2016-03-26 13:51:42 +11:00

217 lines
8.5 KiB
C#

// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
using System;
using System.Drawing;
using ClassicalSharp.GraphicsAPI;
using OpenTK;
namespace ClassicalSharp {
/// <summary> Entity component that draws square and circle shadows beneath entities. </summary>
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;
int posCount = 0, dataCount = 0;
Vector3I* coords = stackalloc Vector3I[4];
ShadowData* data = stackalloc ShadowData[4];
for( int i = 0; i < 4; i++ ) {
coords[i] = new Vector3I( int.MinValue );
data[i] = new ShadowData();
}
if( mode == EntityShadow.SnapToBlock ) {
vb = game.Graphics.texVb; verts = game.Graphics.texVerts;
if( !GetBlocks( coords, ref posCount, posX, posZ, posY, data, ref dataCount ) ) return;
float x1 = Utils.Floor( posX ), z1 = Utils.Floor( posZ );
DraqSquareShadow( verts, ref index, data[0].Y, 220, x1, z1 );
} else {
vb = game.ModelCache.vb; verts = game.ModelCache.vertices;
float x = posX - 7/16f, z = posZ - 7/16f;
if( GetBlocks( coords, ref posCount, x, z, posY, data, ref dataCount ) && data[0].A > 0 )
DrawCircle( verts, ref index, data, dataCount, x, z );
x = Math.Max( posX - 7/16f, Utils.Floor( posX + 7/16f ) );
if( GetBlocks( coords, ref posCount, x, z, posY, data, ref dataCount ) && data[0].A > 0 )
DrawCircle( verts, ref index, data, dataCount, x, z );
z = Math.Max( posZ - 7/16f, Utils.Floor( posZ + 7/16f ) );
if( GetBlocks( coords, ref posCount, x, z, posY, data, ref dataCount ) && data[0].A > 0 )
DrawCircle( verts, ref index, data, dataCount, x, z );
x = posX - 7/16f;
if( GetBlocks( coords, ref posCount, x, z, posY, data, ref dataCount ) && data[0].A > 0 )
DrawCircle( verts, ref index, data, dataCount, x, z );
}
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 );
}
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 DrawCircle( VertexPos3fTex2fCol4b[] verts, ref int index,
ShadowData* data, int dataCount, float x, float z ) {
x = Utils.Floor( x ); z = Utils.Floor( z );
BlockInfo info = game.BlockInfo;
Vector3 min = info.MinBB[data[0].Block], max = info.MaxBB[data[0].Block];
DrawCoords( verts, ref index, data[0], x + min.X, z + min.Z, x + max.X, z + max.Z );
for( int i = 1; i < dataCount; i++ ) {
Vector3 nMin = info.MinBB[data[i].Block], nMax = info.MaxBB[data[i].Block];
DrawCoords( verts, ref index, data[i], x + min.X, z + nMin.Z, x + max.X, z + min.Z );
DrawCoords( verts, ref index, data[i], x + min.X, z + max.Z, x + max.X, z + nMax.Z );
DrawCoords( verts, ref index, data[i], x + nMin.X, z + nMin.Z, x + min.X, z + nMax.Z );
DrawCoords( verts, ref index, data[i], x + max.X, z + nMin.Z, x + nMax.X, z + nMax.Z );
min = nMin; max = nMax;
}
}
void DrawCoords( VertexPos3fTex2fCol4b[] verts, ref int index, ShadowData data,
float x1, float z1, float x2, float z2 ) {
Vector3 centre = entity.Position;
BlockInfo info = game.BlockInfo;
if( lequal( x2, x1 ) || lequal( z2, z1 ) ) return;
float u1 = (x1 - centre.X) * 16/14f + 0.5f;
float v1 = (z1 - centre.Z) * 16/14f + 0.5f;
float u2 = (x2 - centre.X) * 16/14f + 0.5f;
float v2 = (z2 - centre.Z) * 16/14f + 0.5f;
if( u2 <= 0 || v2 <= 0 || u1 >= 1 || v1 >= 1 ) return;
x1 = Math.Max( x1, centre.X - 7/16f ); u1 = Math.Max( u1, 0 );
z1 = Math.Max( z1, centre.Z - 7/16f ); v1 = Math.Max( v1, 0 );
x2 = Math.Min( x2, centre.X + 7/16f ); u2 = Math.Min( u2, 1 );
z2 = Math.Min( z2, centre.Z + 7/16f ); v2 = Math.Min( v2, 1 );
FastColour col = FastColour.White; col.A = data.A;
verts[index++] = new VertexPos3fTex2fCol4b( x1, data.Y, z1, u1, v1, col );
verts[index++] = new VertexPos3fTex2fCol4b( x2, data.Y, z1, u2, v1, col );
verts[index++] = new VertexPos3fTex2fCol4b( x2, data.Y, z2, u2, v2, col );
verts[index++] = new VertexPos3fTex2fCol4b( x1, data.Y, z2, u1, v2, col );
}
bool GetBlocks( Vector3I* coords, ref int posCount, float x, float z,
int posY, ShadowData* data, ref int index ) {
int blockX = Utils.Floor( x ), blockZ = Utils.Floor( z );
Vector3I p = new Vector3I( blockX, 0, blockZ );
BlockInfo info = game.BlockInfo;
Vector3 Position = entity.Position;
index = 0;
// Check we have not processed this particular block already.
if( Position.Y < 0 ) return false;
for( int i = 0; i < 4; i++ ) {
if( coords[i] == p ) return false;
data[i] = new ShadowData();
}
coords[posCount] = p; posCount++;
while( posY >= 0 && index < 4 ) {
byte block = GetShadowBlock( blockX, posY, blockZ );
posY--;
if( info.IsAir[block] || info.IsSprite[block] || info.IsLiquid[block] ) continue;
float blockY = posY + 1 + info.MaxBB[block].Y;
if( blockY >= Position.Y + 0.01f ) continue;
data[index].Block = block; data[index].Y = blockY;
CalcAlpha( Position.Y, ref data[index] );
index++;
// Check if the casted shadow will continue on further down.
if( info.MinBB[block].X == 0 && info.MaxBB[block].X == 1 &&
info.MinBB[block].Z == 0 && info.MaxBB[block].Z == 1 ) return true;
}
if( index < 4 ) {
data[index].Block = (byte)game.Map.EdgeBlock; data[index].Y = 0;
CalcAlpha( Position.Y, ref data[index] );
index++;
}
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 );
}
struct ShadowData {
public byte Block;
public float Y;
public byte A;
}
static void CalcAlpha( float playerY, ref ShadowData data ) {
float y = data.Y;
if( (playerY - y) <= 6 ) {
data.A = (byte)(190 - 190 * (playerY - y) / 6);
data.Y += 1/64f; return;
}
data.A = 0;
if( (playerY - y) <= 16 ) data.Y += 1/64f;
else if( (playerY - y) <= 32 ) data.Y += 1/16f;
else if( (playerY - y) <= 96 ) data.Y += 1/8f;
else data.Y += 1/4f;
}
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 );
}
}
}
}