139 lines
4.4 KiB
C#

using System;
using System.Drawing;
using ClassicalSharp.GraphicsAPI;
using ClassicalSharp.Model;
using ClassicalSharp.Network;
using OpenTK;
#if ANDROID
using Android.Graphics;
#endif
namespace ClassicalSharp {
public abstract partial class Player : Entity {
public string DisplayName, SkinName, SkinIdentifier;
public SkinType SkinType;
internal AnimatedComponent anim;
internal ShadowComponent shadow;
public Player( Game game ) : base( game ) {
this.game = game;
StepSize = 0.5f;
SkinType = game.DefaultPlayerSkinType;
anim = new AnimatedComponent( game, this );
shadow = new ShadowComponent( game, this );
SetModel( "humanoid" );
}
DateTime lastModelChange = new DateTime( 1, 1, 1 );
public void SetModel( string modelName ) {
ModelName = modelName;
Model = game.ModelCache.GetModel( ModelName );
lastModelChange = DateTime.UtcNow;
MobTextureId = -1;
}
protected Texture nameTex;
protected internal int PlayerTextureId = -1, MobTextureId = -1;
public override void Despawn() {
game.Graphics.DeleteTexture( ref PlayerTextureId );
game.Graphics.DeleteTexture( ref nameTex.ID );
}
protected void InitRenderingData() {
using( Font font = new Font( game.FontName, 20 ) ) {
DrawTextArgs args = new DrawTextArgs( DisplayName, font, true );
nameTex = game.Drawer2D.MakeBitmappedTextTexture( ref args, 0, 0 );
}
}
public void UpdateName() {
game.Graphics.DeleteTexture( ref nameTex );
InitRenderingData();
}
protected void DrawName() {
IGraphicsApi api = game.Graphics;
api.BindTexture( nameTex.ID );
Vector3 pos = Position; pos.Y += Model.NameYOffset;
Vector3 p111, p121, p212, p222;
FastColour col = FastColour.White;
Vector2 size = new Vector2( nameTex.Width / 70f, nameTex.Height / 70f );
Utils.CalcBillboardPoints( size, pos, ref game.View, out p111, out p121, out p212, out p222 );
api.texVerts[0] = new VertexPos3fTex2fCol4b( p111, nameTex.U1, nameTex.V2, col );
api.texVerts[1] = new VertexPos3fTex2fCol4b( p121, nameTex.U1, nameTex.V1, col );
api.texVerts[2] = new VertexPos3fTex2fCol4b( p222, nameTex.U2, nameTex.V1, col );
api.texVerts[3] = new VertexPos3fTex2fCol4b( p212, nameTex.U2, nameTex.V2, col );
api.SetBatchFormat( VertexFormat.Pos3fTex2fCol4b );
api.UpdateDynamicIndexedVb( DrawMode.Triangles, api.texVb, api.texVerts, 4, 6 );
}
protected void CheckSkin() {
DownloadedItem item;
game.AsyncDownloader.TryGetItem( SkinIdentifier, out item );
if( item != null && item.Data != null ) {
Bitmap bmp = (Bitmap)item.Data;
game.Graphics.DeleteTexture( ref PlayerTextureId );
if( !FastBitmap.CheckFormat( bmp.PixelFormat ) )
game.Drawer2D.ConvertTo32Bpp( ref bmp );
try {
SkinType = Utils.GetSkinType( bmp );
if( Model is HumanoidModel || Model is ChibiModel )
ClearHat( bmp, SkinType );
PlayerTextureId = game.Graphics.CreateTexture( bmp );
MobTextureId = -1;
// Custom mob textures.
if( Utils.IsUrlPrefix( SkinName, 0 ) && item.TimeAdded > lastModelChange )
MobTextureId = PlayerTextureId;
} catch( NotSupportedException ) {
ResetSkin( bmp );
}
bmp.Dispose();
}
}
void ResetSkin( Bitmap bmp ) {
string formatString = "Skin {0} has unsupported dimensions({1}, {2}), reverting to default.";
Utils.LogDebug( formatString, SkinName, bmp.Width, bmp.Height );
MobTextureId = -1;
PlayerTextureId = -1;
SkinType = game.DefaultPlayerSkinType;
}
unsafe static void ClearHat( Bitmap bmp, SkinType skinType ) {
using( FastBitmap fastBmp = new FastBitmap( bmp, true, false ) ) {
int sizeX = (bmp.Width / 64) * 32;
int yScale = skinType == SkinType.Type64x32 ? 32 : 64;
int sizeY = (bmp.Height / yScale) * 16;
// determine if we actually need filtering
for( int y = 0; y < sizeY; y++ ) {
int* row = fastBmp.GetRowPtr( y );
row += sizeX;
for( int x = 0; x < sizeX; x++ ) {
byte alpha = (byte)(row[x] >> 24);
if( alpha != 255 ) return;
}
}
// only perform filtering when the entire hat is opaque
int fullWhite = FastColour.White.ToArgb();
int fullBlack = FastColour.Black.ToArgb();
for( int y = 0; y < sizeY; y++ ) {
int* row = fastBmp.GetRowPtr( y );
row += sizeX;
for( int x = 0; x < sizeX; x++ ) {
int pixel = row[x];
if( pixel == fullWhite || pixel == fullBlack ) row[x] = 0;
}
}
}
}
}
}