Added slab renderer
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TrueCraft.Client/Rendering/Blocks/SlabRenderer.cs
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175
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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static SlabRenderer()
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{
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BlockRenderer.RegisterRenderer(StoneSlabBlock.BlockID, new SlabRenderer());
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BlockRenderer.RegisterRenderer(DoubleStoneSlabBlock.BlockID, new SlabRenderer());
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}
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public enum SlabType : byte
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{
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Stone = 0,
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Sandstone = 1,
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Wood =2,
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Cobblestone = 3
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}
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protected virtual Vector2 GetSideTexture(SlabType type)
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{
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switch (type)
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{
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case SlabType.Stone:
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return new Vector2(5, 0);
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case SlabType.Sandstone:
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return new Vector2(0, 12);
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case SlabType.Wood:
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return new Vector2(4, 0);
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case SlabType.Cobblestone:
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return new Vector2(1, 0);
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default:
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return Vector2.Zero;
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}
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}
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protected virtual Vector2 GetTopTexture(SlabType type)
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{
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switch (type)
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{
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case SlabType.Stone:
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return new Vector2(6, 0);
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case SlabType.Sandstone:
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return new Vector2(0, 13);
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case SlabType.Wood:
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return new Vector2(4, 0);
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case SlabType.Cobblestone:
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return new Vector2(1, 0);
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default:
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return Vector2.Zero;
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}
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}
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protected virtual Vector2 GetBottomTexture(SlabType type)
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{
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switch (type)
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{
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case SlabType.Stone:
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return new Vector2(6, 0);
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case SlabType.Sandstone:
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return new Vector2(0, 14);
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case SlabType.Wood:
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return new Vector2(4, 0);
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case SlabType.Cobblestone:
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return new Vector2(1, 0);
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default:
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return Vector2.Zero;
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}
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}
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protected virtual Vector2[] GetTextureMap(SlabType type, bool isDouble)
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{
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var sideTexture = GetSideTexture(type);
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var topTexture = GetTopTexture(type);
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var bottomTexture = GetBottomTexture(type);
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var result = new Vector2[]
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{
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// Positive Z
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sideTexture + Vector2.UnitX + ((isDouble) ? Vector2.UnitY : Vector2.UnitY / 2),
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sideTexture + ((isDouble) ? Vector2.UnitY : Vector2.UnitY / 2),
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sideTexture,
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sideTexture + Vector2.UnitX,
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// Negative Z
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sideTexture + Vector2.UnitX + ((isDouble) ? Vector2.UnitY : Vector2.UnitY / 2),
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sideTexture + ((isDouble) ? Vector2.UnitY : Vector2.UnitY / 2),
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sideTexture,
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sideTexture + Vector2.UnitX,
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// Positive X
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sideTexture + Vector2.UnitX + ((isDouble) ? Vector2.UnitY : Vector2.UnitY / 2),
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sideTexture + ((isDouble) ? Vector2.UnitY : Vector2.UnitY / 2),
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sideTexture,
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sideTexture + Vector2.UnitX,
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// Negative X
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sideTexture + Vector2.UnitX + ((isDouble) ? Vector2.UnitY : Vector2.UnitY / 2),
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sideTexture + ((isDouble) ? Vector2.UnitY : Vector2.UnitY / 2),
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sideTexture,
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sideTexture + Vector2.UnitX,
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// Positive Y
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topTexture + Vector2.UnitX + Vector2.UnitY,
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topTexture + Vector2.UnitY,
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topTexture,
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topTexture + Vector2.UnitX,
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// Negative Y
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bottomTexture + Vector2.UnitX + Vector2.UnitY,
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bottomTexture + Vector2.UnitY,
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bottomTexture,
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bottomTexture + Vector2.UnitX
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};
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for (int i = 0; i < result.Length; i++)
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result[i] *= new Vector2(16f / 256f);
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return result;
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}
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public static int Value = 0;
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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 == StoneSlabBlock.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((SlabType)descriptor.Metadata, false), 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 = 2; j < 4; j++)
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result[(i * 4) + j].Position.Y -= 0.5f;
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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((SlabType)descriptor.Metadata, true), indiciesOffset, out indicies, Color.White);
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}
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}
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}
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@ -68,6 +68,7 @@
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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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