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TrueCraft.Client/Rendering/Blocks/SlabRenderer.cs
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235
TrueCraft.Client/Rendering/Blocks/SlabRenderer.cs
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using System;
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using TrueCraft.Core.Logic.Blocks;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using TrueCraft.API.Logic;
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namespace TrueCraft.Client.Rendering.Blocks
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{
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public class SlabRenderer : BlockRenderer
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{
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private static Vector2 StoneTopTexture = new Vector2(6, 0);
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private static Vector2 StoneSideTexture = new Vector2(5, 0);
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private static Vector2 StoneBottomTexture = new Vector2(6, 0);
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private static Vector2 SandstoneTopTexture = new Vector2(0, 13);
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private static Vector2 SandstoneSideTexture = new Vector2(0, 12);
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private static Vector2 SandstoneBottomTexture = new Vector2(0, 14);
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private static Vector2 WoodTopTexture = new Vector2(4, 0);
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private static Vector2 WoodSideTexture = new Vector2(4, 0);
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private static Vector2 WoodBottomTexture = new Vector2(4, 0);
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private static Vector2 CobbleTopTexture = new Vector2(1, 0);
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private static Vector2 CobbleSideTexture = new Vector2(1, 0);
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private static Vector2 CobbleBottomTexture = new Vector2(1, 0);
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private static Vector2[] StoneTextureMap =
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{
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// Positive Z
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StoneSideTexture + Vector2.UnitX + Vector2.UnitY,
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StoneSideTexture + Vector2.UnitY,
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StoneSideTexture,
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StoneSideTexture + Vector2.UnitX,
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// Negative Z
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StoneSideTexture + Vector2.UnitX + Vector2.UnitY,
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StoneSideTexture + Vector2.UnitY,
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StoneSideTexture,
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StoneSideTexture + Vector2.UnitX,
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// Positive X
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StoneSideTexture + Vector2.UnitX + Vector2.UnitY,
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StoneSideTexture + Vector2.UnitY,
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StoneSideTexture,
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StoneSideTexture + Vector2.UnitX,
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// Negative X
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StoneSideTexture + Vector2.UnitX + Vector2.UnitY,
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StoneSideTexture + Vector2.UnitY,
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StoneSideTexture,
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StoneSideTexture + Vector2.UnitX,
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// Negative Y
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StoneTopTexture + Vector2.UnitX + Vector2.UnitY,
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StoneTopTexture + Vector2.UnitY,
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StoneTopTexture,
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StoneTopTexture + Vector2.UnitX,
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// Negative Y
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StoneBottomTexture + Vector2.UnitX + Vector2.UnitY,
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StoneBottomTexture + Vector2.UnitY,
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StoneBottomTexture,
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StoneBottomTexture + Vector2.UnitX,
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};
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private static Vector2[] SandstoneTextureMap =
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{
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// Positive Z
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SandstoneSideTexture + Vector2.UnitX + Vector2.UnitY,
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SandstoneSideTexture + Vector2.UnitY,
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SandstoneSideTexture,
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SandstoneSideTexture + Vector2.UnitX,
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// Negative Z
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SandstoneSideTexture + Vector2.UnitX + Vector2.UnitY,
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SandstoneSideTexture + Vector2.UnitY,
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SandstoneSideTexture,
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SandstoneSideTexture + Vector2.UnitX,
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// Positive X
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SandstoneSideTexture + Vector2.UnitX + Vector2.UnitY,
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SandstoneSideTexture + Vector2.UnitY,
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SandstoneSideTexture,
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SandstoneSideTexture + Vector2.UnitX,
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// Negative X
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SandstoneSideTexture + Vector2.UnitX + Vector2.UnitY,
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SandstoneSideTexture + Vector2.UnitY,
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SandstoneSideTexture,
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SandstoneSideTexture + Vector2.UnitX,
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// Negative Y
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SandstoneTopTexture + Vector2.UnitX + Vector2.UnitY,
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SandstoneTopTexture + Vector2.UnitY,
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SandstoneTopTexture,
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SandstoneTopTexture + Vector2.UnitX,
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// Negative Y
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SandstoneBottomTexture + Vector2.UnitX + Vector2.UnitY,
