f3fc43fbf9
Fixes #147
167 lines
6.1 KiB
C#
167 lines
6.1 KiB
C#
using System;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework;
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using TrueCraft.Core.Logic;
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using TrueCraft.API.Logic;
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using System.Linq;
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namespace TrueCraft.Client.Rendering
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{
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public class BlockRenderer
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{
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private static BlockRenderer DefaultRenderer = new BlockRenderer();
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private static BlockRenderer[] Renderers = new BlockRenderer[0x100];
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public static void RegisterRenderer(byte id, BlockRenderer renderer)
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{
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Renderers[id] = renderer;
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}
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public static VertexPositionNormalColorTexture[] RenderBlock(IBlockProvider provider, BlockDescriptor descriptor,
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Vector3 offset, int indiciesOffset, out int[] indicies)
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{
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var textureMap = provider.GetTextureMap(descriptor.Metadata);
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if (textureMap == null)
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textureMap = new Tuple<int, int>(0, 0); // TODO: handle this better
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return Renderers[descriptor.ID].Render(descriptor, offset, textureMap, indiciesOffset, out indicies);
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}
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public virtual VertexPositionNormalColorTexture[] Render(BlockDescriptor descriptor, Vector3 offset,
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Tuple<int, int> textureMap, int indiciesOffset, out int[] indicies)
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{
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var texCoords = new Vector2(textureMap.Item1, textureMap.Item2);
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var texture = new[]
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{
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texCoords + Vector2.UnitX + Vector2.UnitY,
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texCoords + Vector2.UnitY,
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texCoords,
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texCoords + Vector2.UnitX
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};
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for (int i = 0; i < texture.Length; i++)
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texture[i] *= new Vector2(16f / 256f);
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return CreateUniformCube(offset, texture, indiciesOffset, out indicies, Color.White);
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}
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protected VertexPositionNormalColorTexture[] CreateUniformCube(Vector3 offset, Vector2[] texture, int indiciesOffset, out int[] indicies, Color color)
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{
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indicies = new int[6 * 6];
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var verticies = new VertexPositionNormalColorTexture[4 * 6];
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int[] _indicies;
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int textureIndex = 0;
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for (int _side = 0; _side < 6; _side++)
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{
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var side = (CubeFace)_side;
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var quad = CreateQuad(side, offset, texture, textureIndex % texture.Length, indiciesOffset, out _indicies, color);
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Array.Copy(quad, 0, verticies, _side * 4, 4);
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Array.Copy(_indicies, 0, indicies, _side * 6, 6);
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textureIndex += 4;
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}
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return verticies;
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}
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protected static VertexPositionNormalColorTexture[] CreateQuad(CubeFace face, Vector3 offset, Vector2[] texture, int textureOffset,
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int indiciesOffset, out int[] indicies, Color color)
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{
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indicies = new[] { 0, 1, 3, 1, 2, 3 };
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for (int i = 0; i < indicies.Length; i++)
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indicies[i] += ((int)face * 4) + indiciesOffset;
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var quad = new VertexPositionNormalColorTexture[4];
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var unit = CubeMesh[(int)face];
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var normal = CubeNormals[(int)face];
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for (int i = 0; i < 4; i++)
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{
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quad[i] = new VertexPositionNormalColorTexture(offset + unit[i], normal, color, texture[textureOffset + i]);
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}
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return quad;
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}
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protected enum CubeFace
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{
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PositiveZ = 0,
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NegativeZ = 1,
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PositiveX = 2,
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NegativeX = 3,
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PositiveY = 4,
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NegativeY = 5
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}
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protected static readonly Vector3[][] CubeMesh;
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protected static readonly Vector3[] CubeNormals =
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{
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new Vector3(0, 0, 1),
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new Vector3(0, 0, -1),
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new Vector3(1, 0, 0),
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new Vector3(-1, 0, 0),
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new Vector3(0, 1, 0),
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new Vector3(0, -1, 0)
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};
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static BlockRenderer()
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{
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for (int i = 0; i < Renderers.Length; i++)
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{
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Renderers[i] = DefaultRenderer;
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}
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foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
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{
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foreach (var type in assembly.GetTypes().Where(t =>
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typeof(BlockRenderer).IsAssignableFrom(t) && !t.IsAbstract && t != typeof(BlockRenderer)))
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{
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Activator.CreateInstance(type); // This is just to call the static initializers
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}
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}
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CubeMesh = new Vector3[6][];
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CubeMesh[0] = new[] // Positive Z face
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{
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new Vector3(0.5f, -0.5f, 0.5f),
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new Vector3(-0.5f, -0.5f, 0.5f),
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new Vector3(-0.5f, 0.5f, 0.5f),
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new Vector3(0.5f, 0.5f, 0.5f)
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};
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CubeMesh[1] = new[] // Negative Z face
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{
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new Vector3(-0.5f, -0.5f, -0.5f),
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new Vector3(0.5f, -0.5f, -0.5f),
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new Vector3(0.5f, 0.5f, -0.5f),
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new Vector3(-0.5f, 0.5f, -0.5f)
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};
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CubeMesh[2] = new[] // Positive X face
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{
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new Vector3(0.5f, -0.5f, -0.5f),
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new Vector3(0.5f, -0.5f, 0.5f),
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new Vector3(0.5f, 0.5f, 0.5f),
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new Vector3(0.5f, 0.5f, -0.5f)
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};
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CubeMesh[3] = new[] // Negative X face
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{
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new Vector3(-0.5f, -0.5f, 0.5f),
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new Vector3(-0.5f, -0.5f, -0.5f),
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new Vector3(-0.5f, 0.5f, -0.5f),
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new Vector3(-0.5f, 0.5f, 0.5f)
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};
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CubeMesh[4] = new[] // Positive Y face
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{
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new Vector3(0.5f, 0.5f, 0.5f),
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new Vector3(-0.5f, 0.5f, 0.5f),
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new Vector3(-0.5f, 0.5f, -0.5f),
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new Vector3(0.5f, 0.5f, -0.5f)
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};
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CubeMesh[5] = new[] // Negative Y face
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{
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new Vector3(0.5f, -0.5f, -0.5f),
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new Vector3(-0.5f, -0.5f, -0.5f),
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new Vector3(-0.5f, -0.5f, 0.5f),
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new Vector3(0.5f, -0.5f, 0.5f)
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};
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}
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}
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} |