mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-10-10 22:58:09 -04:00
103 lines
3.7 KiB
C#
103 lines
3.7 KiB
C#
using System;
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using System.Drawing;
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using ClassicalSharp.GraphicsAPI;
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using OpenTK;
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namespace ClassicalSharp {
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partial class Player {
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protected Texture nameTex;
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protected internal int PlayerTextureId = -1, MobTextureId = -1;
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public override void Despawn() {
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game.Graphics.DeleteTexture( ref PlayerTextureId );
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game.Graphics.DeleteTexture( ref nameTex.ID );
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if( shadowTex != -1 )
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game.Graphics.DeleteTexture( ref shadowTex );
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}
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protected void InitRenderingData() {
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using( Font font = new Font( game.FontName, 20 ) ) {
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DrawTextArgs args = new DrawTextArgs( DisplayName, font, true );
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nameTex = game.Drawer2D.MakeBitmappedTextTexture( ref args, 0, 0 );
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}
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}
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public void UpdateNameFont() {
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game.Graphics.DeleteTexture( ref nameTex );
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InitRenderingData();
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}
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protected void DrawName() {
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IGraphicsApi api = game.Graphics;
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api.BindTexture( nameTex.ID );
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Vector3 pos = Position; pos.Y += Model.NameYOffset;
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Vector3 p111, p121, p212, p222;
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FastColour col = FastColour.White;
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Vector2 size = new Vector2( nameTex.Width / 70f, nameTex.Height / 70f );
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Utils.CalcBillboardPoints( size, pos, ref game.View, out p111, out p121, out p212, out p222 );
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api.texVerts[0] = new VertexPos3fTex2fCol4b( p111, nameTex.U1, nameTex.V2, col );
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api.texVerts[1] = new VertexPos3fTex2fCol4b( p121, nameTex.U1, nameTex.V1, col );
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api.texVerts[2] = new VertexPos3fTex2fCol4b( p222, nameTex.U2, nameTex.V1, col );
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api.texVerts[3] = new VertexPos3fTex2fCol4b( p212, nameTex.U2, nameTex.V2, col );
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api.SetBatchFormat( VertexFormat.Pos3fTex2fCol4b );
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api.UpdateDynamicIndexedVb( DrawMode.Triangles, api.texVb, api.texVerts, 4, 6 );
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}
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internal void DrawShadow( bool show ) {
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int x = Utils.Floor( Position.X ), z = Utils.Floor( Position.Z );
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if( !show || !game.Map.IsValidPos( x, 0, z ) || Position.Y < 0 ) return;
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CheckShadowTexture();
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BlockInfo info = game.BlockInfo;
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game.Graphics.BindTexture( shadowTex );
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int y = Math.Min( (int)Position.Y, game.Map.Height - 1 );
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float shadowY = 0;
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while( y >= 0 ) {
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byte block = game.Map.GetBlock( x, y, z );
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if( !(info.IsAir[block] || info.IsSprite[block]) ) {
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shadowY = y + info.MaxBB[block].Y; break;
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}
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y--;
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}
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if( (Position.Y - y) <= 16 ) shadowY += 1/32f;
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else if( (Position.Y - y) <= 32 ) shadowY += 1/16f;
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else if( (Position.Y - y) <= 96 ) shadowY += 1/8f;
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else shadowY += 1/4f;
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VertexPos3fTex2fCol4b[] verts = game.Graphics.texVerts;
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int vb = game.Graphics.texVb;
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FastColour col = FastColour.White;
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verts[0] = new VertexPos3fTex2fCol4b( x, shadowY, z, 0, 0, col );
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verts[1] = new VertexPos3fTex2fCol4b( x + 1, shadowY, z, 1, 0, col );
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verts[2] = new VertexPos3fTex2fCol4b( x + 1, shadowY, z + 1, 1, 1, col );
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verts[3] = new VertexPos3fTex2fCol4b( x, shadowY, z + 1, 0, 1, col );
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game.Graphics.UpdateDynamicIndexedVb( DrawMode.Triangles, vb, verts, 4, 6 );
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}
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int shadowTex = -1;
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unsafe void CheckShadowTexture() {
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if( shadowTex != -1 ) return;
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const int size = 128, half = size / 2;
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using( Bitmap bmp = new Bitmap( size, size ) )
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using( FastBitmap fastBmp = new FastBitmap( bmp, true, false ) )
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{
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int inPix = new FastColour( 0, 0, 0, 200 ).ToArgb();
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int outPix = inPix & 0xFFFFFF;
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for( int y = 0; y < fastBmp.Height; y++ ) {
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int* row = fastBmp.GetRowPtr( y );
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for( int x = 0; x < fastBmp.Width; x++ ) {
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double dist = (half - (x + 0.5)) * (half - (x + 0.5)) +
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(half - (y + 0.5)) * (half - (y + 0.5));
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row[x] = dist < half * half ? inPix : outPix;
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}
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}
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shadowTex = game.Graphics.CreateTexture( fastBmp );
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}
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}
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}
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} |