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SandstoneBottomTexture + Vector2.UnitY,
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SandstoneBottomTexture,
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SandstoneBottomTexture + Vector2.UnitX,
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};
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private static Vector2[] WoodTextureMap =
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{
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// Positive Z
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WoodSideTexture + Vector2.UnitX + Vector2.UnitY,
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WoodSideTexture + Vector2.UnitY,
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WoodSideTexture,
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WoodSideTexture + Vector2.UnitX,
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// Negative Z
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WoodSideTexture + Vector2.UnitX + Vector2.UnitY,
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WoodSideTexture + Vector2.UnitY,
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WoodSideTexture,
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WoodSideTexture + Vector2.UnitX,
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// Positive X
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WoodSideTexture + Vector2.UnitX + Vector2.UnitY,
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WoodSideTexture + Vector2.UnitY,
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WoodSideTexture,
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WoodSideTexture + Vector2.UnitX,
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// Negative X
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WoodSideTexture + Vector2.UnitX + Vector2.UnitY,
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WoodSideTexture + Vector2.UnitY,
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WoodSideTexture,
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WoodSideTexture + Vector2.UnitX,
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// Negative Y
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WoodTopTexture + Vector2.UnitX + Vector2.UnitY,
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WoodTopTexture + Vector2.UnitY,
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WoodTopTexture,
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WoodTopTexture + Vector2.UnitX,
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// Negative Y
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WoodBottomTexture + Vector2.UnitX + Vector2.UnitY,
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WoodBottomTexture + Vector2.UnitY,
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WoodBottomTexture,
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WoodBottomTexture + Vector2.UnitX,
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};
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private static Vector2[] CobbleTextureMap =
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{
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// Positive Z
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CobbleSideTexture + Vector2.UnitX + Vector2.UnitY,
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CobbleSideTexture + Vector2.UnitY,
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CobbleSideTexture,
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CobbleSideTexture + Vector2.UnitX,
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// Negative Z
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CobbleSideTexture + Vector2.UnitX + Vector2.UnitY,
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CobbleSideTexture + Vector2.UnitY,
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CobbleSideTexture,
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CobbleSideTexture + Vector2.UnitX,
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// Positive X
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CobbleSideTexture + Vector2.UnitX + Vector2.UnitY,
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CobbleSideTexture + Vector2.UnitY,
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CobbleSideTexture,
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CobbleSideTexture + Vector2.UnitX,
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// Negative X
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CobbleSideTexture + Vector2.UnitX + Vector2.UnitY,
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CobbleSideTexture + Vector2.UnitY,
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CobbleSideTexture,
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CobbleSideTexture + Vector2.UnitX,
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// Negative Y
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CobbleTopTexture + Vector2.UnitX + Vector2.UnitY,
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CobbleTopTexture + Vector2.UnitY,
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CobbleTopTexture,
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CobbleTopTexture + Vector2.UnitX,
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// Negative Y
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CobbleBottomTexture + Vector2.UnitX + Vector2.UnitY,
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CobbleBottomTexture + Vector2.UnitY,
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CobbleBottomTexture,
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CobbleBottomTexture + Vector2.UnitX,
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};
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static SlabRenderer()
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{
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BlockRenderer.RegisterRenderer(SlabBlock.BlockID, new SlabRenderer());
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BlockRenderer.RegisterRenderer(DoubleSlabBlock.BlockID, new SlabRenderer());
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for (int i = 0; i < StoneTextureMap.Length; i++)
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{
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StoneTextureMap[i] *= new Vector2(16f / 256f);
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SandstoneTextureMap[i] *= new Vector2(16f / 256f);
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WoodTextureMap[i] *= new Vector2(16f / 256f);
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CobbleTextureMap[i] *= new Vector2(16f / 256f);
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}
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}
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protected virtual Vector2[] GetTextureMap(SlabBlock.SlabMaterial material)
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{
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switch (material)
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{
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case SlabBlock.SlabMaterial.Stone:
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return StoneTextureMap;
