Exemple #1
0
        void DrawParts(bool sprite)
        {
            if (sprite)
            {
                SpriteXQuad(false, false);
                SpriteXQuad(false, true);
                SpriteZQuad(false, false);
                SpriteZQuad(false, true);

                SpriteZQuad(true, false);
                SpriteZQuad(true, true);
                SpriteXQuad(true, false);
                SpriteXQuad(true, true);
            }
            else
            {
                drawer.minBB = BlockInfo.MinBB[block]; drawer.minBB.Y = 1 - drawer.minBB.Y;
                drawer.maxBB = BlockInfo.MaxBB[block]; drawer.maxBB.Y = 1 - drawer.maxBB.Y;

                Vector3 min = BlockInfo.RenderMinBB[block];
                Vector3 max = BlockInfo.RenderMaxBB[block];
                drawer.x1 = min.X - 0.5f; drawer.y1 = min.Y; drawer.z1 = min.Z - 0.5f;
                drawer.x2 = max.X - 0.5f; drawer.y2 = max.Y; drawer.z2 = max.Z - 0.5f;

                drawer.Tinted  = BlockInfo.Tinted[block];
                drawer.TintCol = BlockInfo.FogCol[block];

                drawer.Bottom(1, cols[1], GetTex(Side.Bottom), cache.vertices, ref index);
                drawer.Front(1, cols[3], GetTex(Side.Front), cache.vertices, ref index);
                drawer.Right(1, cols[5], GetTex(Side.Right), cache.vertices, ref index);
                drawer.Back(1, cols[2], GetTex(Side.Back), cache.vertices, ref index);
                drawer.Left(1, cols[4], GetTex(Side.Left), cache.vertices, ref index);
                drawer.Top(1, cols[0], GetTex(Side.Top), cache.vertices, ref index);
            }
        }
Exemple #2
0
        protected override void RenderTile(int index)
        {
            if (BlockInfo.Draw[curBlock] == DrawType.Sprite)
            {
                this.fullBright = BlockInfo.FullBright[curBlock];
                this.tinted     = BlockInfo.Tinted[curBlock];
                int count = counts[index + Side.Top];
                if (count != 0)
                {
                    DrawSprite(count);
                }
                return;
            }

            int leftCount = counts[index++], rightCount = counts[index++],
                frontCount = counts[index++], backCount = counts[index++],
                bottomCount = counts[index++], topCount = counts[index++];

            if (leftCount == 0 && rightCount == 0 && frontCount == 0 &&
                backCount == 0 && bottomCount == 0 && topCount == 0)
            {
                return;
            }

            bool fullBright    = BlockInfo.FullBright[curBlock];
            bool isTranslucent = BlockInfo.Draw[curBlock] == DrawType.Translucent;
            int  lightFlags    = BlockInfo.LightOffset[curBlock];

            drawer.minBB = BlockInfo.MinBB[curBlock]; drawer.minBB.Y = 1 - drawer.minBB.Y;
            drawer.maxBB = BlockInfo.MaxBB[curBlock]; drawer.maxBB.Y = 1 - drawer.maxBB.Y;

            Vector3 min = BlockInfo.RenderMinBB[curBlock], max = BlockInfo.RenderMaxBB[curBlock];

            drawer.x1 = X + min.X; drawer.y1 = Y + min.Y; drawer.z1 = Z + min.Z;
            drawer.x2 = X + max.X; drawer.y2 = Y + max.Y; drawer.z2 = Z + max.Z;

            drawer.Tinted  = BlockInfo.Tinted[curBlock];
            drawer.TintCol = BlockInfo.FogCol[curBlock];

            if (leftCount != 0)
            {
                int texLoc = BlockInfo.textures[curBlock * Side.Sides + Side.Left];
                texLoc += Z % Core.RepeatX[curBlock]; texLoc += 16 * ((Y + 1) % Core.RepeatY[curBlock]);
                int i      = texLoc >> Atlas1D.Shift;
                int offset = (lightFlags >> Side.Left) & 1;

                DrawInfo  part = isTranslucent ? translucentParts[i] : normalParts[i];
                PackedCol col  = fullBright ? PackedCol.White :
                                 X >= offset?light.LightCol_XSide_Fast(X - offset, Y, Z) : light.OutsideXSide;

                drawer.Left(leftCount, col, texLoc, vertices, ref part.vIndex[Side.Left]);
            }

            if (rightCount != 0)
            {
                int texLoc = BlockInfo.textures[curBlock * Side.Sides + Side.Right];
                texLoc += (Z + 1) % Core.RepeatX[curBlock]; texLoc += 16 * ((Y + 1) % Core.RepeatY[curBlock]);
                int i      = texLoc >> Atlas1D.Shift;
                int offset = (lightFlags >> Side.Right) & 1;

