// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3 using System; using ClassicalSharp.GraphicsAPI; using ClassicalSharp.Model; using ClassicalSharp.Textures; using OpenTK; using BlockID = System.UInt16; namespace ClassicalSharp { public sealed class IsometricBlockDrawer { Game game; int index; float scale; VertexP3fT2fC4b[] vertices; int vb; CuboidDrawer drawer = new CuboidDrawer(); public void BeginBatch(Game game, VertexP3fT2fC4b[] vertices, int vb) { this.game = game; lastTexIndex = -1; index = 0; this.vertices = vertices; this.vb = vb; game.Graphics.LoadMatrix(ref transform); } static int colNormal = FastColour.WhitePacked, colXSide, colZSide, colYBottom; static float cosX, sinX, cosY, sinY; static Matrix4 transform; static IsometricBlockDrawer() { FastColour.GetShaded(FastColour.White, out colXSide, out colZSide, out colYBottom); Matrix4 rotY, rotX; Matrix4.RotateY(out rotY, 45 * Utils.Deg2Rad); Matrix4.RotateX(out rotX, -30f * Utils.Deg2Rad); Matrix4.Mult(out transform, ref rotY, ref rotX); cosX = (float)Math.Cos(30f * Utils.Deg2Rad); sinX = (float)Math.Sin(30f * Utils.Deg2Rad); cosY = (float)Math.Cos(-45f * Utils.Deg2Rad); sinY = (float)Math.Sin(-45f * Utils.Deg2Rad); } public void DrawBatch(BlockID block, float size, float x, float y) { drawer.elementsPerAtlas1D = TerrainAtlas1D.elementsPerAtlas1D; drawer.invVerElementSize = TerrainAtlas1D.invElementSize; bool bright = BlockInfo.FullBright[block]; if (BlockInfo.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; RotateX(cosX, -sinX); RotateY(cosY, -sinY); // See comment in IGraphicsApi.Draw2DTexture() pos.X -= 0.5f; pos.Y -= 0.5f; if (BlockInfo.Draw[block] == DrawType.Sprite) { SpriteXQuad(block, true); SpriteZQuad(block, true); SpriteZQuad(block, false); SpriteXQuad(block, false); } else { drawer.minBB = BlockInfo.MinBB[block]; drawer.minBB.Y = 1 - drawer.minBB.Y; drawer.maxBB = BlockInfo.MaxBB[block]; drawer.maxBB.Y = 1 - drawer.maxBB.Y; Vector3 min = BlockInfo.MinBB[block], max = BlockInfo.MaxBB[block]; drawer.x1 = scale * (1 - min.X * 2) + pos.X; drawer.x2 = scale * (1 - max.X * 2) + pos.X; drawer.y1 = scale * (1 - min.Y * 2) + pos.Y; drawer.y2 = scale * (1 - max.Y * 2) + pos.Y; drawer.z1 = scale * (1 - min.Z * 2) + pos.Z; drawer.z2 = scale * (1 - max.Z * 2) + pos.Z; drawer.Tinted = BlockInfo.Tinted[block]; drawer.TintColour = BlockInfo.FogColour[block]; drawer.Right(1, bright ? colNormal : colXSide, GetTex(block, Side.Right), vertices, ref index); drawer.Front(1, bright ? colNormal : colZSide, GetTex(block, Side.Front), vertices, ref index); drawer.Top(1, colNormal , GetTex(block, Side.Top), vertices, ref index); } } public void EndBatch() { if (index > 0) { lastTexIndex = texIndex; Flush(); } lastTexIndex = -1; game.Graphics.LoadIdentityMatrix(); } int GetTex(BlockID block, int side) { int texLoc = BlockInfo.GetTextureLoc(block, side); texIndex = texLoc / TerrainAtlas1D.elementsPerAtlas1D; if (lastTexIndex != texIndex) Flush(); return texLoc; } static Vector3 pos = Vector3.Zero; void SpriteZQuad(BlockID block, bool firstPart) { int texLoc = BlockInfo.GetTextureLoc(block, Side.Right); TextureRec rec = TerrainAtlas1D.GetTexRec(texLoc, 1, out texIndex); if (lastTexIndex != texIndex) Flush(); VertexP3fT2fC4b v = default(VertexP3fT2fC4b); v.Colour = colNormal; if (BlockInfo.Tinted[block]) { v.Colour = Utils.Tint(v.Colour, BlockInfo.FogColour[block]); } 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) + pos.X, maxX = scale * (1 - x2 * 2) + pos.X; float minY = scale * (1 - 0 * 2) + pos.Y, maxY = scale * (1 - 1.1f * 2) + pos.Y; v.Z = pos.Z; v.X = minX; v.Y = minY; v.U = rec.U2; v.V = rec.V2; vertices[index++] = v; v.Y = maxY; v.V = rec.V1; vertices[index++] = v; v.X = maxX; v.U = rec.U1; vertices[index++] = v; v.Y = minY; v.V = rec.V2; vertices[index++] = v; } void SpriteXQuad(BlockID block, bool firstPart) { int texLoc = BlockInfo.GetTextureLoc(block, Side.Right); TextureRec rec = TerrainAtlas1D.GetTexRec(texLoc, 1, out texIndex); if (lastTexIndex != texIndex) Flush(); VertexP3fT2fC4b v = default(VertexP3fT2fC4b); v.Colour = colNormal; if (BlockInfo.Tinted[block]) { v.Colour = Utils.Tint(v.Colour, BlockInfo.FogColour[block]); } 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) + pos.Y, maxY = scale * (1 - 1.1f * 2) + pos.Y; float minZ = scale * (1 - z1 * 2) + pos.Z, maxZ = scale * (1 - z2 * 2) + pos.Z; v.X = pos.X; v.Y = minY; v.Z = minZ; v.U = rec.U2; v.V = rec.V2; vertices[index++] = v; v.Y = maxY; v.V = rec.V1; vertices[index++] = v; v.Z = maxZ; v.U = rec.U1; vertices[index++] = v; v.Y = minY; v.V = rec.V2; vertices[index++] = v; } int lastTexIndex, texIndex; void Flush() { if (lastTexIndex != -1) { game.Graphics.BindTexture(TerrainAtlas1D.TexIds[lastTexIndex]); game.Graphics.UpdateDynamicVb_IndexedTris(vb, vertices, index); } lastTexIndex = texIndex; index = 0; } /// Rotates the given 3D coordinates around the x axis. static void RotateX(float cosA, float sinA) { float y = cosA * pos.Y + sinA * pos.Z; pos.Z = -sinA * pos.Y + cosA * pos.Z; pos.Y = y; } /// Rotates the given 3D coordinates around the y axis. static void RotateY(float cosA, float sinA) { float x = cosA * pos.X - sinA * pos.Z; pos.Z = sinA * pos.X + cosA * pos.Z; pos.X = x; } } }