mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-24 05:10:42 -04:00
102 lines
3.9 KiB
C#
102 lines
3.9 KiB
C#
using OpenTK;
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using System;
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using System.Drawing;
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using ClassicalSharp.GraphicsAPI;
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using ClassicalSharp.Renderers;
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namespace ClassicalSharp.Model {
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public class BlockModel : IModel {
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byte block = (byte)Block.Air;
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public BlockModel( Game window ) : base( window ) {
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vertices = new VertexPos3fTex2fCol4b[6 * 6];
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}
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public override float NameYOffset {
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get { return blockHeight + 0.075f; }
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}
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protected override void DrawPlayerModel( Player player, PlayerRenderer renderer ) {
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graphics.Texturing = true;
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graphics.AlphaTest = true;
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block = Byte.Parse( player.ModelName );
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if( block == 0 ) {
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blockHeight = 1;
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return;
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}
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graphics.Bind2DTexture( window.TerrainAtlasTexId );
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blockHeight = window.BlockInfo.BlockHeight( block );
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atlas = window.TerrainAtlas;
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BlockInfo = window.BlockInfo;
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index = 0;
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if( BlockInfo.IsSprite( block ) ) {
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DrawXFace( 0f, TileSide.Right, false );
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DrawZFace( 0f, TileSide.Back, false );
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graphics.DrawVertices( DrawMode.Triangles, vertices, 6 * 2 );
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} else {
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DrawYFace( blockHeight, TileSide.Top );
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DrawXFace( -0.5f, TileSide.Right, false );
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DrawXFace( 0.5f, TileSide.Left, true );
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DrawZFace( -0.5f, TileSide.Front, true );
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DrawZFace( 0.5f, TileSide.Back, false );
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DrawYFace( 0f, TileSide.Bottom );
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graphics.DrawVertices( DrawMode.Triangles, vertices, 6 * 6 );
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}
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}
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float blockHeight;
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TextureAtlas2D atlas;
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BlockInfo BlockInfo;
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public override void Dispose() {
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}
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void DrawYFace( float y, int side ) {
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int texId = BlockInfo.GetOptimTextureLoc( block, side );
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TextureRectangle rec = atlas.GetTexRec( texId );
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vertices[index++] = new VertexPos3fTex2fCol4b( -0.5f, y, -0.5f, rec.U1, rec.V1, col );
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vertices[index++] = new VertexPos3fTex2fCol4b( 0.5f, y, -0.5f, rec.U2, rec.V1, col );
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vertices[index++] = new VertexPos3fTex2fCol4b( 0.5f, y, 0.5f, rec.U2, rec.V2, col );
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vertices[index++] = new VertexPos3fTex2fCol4b( 0.5f, y, 0.5f, rec.U2, rec.V2, col );
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vertices[index++] = new VertexPos3fTex2fCol4b( -0.5f, y, 0.5f, rec.U1, rec.V2, col );
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vertices[index++] = new VertexPos3fTex2fCol4b( -0.5f, y, -0.5f, rec.U1, rec.V1, col );
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}
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void DrawZFace( float z, int side, bool swapU ) {
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int texId = BlockInfo.GetOptimTextureLoc( block, side );
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TextureRectangle rec = atlas.GetTexRec( texId );
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if( blockHeight != 1 ) {
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rec.V2 = rec.V1 + blockHeight * atlas.invVerElementSize;
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}
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if( swapU ) rec.SwapU();
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vertices[index++] = new VertexPos3fTex2fCol4b( -0.5f, 0f, z, rec.U1, rec.V2, col );
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vertices[index++] = new VertexPos3fTex2fCol4b( -0.5f, blockHeight, z, rec.U1, rec.V1, col );
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vertices[index++] = new VertexPos3fTex2fCol4b( 0.5f, blockHeight, z, rec.U2, rec.V1, col );
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vertices[index++] = new VertexPos3fTex2fCol4b( 0.5f, blockHeight, z, rec.U2, rec.V1, col );
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vertices[index++] = new VertexPos3fTex2fCol4b( 0.5f, 0f, z, rec.U2, rec.V2, col );
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vertices[index++] = new VertexPos3fTex2fCol4b( -0.5f, 0f, z, rec.U1, rec.V2, col );
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}
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void DrawXFace( float x, int side, bool swapU ) {
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int texId = BlockInfo.GetOptimTextureLoc( block, side );
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TextureRectangle rec = atlas.GetTexRec( texId );
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if( blockHeight != 1 ) {
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rec.V2 = rec.V1 + blockHeight * atlas.invVerElementSize;
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}
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if( swapU ) rec.SwapU();
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vertices[index++] = new VertexPos3fTex2fCol4b( x, 0f, -0.5f, rec.U1, rec.V2, col );
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vertices[index++] = new VertexPos3fTex2fCol4b( x, blockHeight, -0.5f, rec.U1, rec.V1, col );
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vertices[index++] = new VertexPos3fTex2fCol4b( x, blockHeight, 0.5f, rec.U2, rec.V1, col );
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vertices[index++] = new VertexPos3fTex2fCol4b( x, blockHeight, 0.5f, rec.U2, rec.V1, col );
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vertices[index++] = new VertexPos3fTex2fCol4b( x, 0f, 0.5f, rec.U2, rec.V2, col );
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vertices[index++] = new VertexPos3fTex2fCol4b( x, 0f, -0.5f, rec.U1, rec.V2, col );
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}
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}
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} |