TrueCraft/TrueCraft.Client/Rendering/FlatQuadRenderer.cs
Drew DeVault 0ae063456f Add common renderer for quad-based blocks
This also includes a derivative renderer for tall grass.
2015-06-03 18:42:26 -06:00

114 lines
3.9 KiB
C#

using System;
using TrueCraft.API.Logic;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework;
namespace TrueCraft.Client.Rendering
{
public abstract class FlatQuadRenderer : BlockRenderer
{
protected abstract Vector2 TextureMap { get; }
protected Vector2[] Texture;
protected FlatQuadRenderer()
{
Texture = new[]
{
TextureMap + Vector2.UnitX + Vector2.UnitY,
TextureMap + Vector2.UnitY,
TextureMap,
TextureMap + Vector2.UnitX,
};
for (int i = 0; i < Texture.Length; i++)
Texture[i] *= new Vector2(16f / 256f);
}
public override VertexPositionNormalTexture[] Render(BlockDescriptor descriptor, Vector3 offset,
Tuple<int, int> textureMap, int indiciesOffset, out int[] indicies)
{
return RenderQuads(descriptor, offset, Texture, indiciesOffset, out indicies);
}
protected VertexPositionNormalTexture[] RenderQuads(BlockDescriptor descriptor, Vector3 offset,
Vector2[] textureMap, int indiciesOffset, out int[] indicies)
{
indicies = new int[6 * 4];
var verticies = new VertexPositionNormalTexture[4 * 4];
int[] _indicies;
int textureIndex = 0;
for (int side = 0; side < 4; side++)
{
var quad = CreateAngledQuad(side, offset, textureMap, textureIndex % textureMap.Length, indiciesOffset, out _indicies);
Array.Copy(quad, 0, verticies, side * 4, 4);
Array.Copy(_indicies, 0, indicies, side * 6, 6);
textureIndex += 4;
}
return verticies;
}
protected static VertexPositionNormalTexture[] CreateAngledQuad(int face, Vector3 offset, Vector2[] texture, int textureOffset,
int indiciesOffset, out int[] indicies)
{
indicies = new[] { 0, 1, 3, 1, 2, 3 };
for (int i = 0; i < indicies.Length; i++)
indicies[i] += (face * 4) + indiciesOffset;
var quad = new VertexPositionNormalTexture[4];
var unit = QuadMesh[face];
var normal = CubeNormals[face];
for (int i = 0; i < 4; i++)
{
quad[i] = new VertexPositionNormalTexture(offset + unit[i], normal, texture[textureOffset + i]);
}
return quad;
}
protected static readonly Vector3[] QuadNormals =
{
new Vector3(0, 0, 1),
new Vector3(0, 0, -1),
new Vector3(1, 0, 0),
new Vector3(-1, 0, 0),
new Vector3(0, 1, 0),
new Vector3(0, -1, 0)
};
protected static readonly Vector3[][] QuadMesh;
static FlatQuadRenderer()
{
QuadMesh = new Vector3[4][];
QuadMesh[0] = new[]
{
new Vector3(0.5f, -0.5f, 0.5f),
new Vector3(-0.5f, -0.5f, -0.5f),
new Vector3(-0.5f, 0.5f, -0.5f),
new Vector3(0.5f, 0.5f, 0.5f)
};
QuadMesh[1] = new[]
{
new Vector3(-0.5f, -0.5f, -0.5f),
new Vector3(0.5f, -0.5f, 0.5f),
new Vector3(0.5f, 0.5f, 0.5f),
new Vector3(-0.5f, 0.5f, -0.5f)
};
QuadMesh[2] = new[]
{
new Vector3(-0.5f, -0.5f, 0.5f),
new Vector3(0.5f, -0.5f, -0.5f),
new Vector3(0.5f, 0.5f, -0.5f),
new Vector3(-0.5f, 0.5f, 0.5f)
};
QuadMesh[3] = new[]
{
new Vector3(0.5f, -0.5f, -0.5f),
new Vector3(-0.5f, -0.5f, 0.5f),
new Vector3(-0.5f, 0.5f, 0.5f),
new Vector3(0.5f, 0.5f, -0.5f)
};
}
}
}