260 lines
8.6 KiB
C#

// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
using System;
using ClassicalSharp.Entities;
using ClassicalSharp.GraphicsAPI;
using ClassicalSharp.Physics;
using ClassicalSharp.Renderers;
using ClassicalSharp.Textures;
using OpenTK;
#if USE16_BIT
using BlockID = System.UInt16;
#else
using BlockID = System.Byte;
#endif
namespace ClassicalSharp.Model {
public class BlockModel : IModel {
BlockID block = Block.Air;
float height;
TerrainAtlas1D atlas;
bool bright;
Vector3 minBB, maxBB;
public bool NoShade = false, SwitchOrder = false;
public float CosX = 1, SinX = 0;
ModelCache cache;
public BlockModel(Game game) : base(game) {
cache = game.ModelCache;
Bobbing = false;
UsesSkin = false;
}
public override void CreateParts() { }
public override float NameYOffset { get { return height + 0.075f; } }
public override float GetEyeY(Entity entity) {
BlockID block = Byte.Parse(entity.ModelName);
float minY = game.BlockInfo.MinBB[block].Y;
float maxY = game.BlockInfo.MaxBB[block].Y;
return block == 0 ? 1 : (minY + maxY) / 2;
}
static Vector3 colShrink = new Vector3(0.75f/16, 0.75f/16, 0.75f/16);
public override Vector3 CollisionSize {
get { return (maxBB - minBB) - colShrink; } // to fit slightly inside
}
static Vector3 offset = new Vector3(-0.5f, 0.0f, -0.5f);
public override AABB PickingBounds {
get { return new AABB(minBB, maxBB).Offset(offset); }
}
public void CalcState(BlockID block) {
if (game.BlockInfo.Draw[block] == DrawType.Gas) {
bright = false;
minBB = Vector3.Zero;
maxBB = Vector3.One;
height = 1;
} else {
bright = game.BlockInfo.FullBright[block];
minBB = game.BlockInfo.MinBB[block];
maxBB = game.BlockInfo.MaxBB[block];
height = maxBB.Y - minBB.Y;
if (game.BlockInfo.Draw[block] == DrawType.Sprite)
height = 1;
}
}
public override float RenderDistance(Entity p) {
block = Utils.FastByte(p.ModelName);
CalcState(block);
return base.RenderDistance(p);
}
int lastTexId = -1;
protected override void DrawModel(Entity p) {
// TODO: using 'is' is ugly, but means we can avoid creating
// a string every single time held block changes.
if (p is FakePlayer) {
Player realP = game.LocalPlayer;
Vector3I P = Vector3I.Floor(realP.EyePosition);
col = game.World.IsValidPos(P) ? game.Lighting.LightCol(P.X, P.Y, P.Z) : game.Lighting.Outside;
// Adjust pitch so angle when looking straight down is 0.
float adjHeadX = realP.HeadX - 90;
if (adjHeadX < 0) adjHeadX += 360;
// Adjust colour so held block is brighter when looking straght up
float t = Math.Abs(adjHeadX - 180) / 180;
float colScale = Utils.Lerp(0.9f, 0.7f, t);
col = FastColour.ScalePacked(col, colScale);
block = ((FakePlayer)p).Block;
} else {
block = Utils.FastByte(p.ModelName);
}
CalcState(block);
if (!(p is FakePlayer)) NoShade = bright;
if (bright) col = FastColour.WhitePacked;
if (game.BlockInfo.Draw[block] == DrawType.Gas) return;
lastTexId = -1;
atlas = game.TerrainAtlas1D;
bool sprite = game.BlockInfo.Draw[block] == DrawType.Sprite;
DrawParts(sprite);
if (index == 0) return;
IGraphicsApi gfx = game.Graphics;
gfx.BindTexture(lastTexId);
TransformVertices();
if (sprite) gfx.FaceCulling = true;
UpdateVB();
if (sprite) gfx.FaceCulling = false;
}
void FlushIfNotSame(int texIndex) {
int texId = game.TerrainAtlas1D.TexIds[texIndex];
if (texId == lastTexId) return;
if (lastTexId != -1) {
game.Graphics.BindTexture(lastTexId);
TransformVertices();
UpdateVB();
}
lastTexId = texId;
index = 0;
}
void TransformVertices() {
for (int i = 0; i < index; i++) {
VertexP3fT2fC4b v = cache.vertices[i];
float t = 0;
t = CosX * v.Y + SinX * v.Z; v.Z = -SinX * v.Y + CosX * v.Z; v.Y = t; // Inlined RotX
cache.vertices[i] = v;
}
}
CuboidDrawer drawer = new CuboidDrawer();
void DrawParts(bool sprite) {
// SwitchOrder is needed for held block, which renders without depth testing
if (sprite) {
if (SwitchOrder) {
SpriteZQuad(Side.Back, false);
SpriteXQuad(Side.Right, false);
} else {
SpriteXQuad(Side.Right, false);
SpriteZQuad(Side.Back, false);
}
if (SwitchOrder) {
SpriteXQuad(Side.Right, true);
