block.Bedrock); return (byte)Block.Air; } return game.Map.GetBlock( x, y, z ); } void DraqSquareShadow( VertexPos3fTex2fCol4b[] verts, ref int index, float y, byte alpha, float x, float z ) { FastColour col = FastColour.White; col.A = alpha; TextureRec rec = new TextureRec( 63/128f, 63/128f, 1/128f, 1/128f ); verts[index++] = new VertexPos3fTex2fCol4b( x, y, z, rec.U1, rec.V1, col ); verts[index++] = new VertexPos3fTex2fCol4b( x + 1, y, z, rec.U2, rec.V1, col ); verts[index++] = new VertexPos3fTex2fCol4b( x + 1, y, z + 1, rec.U2, rec.V2, col ); verts[index++] = new VertexPos3fTex2fCol4b( x, y, z + 1, rec.U1, rec.V2, col ); } void DrawCoords( VertexPos3fTex2fCol4b[] verts, ref int index, ShadowData data, Vector2 p1, Vector2 p2, Vector3 centre ) { if( lequal( p2.X, p1.X ) || lequal( p2.Y, p1.Y ) ) return; float u1 = (p1.X - centre.X) * 16/14f + 0.5f; float v1 = (p1.Y - centre.Z) * 16/14f + 0.5f; float u2 = (p2.X - centre.X) * 16/14f + 0.5f; float v2 = (p2.Y - centre.Z) * 16/14f + 0.5f; if( u2 <= 0 || v2 <= 0 || u1 >= 1 || v1 >= 1 ) return; p1.X = Math.Max( p1.X, centre.X - 14/16f ); u1 = Math.Max( u1, 0 ); p1.Y = Math.Max( p1.Y, centre.Z - 14/16f ); v1 = Math.Max( v1, 0 ); p2.X = Math.Min( p2.X, centre.X + 14/16f ); u2 = Math.Min( u2, 1 ); p2.Y = Math.Min( p2.Y, centre.Z + 14/16f ); v2 = Math.Min( v2, 1 ); FastColour col = FastColour.White; col.A = data.A; verts[index++] = new VertexPos3fTex2fCol4b( p1.X, data.Y, p1.Y, u1, v1, col ); verts[index++] = new VertexPos3fTex2fCol4b( p2.X, data.Y, p1.Y, u2, v1, col ); verts[index++] = new VertexPos3fTex2fCol4b( p2.X, data.Y, p2.Y, u2, v2, col ); verts[index++] = new VertexPos3fTex2fCol4b( p1.X, data.Y, p2.Y, u1, v2, col ); } struct ShadowData { public byte Block; public float Y; public byte A; } static void CalcAlpha( float playerY, ref float y, ref byte alpha ) { if( (playerY - y) <= 6 ) { y += 1/64f; alpha = (byte)(190 - 190 * (playerY - y) / 6); } else if( (playerY - y) <= 16 ) { y += 1/64f; alpha = 0; } else if( (playerY - y) <= 32 ) { y += 1/16f; alpha = 0; } else if( (playerY - y) <= 96 ) { y += 1/8f; alpha = 0; } else { y += 1/4f; alpha = 0; } } static bool lequal(float a, float b) { return a < b || Math.Abs(a - b) < 0.001f; } internal static bool boundShadowTex = false; internal static int shadowTex = -1; static void CheckShadowTexture( IGraphicsApi graphics ) { if( shadowTex != -1 ) return; const int size = 128, half = size / 2; using( Bitmap bmp = new Bitmap( size, size ) ) using( FastBitmap fastBmp = new FastBitmap( bmp, true, false ) ) { 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 ); for( int x = 0; x < fastBmp.Width; x++ ) { double dist = (half - (x + 0.5)) * (half - (x + 0.5)) + (half - (y + 0.5)) * (half - (y + 0.5)); row[x] = dist < half * half ? inPix : outPix; } } shadowTex = graphics.CreateTexture( fastBmp ); } } } }