ClassiCube/ClassicalSharp/Selections/PickedPosRenderer.cs

132 lines
4.3 KiB
C#

// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
using System;
using ClassicalSharp.GraphicsAPI;
using OpenTK;
namespace ClassicalSharp.Renderers {
public sealed class PickedPosRenderer : IGameComponent {
Game game;
int vb;
public void Init(Game game) {
this.game = game;
col = new FastColour(0, 0, 0, 102).Pack();
ContextRecreated();
game.Graphics.ContextLost += ContextLost;
game.Graphics.ContextRecreated += ContextRecreated;
}
public void Dispose() {
ContextLost();
game.Graphics.ContextLost -= ContextLost;
game.Graphics.ContextRecreated -= ContextRecreated;
}
public void Ready(Game game) { }
public void Reset(Game game) { }
public void OnNewMap(Game game) { }
public void OnNewMapLoaded(Game game) { }
int col;
int index;
const int verticesCount = 16 * 6;
VertexP3fC4b[] vertices = new VertexP3fC4b[verticesCount];
public void UpdateState(PickedPos selected) {
index = 0;
Vector3 camPos = game.CurrentCameraPos;
float dist = (camPos - selected.Min).LengthSquared;
float offset = 0.01f;
if (dist < 4 * 4) offset = 0.00625f;
if (dist < 2 * 2) offset = 0.00500f;
Vector3 p1 = selected.Min - new Vector3(offset, offset, offset);
Vector3 p2 = selected.Max + new Vector3(offset, offset, offset);
float size = 1/16f;
if (dist < 32 * 32) size = 1/32f;
if (dist < 16 * 16) size = 1/64f;
if (dist < 8 * 8) size = 1/96f;
if (dist < 4 * 4) size = 1/128f;
if (dist < 2 * 2) size = 1/192f;
DrawLines(p1, p2, size);
}
public void Render(double delta) {
if (game.Graphics.LostContext) return;
IGraphicsApi gfx = game.Graphics;
gfx.AlphaBlending = true;
gfx.DepthWrite = false;
gfx.SetBatchFormat(VertexFormat.P3fC4b);
gfx.UpdateDynamicVb_IndexedTris(vb, vertices, index);
gfx.DepthWrite = true;
gfx.AlphaBlending = false;
}
void DrawLines(Vector3 p1, Vector3 p2, float size) {
// bottom face
YQuad(p1.Y, p1.X, p1.Z + size, p1.X + size, p2.Z - size);
YQuad(p1.Y, p2.X, p1.Z + size, p2.X - size, p2.Z - size);
YQuad(p1.Y, p1.X, p1.Z, p2.X, p1.Z + size);
YQuad(p1.Y, p1.X, p2.Z, p2.X, p2.Z - size);
// top face
YQuad(p2.Y, p1.X, p1.Z + size, p1.X + size, p2.Z - size);
YQuad(p2.Y, p2.X, p1.Z + size, p2.X - size, p2.Z - size);
YQuad(p2.Y, p1.X, p1.Z, p2.X, p1.Z + size);
YQuad(p2.Y, p1.X, p2.Z, p2.X, p2.Z - size);
// left face
XQuad(p1.X, p1.Z, p1.Y + size, p1.Z + size, p2.Y - size);
XQuad(p1.X, p2.Z, p1.Y + size, p2.Z - size, p2.Y - size);
XQuad(p1.X, p1.Z, p1.Y, p2.Z, p1.Y + size);
XQuad(p1.X, p1.Z, p2.Y, p2.Z, p2.Y - size);
// right face
XQuad(p2.X, p1.Z, p1.Y + size, p1.Z + size, p2.Y - size);
XQuad(p2.X, p2.Z, p1.Y + size, p2.Z - size, p2.Y - size);
XQuad(p2.X, p1.Z, p1.Y, p2.Z, p1.Y + size);
XQuad(p2.X, p1.Z, p2.Y, p2.Z, p2.Y - size);
// front face
ZQuad(p1.Z, p1.X, p1.Y + size, p1.X + size, p2.Y - size);
ZQuad(p1.Z, p2.X, p1.Y + size, p2.X - size, p2.Y - size);
ZQuad(p1.Z, p1.X, p1.Y, p2.X, p1.Y + size);
ZQuad(p1.Z, p1.X, p2.Y, p2.X, p2.Y - size);
// back face
ZQuad(p2.Z, p1.X, p1.Y + size, p1.X + size, p2.Y - size);
ZQuad(p2.Z, p2.X, p1.Y + size, p2.X - size, p2.Y - size);
ZQuad(p2.Z, p1.X, p1.Y, p2.X, p1.Y + size);
ZQuad(p2.Z, p1.X, p2.Y, p2.X, p2.Y - size);
}
void XQuad(float x, float z1, float y1, float z2, float y2) {
vertices[index++] = new VertexP3fC4b(x, y1, z1, col);
vertices[index++] = new VertexP3fC4b(x, y2, z1, col);
vertices[index++] = new VertexP3fC4b(x, y2, z2, col);
vertices[index++] = new VertexP3fC4b(x, y1, z2, col);
}
void ZQuad(float z, float x1, float y1, float x2, float y2) {
vertices[index++] = new VertexP3fC4b(x1, y1, z, col);
vertices[index++] = new VertexP3fC4b(x1, y2, z, col);
vertices[index++] = new VertexP3fC4b(x2, y2, z, col);
vertices[index++] = new VertexP3fC4b(x2, y1, z, col);
}
void YQuad(float y, float x1, float z1, float x2, float z2) {
vertices[index++] = new VertexP3fC4b(x1, y, z1, col);
vertices[index++] = new VertexP3fC4b(x1, y, z2, col);
vertices[index++] = new VertexP3fC4b(x2, y, z2, col);
vertices[index++] = new VertexP3fC4b(x2, y, z1, col);
}
void ContextLost() { game.Graphics.DeleteVb(ref vb); }
void ContextRecreated() {
vb = game.Graphics.CreateDynamicVb(VertexFormat.P3fC4b, verticesCount);
}
}
}