// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3 using System; using ClassicalSharp.GraphicsAPI; using ClassicalSharp.Model; using ClassicalSharp.Textures; using OpenTK; namespace ClassicalSharp { public sealed class IsometricBlockDrawer { Game game; TerrainAtlas1D atlas; int index; float scale; const float invElemSize = TerrainAtlas2D.invElementSize; bool bright; VertexP3fT2fC4b[] vertices; int vb; NormalBlockBuilder drawer = new NormalBlockBuilder(); public void BeginBatch(Game game, VertexP3fT2fC4b[] vertices, int vb) { this.game = game; lastIndex = -1; index = 0; this.vertices = vertices; this.vb = vb; } static int colNormal = FastColour.WhitePacked, colXSide, colZSide, colYBottom; static float cosX, sinX, cosY, sinY; static IsometricBlockDrawer() { FastColour.GetShaded(FastColour.White, out colXSide, out colZSide, out colYBottom); cosX = (float)Math.Cos(26.565f * Utils.Deg2Rad); sinX = (float)Math.Sin(26.565f * Utils.Deg2Rad); cosY = (float)Math.Cos(-45f * Utils.Deg2Rad); sinY = (float)Math.Sin(-45f * Utils.Deg2Rad); } public void DrawBatch(byte block, float size, float x, float y) { BlockInfo info = game.BlockInfo; atlas = game.TerrainAtlas1D; drawer.elementsPerAtlas1D = atlas.elementsPerAtlas1D; drawer.invVerElementSize = atlas.invElementSize; drawer.info = game.BlockInfo; bright = info.FullBright[block]; if (info.Draw[block] == DrawType.Gas) return; // isometric coords size: cosY * -scale - sinY * scale // we need to divide by (2 * cosY), as the calling function expects size to be in pixels. scale = size / (2 * cosY); // screen to isometric coords (cos(-x) = cos(x), sin(-x) = -sin(x)) pos.X = x; pos.Y = y; pos.Z = 0; Utils.RotateX(ref pos.Y, ref pos.Z, cosX, -sinX); Utils.RotateY(ref pos.X, ref pos.Z, cosY, -sinY); if (info.Draw[block] == DrawType.Sprite) { SpriteXQuad(block, true); SpriteZQuad(block, true); SpriteZQuad(block, false); SpriteXQuad(block, false); } else { drawer.minBB = info.MinBB[block]; drawer.maxBB = info.MaxBB[block]; drawer.minBB.Y = 1 - drawer.minBB.Y; drawer.maxBB.Y = 1 - drawer.maxBB.Y; Vector3 min = game.BlockInfo.MinBB[block], max = game.BlockInfo.MaxBB[block]; drawer.x1 = scale * (1 - min.X * 2); drawer.x2 = scale * (1 - max.X * 2); drawer.y1 = scale * (1 - min.Y * 2); drawer.y2 = scale * (1 - max.Y * 2); drawer.z1 = scale * (1 - min.Z * 2); drawer.z2 = scale * (1 - max.Z * 2); drawer.DrawRightFace(1, bright ? colNormal : colXSide, GetTex(block, Side.Right), vertices, ref index); TransformLast4(); drawer.DrawFrontFace(1, bright ? colNormal : colZSide, GetTex(block, Side.Front), vertices, ref index); TransformLast4(); drawer.DrawTopFace(1, colNormal , GetTex(block, Side.Top), vertices, ref index); TransformLast4(); } } public void EndBatch() { if (index == 0) return; if (texIndex != lastIndex) game.Graphics.BindTexture(atlas.TexIds[texIndex]); game.Graphics.UpdateDynamicIndexedVb(DrawMode.Triangles, vb, vertices, index); index = 0; lastIndex = -1; } int GetTex(byte block, int side) { int texId = game.BlockInfo.GetTextureLoc(block, side); texIndex = texId / atlas.elementsPerAtlas1D; if (lastIndex != texIndex) Flush(); return texId; } static Vector3 pos = Vector3.Zero; void SpriteZQuad(byte block, bool firstPart) { int texLoc = game.BlockInfo.GetTextureLoc(block, Side.Right); TextureRec rec = atlas.GetTexRec(texLoc, 1, out texIndex); if (lastIndex != texIndex) Flush(); VertexP3fT2fC4b v = default(VertexP3fT2fC4b); v.Colour = colNormal; if (game.BlockInfo.Tinted[block]) { FastColour fogCol = game.BlockInfo.FogColour[block]; FastColour newCol = FastColour.Unpack(v.Colour); newCol *= fogCol; v.Colour = newCol.Pack(); } float x1 = firstPart ? 0.5f : -0.1f, x2 = firstPart ? 1.1f : 0.5f; rec.U1 = firstPart ? 0.0f : 0.5f; rec.U2 = (firstPart ? 0.5f : 1.0f) * (15.99f/16f); float minX = scale * (1 - x1 * 2), maxX = scale * (1 - x2 * 2); float minY = scale * (1 - 0 * 2), maxY = scale * (1 - 1.1f * 2); v.X = minX; v.Y = minY; v.Z = 0; v.U = rec.U2; v.V = rec.V2; vertices[index++] = v; v.X = minX; v.Y = maxY; v.Z = 0; v.U = rec.U2; v.V = rec.V1; vertices[index++] = v; v.X = maxX; v.Y = maxY; v.Z = 0; v.U = rec.U1; v.V = rec.V1; vertices[index++] = v; v.X = maxX; v.Y = minY; v.Z = 0; v.U = rec.U1; v.V = rec.V2; vertices[index++] = v; TransformLast4(); } void SpriteXQuad(byte block, bool firstPart) { int texLoc = game.BlockInfo.GetTextureLoc(block, Side.Right); TextureRec rec = atlas.GetTexRec(texLoc, 1, out texIndex); if (lastIndex != texIndex) Flush(); VertexP3fT2fC4b v = default(VertexP3fT2fC4b); v.Colour = colNormal; if (game.BlockInfo.Tinted[block]) { FastColour fogCol = game.BlockInfo.FogColour[block]; FastColour newCol = FastColour.Unpack(v.Colour); newCol *= fogCol; v.Colour = newCol.Pack(); } float z1 = firstPart ? 0.5f : -0.1f, z2 = firstPart ? 1.1f : 0.5f; rec.U1 = firstPart ? 0.0f : 0.5f; rec.U2 = (firstPart ? 0.5f : 1.0f) * (15.99f/16f); float minY = scale * (1 - 0 * 2), maxY = scale * (1 - 1.1f * 2); float minZ = scale * (1 - z1 * 2), maxZ = scale * (1 - z2 * 2); v.X = 0; v.Y = minY; v.Z = minZ; v.U = rec.U2; v.V = rec.V2; vertices[index++] = v; v.X = 0; v.Y = maxY; v.Z = minZ; v.U = rec.U2; v.V = rec.V1; vertices[index++] = v; v.X = 0; v.Y = maxY; v.Z = maxZ; v.U = rec.U1; v.V = rec.V1; vertices[index++] = v; v.X = 0; v.Y = minY; v.Z = maxZ; v.U = rec.U1; v.V = rec.V2; vertices[index++] = v; TransformLast4(); } int lastIndex, texIndex; void Flush() { if (lastIndex != -1) { game.Graphics.UpdateDynamicIndexedVb(DrawMode.Triangles, vb, vertices, index); index = 0; } lastIndex = texIndex; game.Graphics.BindTexture(atlas.TexIds[texIndex]); } void Transform(ref VertexP3fT2fC4b v) { v.X += pos.X; v.Y += pos.Y; v.Z += pos.Z; //Vector3 p = new Vector3(v.X, v.Y, v.Z) + pos; //p = Utils.RotateY(p - pos, time) + pos; //v coords = p // See comment in IGraphicsApi.Draw2DTexture() v.X -= 0.5f; v.Y -= 0.5f; float 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 } void TransformLast4() { for (int i = index - 4; i < index; i++) Transform(ref vertices[i]); } } }