using System; using System.Drawing; using ClassicalSharp.GraphicsAPI; namespace ClassicalSharp { partial class Player { internal static bool boundShadowTex = false; internal unsafe void DrawShadow( EntityShadow shadow ) { float posX = Position.X, posZ = Position.Z; int posY = Math.Min( (int)Position.Y, game.Map.Height - 1 ); float y; byte alpha; int index = 0, vb = 0; VertexPos3fTex2fCol4b[] verts = null; int coordsCount = 0; Vector3I* coords = stackalloc Vector3I[4]; for( int i = 0; i < 4; i++ ) coords[i] = Vector3I.Zero; if( shadow == EntityShadow.SnapToBlock ) { 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 alpha ) ) return; alpha = 220; float x1 = Utils.Floor( posX ), z1 = Utils.Floor( posZ ); 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 alpha ) && alpha > 0 ) { rec = TextureRec.FromPoints( 0, 0, (x2 - x1) * 16/14f, (z2 - z1) * 16/14f ); 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 alpha ) && alpha > 0 ) { rec = TextureRec.FromPoints( 1 - (x2 - x1) * 16/14f, 0, 1, (z2 - z1) * 16/14f ); 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 alpha ) && alpha > 0 ) { rec = TextureRec.FromPoints( 1 - (x2 - x1) * 16/14f, 1 - (z2 - z1) * 16/14f, 1, 1 ); 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 alpha ) && alpha > 0 ) { rec = TextureRec.FromPoints( 0, 1 - (z2 - z1) * 16/14f, (x2 - x1) * 16/14f, 1 ); DrawShadowPart( verts, ref index, y, alpha, x1, z1, x2, z2, rec ); } } if( index == 0 ) return; CheckShadowTexture(); if( !boundShadowTex ) { game.Graphics.BindTexture( shadowTex ); boundShadowTex = true; } game.Graphics.UpdateDynamicIndexedVb( DrawMode.Triangles, vb, verts, index, index * 6 / 4 ); } 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( 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 = y = posY + info.MaxBB[block].Y; if( blockY < Position.Y + 0.01f ) { y = blockY; break; } } posY--; } coords[coordsCount] = p; coordsCount++; if( (Position.Y - posY) <= 6 ) { y += 1/64f; alpha = (byte)(220 - 220 * (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; } 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 DrawShadowPart( VertexPos3fTex2fCol4b[] verts, ref int index, float y, byte alpha, float x1, float z1, float x2, float z2, TextureRec rec ) { 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 ); verts[index++] = new VertexPos3fTex2fCol4b( x1, y, z2, rec.U1, rec.V2, col ); } int shadowTex = -1; unsafe void CheckShadowTexture() { 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 = game.Graphics.CreateTexture( fastBmp ); } } } }