                DrawInfo  part = isTranslucent ? translucentParts[i] : normalParts[i];
                PackedCol col  = fullBright ? PackedCol.White :
                                 X <= (maxX - offset) ? light.LightCol_XSide_Fast(X + offset, Y, Z) : light.OutsideXSide;
                drawer.Right(rightCount, col, texLoc, vertices, ref part.vIndex[Side.Right]);
            }

            if (frontCount != 0)
            {
                int texLoc = BlockInfo.textures[curBlock * Side.Sides + Side.Front];
                texLoc += (X + 1) % Core.RepeatX[curBlock]; texLoc += 16 * ((Y + 1) % Core.RepeatY[curBlock]);
                int i      = texLoc >> Atlas1D.Shift;
                int offset = (lightFlags >> Side.Front) & 1;

                DrawInfo  part = isTranslucent ? translucentParts[i] : normalParts[i];
                PackedCol col  = fullBright ? PackedCol.White :
                                 Z >= offset?light.LightCol_ZSide_Fast(X, Y, Z - offset) : light.OutsideZSide;

                drawer.Front(frontCount, col, texLoc, vertices, ref part.vIndex[Side.Front]);
            }

            if (backCount != 0)
            {
                int texLoc = BlockInfo.textures[curBlock * Side.Sides + Side.Back];
                texLoc += X % Core.RepeatX[curBlock]; texLoc += 16 * ((Y + 1) % Core.RepeatY[curBlock]);
                int i      = texLoc >> Atlas1D.Shift;
                int offset = (lightFlags >> Side.Back) & 1;

                DrawInfo  part = isTranslucent ? translucentParts[i] : normalParts[i];
                PackedCol col  = fullBright ? PackedCol.White :
                                 Z <= (maxZ - offset) ? light.LightCol_ZSide_Fast(X, Y, Z + offset) : light.OutsideZSide;
                drawer.Back(backCount, col, texLoc, vertices, ref part.vIndex[Side.Back]);
            }

            if (bottomCount != 0)
            {
                int texLoc = BlockInfo.textures[curBlock * Side.Sides + Side.Bottom];
                texLoc += X % Core.RepeatX[curBlock]; texLoc += 16 * (Z % Core.RepeatY[curBlock]);
                int i      = texLoc >> Atlas1D.Shift;
                int offset = (lightFlags >> Side.Bottom) & 1;

                DrawInfo  part = isTranslucent ? translucentParts[i] : normalParts[i];
                PackedCol col  = fullBright ? PackedCol.White : light.LightCol_YBottom_Fast(X, Y - offset, Z);
                drawer.Bottom(bottomCount, col, texLoc, vertices, ref part.vIndex[Side.Bottom]);
            }

            if (topCount != 0)
            {
                int texLoc = BlockInfo.textures[curBlock * Side.Sides + Side.Top];
                texLoc += X % Core.RepeatX[curBlock]; texLoc += 16 * (Z % Core.RepeatY[curBlock]);
                int i      = texLoc >> Atlas1D.Shift;
                int offset = (lightFlags >> Side.Top) & 1;

                DrawInfo  part = isTranslucent ? translucentParts[i] : normalParts[i];
                PackedCol col  = fullBright ? PackedCol.White : light.LightCol_YTop_Fast(X, (Y + 1) - offset, Z);
                drawer.Top(topCount, col, texLoc, vertices, ref part.vIndex[Side.Top]);
            }
        }
Exemple #3
0
        private void DrawBlockTransform(Entity p, float dispX, float dispY, float dispZ, float scale)
        {
            int  lastTexIndex = -1;
            bool sprite       = BlockInfo.Draw[p.ModelBlock] == DrawType.Sprite;

            if (sprite)
            {
                SpriteXQuad(false, false, p.ModelBlock, ref lastTexIndex, game.ModelCache, dispX, dispY, dispZ, scale);
                SpriteXQuad(false, true, p.ModelBlock, ref lastTexIndex, game.ModelCache, dispX, dispY, dispZ, scale);
                SpriteZQuad(false, false, p.ModelBlock, ref lastTexIndex, game.ModelCache, dispX, dispY, dispZ, scale);
                SpriteZQuad(false, true, p.ModelBlock, ref lastTexIndex, game.ModelCache, dispX, dispY, dispZ, scale);

                SpriteZQuad(true, false, p.ModelBlock, ref lastTexIndex, game.ModelCache, dispX, dispY, dispZ, scale);
                SpriteZQuad(true, true, p.ModelBlock, ref lastTexIndex, game.ModelCache, dispX, dispY, dispZ, scale);
                SpriteXQuad(true, false, p.ModelBlock, ref lastTexIndex, game.ModelCache, dispX, dispY, dispZ, scale);
                SpriteXQuad(true, true, p.ModelBlock, ref lastTexIndex, game.ModelCache, dispX, dispY, dispZ, scale);
            }
            else
            {
                CuboidDrawer drawer = new CuboidDrawer();

                drawer.minBB = BlockInfo.MinBB[p.ModelBlock]; drawer.minBB.Y = 1 - drawer.minBB.Y;
                drawer.maxBB = BlockInfo.MaxBB[p.ModelBlock]; drawer.maxBB.Y = 1 - drawer.maxBB.Y;