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case SlabBlock.SlabMaterial.Standstone:
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return SandstoneTextureMap;
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case SlabBlock.SlabMaterial.Wooden:
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return WoodTextureMap;
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case SlabBlock.SlabMaterial.Cobblestone:
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return CobbleTextureMap;
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default:
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return StoneTextureMap;
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}
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}
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public override VertexPositionNormalColorTexture[] Render(BlockDescriptor descriptor, Vector3 offset, Tuple<int, int> textureMap, int indiciesOffset, out int[] indicies)
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{
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if (descriptor.ID == SlabBlock.BlockID)
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return RenderSlab(descriptor, offset, textureMap, indiciesOffset, out indicies);
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else
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return RenderDoubleSlab(descriptor, offset, textureMap, indiciesOffset, out indicies);
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}
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protected virtual VertexPositionNormalColorTexture[] RenderSlab(BlockDescriptor descriptor, Vector3 offset, Tuple<int, int> textureMap, int indiciesOffset, out int[] indicies)
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{
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var result = CreateUniformCube(offset, GetTextureMap((SlabBlock.SlabMaterial)descriptor.Metadata), indiciesOffset, out indicies, Color.White);
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for (int i = 0; i < 6; i++)
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{
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var face = (CubeFace)i;
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switch(face)
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{
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case CubeFace.PositiveZ:
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case CubeFace.NegativeZ:
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case CubeFace.PositiveX:
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case CubeFace.NegativeX:
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for (int j = 0; j < 2; j++)
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result[(i * 4) + j].Texture.Y -= (1f / 32f);
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for (int k = 2; k < 4; k++)
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{
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result[(i * 4) + k].Position.Y -= 0.5f;
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// result[(i * 4) + k].Texture.Y -= (1f / 16f);
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}
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break;
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case CubeFace.PositiveY:
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for (int j = 0; j < 4; j++)
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result[(i * 4) + j].Position.Y -= 0.5f;
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break;
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}
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}
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return result;
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}
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protected virtual VertexPositionNormalColorTexture[] RenderDoubleSlab(BlockDescriptor descriptor, Vector3 offset, Tuple<int, int> textureMap, int indiciesOffset, out int[] indicies)
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{
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return CreateUniformCube(offset, GetTextureMap((SlabBlock.SlabMaterial)descriptor.Metadata), indiciesOffset, out indicies, Color.White);
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}
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}
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}
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<Compile Include="Program.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Rendering\Blocks\CobwebRenderer.cs" />
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<Compile Include="Rendering\Blocks\SlabRenderer.cs" />
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<Compile Include="Rendering\Camera.cs" />
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<Compile Include="Rendering\Font.cs" />
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<Compile Include="Rendering\FontRenderer.cs" />
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@ -4,7 +4,7 @@ using TrueCraft.API;
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namespace TrueCraft.Core.Logic.Blocks
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{
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public class StoneSlabBlock : BlockProvider
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public class SlabBlock : BlockProvider
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{
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public enum SlabMaterial
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{
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@ -120,9 +120,9 @@ namespace TrueCraft.Core.Logic.Blocks
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}
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}
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public class DoubleStoneSlabBlock : BlockProvider
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public class DoubleSlabBlock : SlabBlock
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{
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public static readonly byte BlockID = 0x2B;
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public static readonly new byte BlockID = 0x2B;
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public override byte ID { get { return 0x2B; } }
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<Compile Include="Logic\Blocks\LapisLazuliBlock.cs" />
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<Compile Include="Logic\Blocks\LockedChestBlock.cs" />
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<Compile Include="Logic\Blocks\TallGrassBlock.cs" />
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<Compile Include="Logic\Blocks\StoneSlabBlock.cs" />
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<Compile Include="Logic\Blocks\SlabBlock.cs" />
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<Compile Include="MathHelper.cs" />
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<Compile Include="Logging\PacketLogging.cs" />
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<Compile Include="Logging\FileLogProvider.cs" />
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Reference in New Issue
Block a user