Esempio n. 1
0
        protected virtual void RenderBlock(Block block, short meta, float x, float y, float scale)
        {
            var model = block.GetState(meta).Model;

            if (model == null)
            {
                return;
            }

            Vector2 unit = new Vector2(1f / SharpCraft.Instance.ClientSize.Width, 1f / SharpCraft.Instance.ClientSize.Height);

            float width  = 16;
            float height = 16;

            float scaledWidth  = 16 * scale;
            float scaledHeight = 16 * scale;

            float posX = x + scaledWidth / 2;
            float posY = -y - scaledHeight / 2;

            Vector2 pos = new Vector2(posX, posY).Ceiling() * unit;

            Matrix4 mat = MatrixHelper.CreateTransformationMatrix(pos * 2 - Vector2.UnitX + Vector2.UnitY, scale * new Vector2(width, height) * unit);

            _item.Bind();

            Shader.Bind();
            Shader.SetMatrix4("transformationMatrix", mat);
            Shader.SetVector2("UVmin", model.SlotTexture.UVMin);
            Shader.SetVector2("UVmax", model.SlotTexture.UVMax);

            GL.BindTexture(TextureTarget.Texture2D, JsonModelLoader.TextureBlocks);
            _item.RawModel.Render();

            _item.Unbind();
        }
Esempio n. 2
0
        protected virtual void RenderBlock(Block block, float x, float y, float scale)
        {
            var model = JsonModelLoader.GetModelForBlock(block.UnlocalizedName);

            if (model == null)
            {
                return;
            }

            ModelBlockRaw mbr = (ModelBlockRaw)model.RawModel;
            List <float>  uvs = new List <float>(8);

            mbr.AppendUvsForSide(FaceSides.South, uvs);

            Vector2 UVmin = new Vector2(uvs[0], uvs[1]);
            Vector2 UVmax = new Vector2(uvs[4], uvs[5]);

            Vector2 unit = new Vector2(1f / SharpCraft.Instance.ClientSize.Width, 1f / SharpCraft.Instance.ClientSize.Height);

            float width  = 16;
            float height = 16;

            float scaledWidth  = 16 * scale;
            float scaledHeight = 16 * scale;

            float posX = x + scaledWidth / 2;
            float posY = -y - scaledHeight / 2;

            Vector2 pos = new Vector2(posX, posY).Ceiling() * unit;

            Matrix4 mat = MatrixHelper.CreateTransformationMatrix(pos * 2 - Vector2.UnitX + Vector2.UnitY, scale * new Vector2(width, height) * unit);

            _item.Bind();

            Shader.Bind();
            Shader.UpdateGlobalUniforms();
            Shader.UpdateModelUniforms();
            Shader.UpdateInstanceUniforms(mat, UVmin, UVmax);

            GL.BindTexture(TextureTarget.Texture2D, JsonModelLoader.TEXTURE_BLOCKS);
            _item.RawModel.Render(PrimitiveType.Quads);

            _item.Unbind();
        }