                Vector3 min = BlockInfo.RenderMinBB[p.ModelBlock];
                Vector3 max = BlockInfo.RenderMaxBB[p.ModelBlock];
                drawer.x1 = (min.X - 0.5f) * scale + dispX; drawer.y1 = min.Y * scale + dispY; drawer.z1 = (min.Z - 0.5f) * scale + dispZ;
                drawer.x2 = (max.X - 0.5f) * scale + dispX; drawer.y2 = max.Y * scale + dispY; drawer.z2 = (max.Z - 0.5f) * scale + dispZ;

                drawer.Tinted  = BlockInfo.Tinted[p.ModelBlock];
                drawer.TintCol = BlockInfo.FogCol[p.ModelBlock];

                drawer.Bottom(1, cols[1], GetTex(Side.Bottom, p.ModelBlock, ref lastTexIndex), game.ModelCache.vertices, ref index);
                drawer.Front(1, cols[3], GetTex(Side.Front, p.ModelBlock, ref lastTexIndex), game.ModelCache.vertices, ref index);
                drawer.Right(1, cols[5], GetTex(Side.Right, p.ModelBlock, ref lastTexIndex), game.ModelCache.vertices, ref index);
                drawer.Back(1, cols[2], GetTex(Side.Back, p.ModelBlock, ref lastTexIndex), game.ModelCache.vertices, ref index);
                drawer.Left(1, cols[4], GetTex(Side.Left, p.ModelBlock, ref lastTexIndex), game.ModelCache.vertices, ref index);
                drawer.Top(1, cols[0], GetTex(Side.Top, p.ModelBlock, ref lastTexIndex), game.ModelCache.vertices, ref index);
            }

            if (index == 0)
            {
                return;
            }

            if (sprite)
            {
                game.Graphics.FaceCulling = true;
            }
            lastTexIndex = texIndex;
            if (lastTexIndex != -1)
            {
                game.Graphics.BindTexture(Atlas1D.TexIds[lastTexIndex]);
                UpdateVB();
            }

            lastTexIndex = texIndex;
            index        = 0;
            if (sprite)
            {
                game.Graphics.FaceCulling = false;
            }
        }
Exemple #4
0
        void DrawParts(bool sprite)
        {
            // SwitchOrder is needed for held block, which renders without depth testing
            if (sprite)
            {
                if (SwitchOrder)
                {
                    SpriteZQuad(Side.Back, false);
                    SpriteXQuad(Side.Right, false);
                }
                else
                {
                    SpriteXQuad(Side.Right, false);
                    SpriteZQuad(Side.Back, false);
                }

                if (SwitchOrder)
                {
                    SpriteXQuad(Side.Right, true);
                    SpriteZQuad(Side.Back, true);
                }
                else
                {
                    SpriteZQuad(Side.Back, true);
                    SpriteXQuad(Side.Right, true);
                }
            }
            else
            {
                drawer.elementsPerAtlas1D = atlas.elementsPerAtlas1D;
                drawer.invVerElementSize  = atlas.invElementSize;

                drawer.minBB = game.BlockInfo.MinBB[block]; drawer.minBB.Y = 1 - drawer.minBB.Y;
                drawer.maxBB = game.BlockInfo.MaxBB[block]; drawer.maxBB.Y = 1 - drawer.maxBB.Y;

                Vector3 min = game.BlockInfo.RenderMinBB[block];
                Vector3 max = game.BlockInfo.RenderMaxBB[block];
                drawer.x1 = min.X - 0.5f; drawer.y1 = min.Y; drawer.z1 = min.Z - 0.5f;
                drawer.x2 = max.X - 0.5f; drawer.y2 = max.Y; drawer.z2 = max.Z - 0.5f;

                drawer.Tinted     = game.BlockInfo.Tinted[block];
                drawer.TintColour = game.BlockInfo.FogColour[block];

                drawer.Bottom(1, Colour(FastColour.ShadeYBottom), GetTex(Side.Bottom), cache.vertices, ref index);
                if (SwitchOrder)
                {
                    drawer.Right(1, Colour(FastColour.ShadeX), GetTex(Side.Right), cache.vertices, ref index);
                    drawer.Back(1, Colour(FastColour.ShadeZ), GetTex(Side.Back), cache.vertices, ref index);
                    drawer.Left(1, Colour(FastColour.ShadeX), GetTex(Side.Left), cache.vertices, ref index);
                    drawer.Front(1, Colour(FastColour.ShadeZ), GetTex(Side.Front), cache.vertices, ref index);
                }
                else
                {
                    drawer.Front(1, Colour(FastColour.ShadeZ), GetTex(Side.Front), cache.vertices, ref index);
                    drawer.Right(1, Colour(FastColour.ShadeX), GetTex(Side.Right), cache.vertices, ref index);
                    drawer.Back(1, Colour(FastColour.ShadeZ), GetTex(Side.Back), cache.vertices, ref index);
                    drawer.Left(1, Colour(FastColour.ShadeX), GetTex(Side.Left), cache.vertices, ref index);
                }
                drawer.Top(1, Colour(1.0f), GetTex(Side.Top), cache.vertices, ref index);
            }
        }