SpriteZQuad(Side.Back, true);
} else {
SpriteZQuad(Side.Back, true);
SpriteXQuad(Side.Right, true);
}
} else {
drawer.elementsPerAtlas1D = atlas.elementsPerAtlas1D;
drawer.invVerElementSize = atlas.invElementSize;
drawer.minBB = game.BlockInfo.MinBB[block]; drawer.minBB.Y = 1 - drawer.minBB.Y;
drawer.maxBB = game.BlockInfo.MaxBB[block]; drawer.maxBB.Y = 1 - drawer.maxBB.Y;
Vector3 min = game.BlockInfo.RenderMinBB[block];
Vector3 max = game.BlockInfo.RenderMaxBB[block];
drawer.x1 = min.X - 0.5f; drawer.y1 = min.Y; drawer.z1 = min.Z - 0.5f;
drawer.x2 = max.X - 0.5f; drawer.y2 = max.Y; drawer.z2 = max.Z - 0.5f;
drawer.Tinted = game.BlockInfo.Tinted[block];
drawer.TintColour = game.BlockInfo.FogColour[block];
drawer.Bottom(1, Colour(FastColour.ShadeYBottom), GetTex(Side.Bottom), cache.vertices, ref index);
if (SwitchOrder) {
drawer.Right(1, Colour(FastColour.ShadeX), GetTex(Side.Right), cache.vertices, ref index);
drawer.Back(1, Colour(FastColour.ShadeZ), GetTex(Side.Back), cache.vertices, ref index);
drawer.Left(1, Colour(FastColour.ShadeX), GetTex(Side.Left), cache.vertices, ref index);
drawer.Front(1, Colour(FastColour.ShadeZ), GetTex(Side.Front), cache.vertices, ref index);
} else {
drawer.Front(1, Colour(FastColour.ShadeZ), GetTex(Side.Front), cache.vertices, ref index);
drawer.Right(1, Colour(FastColour.ShadeX), GetTex(Side.Right), cache.vertices, ref index);
drawer.Back(1, Colour(FastColour.ShadeZ), GetTex(Side.Back), cache.vertices, ref index);
drawer.Left(1, Colour(FastColour.ShadeX), GetTex(Side.Left), cache.vertices, ref index);
}
drawer.Top(1, Colour(1.0f), GetTex(Side.Top), cache.vertices, ref index);
}
}
int GetTex(int side) {
int texId = game.BlockInfo.GetTextureLoc(block, side);
texIndex = texId / atlas.elementsPerAtlas1D;
FlushIfNotSame(texIndex);
return texId;
}
int Colour(float shade) {
return NoShade ? col : FastColour.ScalePacked(col, shade);
}
void SpriteZQuad(int side, bool firstPart) {
SpriteZQuad(side, firstPart, false);
SpriteZQuad(side, firstPart, true);
}
void SpriteZQuad(int side, bool firstPart, bool mirror) {
int texId = game.BlockInfo.GetTextureLoc(block, side), texIndex = 0;
TextureRec rec = atlas.GetTexRec(texId, 1, out texIndex);
FlushIfNotSame(texIndex);
if (height != 1)
rec.V2 = rec.V1 + height * atlas.invElementSize * (15.99f/16f);
int col = this.col;
float p1 = 0, p2 = 0;
if (firstPart) { // Need to break into two quads for when drawing a sprite model in hand.
if (mirror) { rec.U1 = 0.5f; p1 = -5.5f/16; }
else { rec.U2 = 0.5f; p2 = -5.5f/16; }
} else {
if (mirror) { rec.U2 = 0.5f; p2 = 5.5f/16; }
else { rec.U1 = 0.5f; p1 = 5.5f/16; }
}
cache.vertices[index++] = new VertexP3fT2fC4b(p1, 0, p1, rec.U2, rec.V2, col);
cache.vertices[index++] = new VertexP3fT2fC4b(p1, 1, p1, rec.U2, rec.V1, col);
cache.vertices[index++] = new VertexP3fT2fC4b(p2, 1, p2, rec.U1, rec.V1, col);
cache.vertices[index++] = new VertexP3fT2fC4b(p2, 0, p2, rec.U1, rec.V2, col);
}
void SpriteXQuad(int side, bool firstPart) {
SpriteXQuad(side, firstPart, false);
SpriteXQuad(side, firstPart, true);
}
void SpriteXQuad(int side, bool firstPart, bool mirror) {
int texId = game.BlockInfo.GetTextureLoc(block, side), texIndex = 0;
TextureRec rec = atlas.GetTexRec(texId, 1, out texIndex);
FlushIfNotSame(texIndex);
if (height != 1)
rec.V2 = rec.V1 + height * atlas.invElementSize * (15.99f/16f);
int col = this.col;
float x1 = 0, x2 = 0, z1 = 0, z2 = 0;
if (firstPart) {
if (mirror) { rec.U2 = 0.5f; x2 = -5.5f/16; z2 = 5.5f/16; }
else { rec.U1 = 0.5f; x1 = -5.5f/16; z1 = 5.5f/16; }
} else {
if (mirror) { rec.U1 = 0.5f; x1 = 5.5f/16; z1 = -5.5f/16; }
else { rec.U2 = 0.5f; x2 = 5.5f/16; z2 = -5.5f/16; }
}
cache.vertices[index++] = new VertexP3fT2fC4b(x1, 0, z1, rec.U2, rec.V2, col);
cache.vertices[index++] = new VertexP3fT2fC4b(x1, 1, z1, rec.U2, rec.V1, col);
cache.vertices[index++] = new VertexP3fT2fC4b(x2, 1, z2, rec.U1, rec.V1, col);
cache.vertices[index++] = new VertexP3fT2fC4b(x2, 0, z2, rec.U1, rec.V2, col);
}
}
}