Player Object
This commit is contained in:
@@ -1,22 +1,134 @@
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Windows.Forms;
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using static System.Windows.Forms.VisualStyles.VisualStyleElement.ProgressBar;
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namespace VoxelIsometricRenderer
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{
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public static class PlayerObject
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{
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static int PositionX = 0;
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static int PositionY = 0;
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static int PositionZ = 0;
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static int BlockID = 0;
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static float PositionX = 0;
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static float PositionY = 0;
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static float PositionZ = 0;
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static int BlockposX = 5;
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static int BlockposY = 17;
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static int BlockposZ =5;
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static float PrecisePositionX = 0.0f;
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static float PrecisePositionY = 0.0f;
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static float PrecisePositionZ = 0.0f;
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static Rectangle CameraCentre = new Rectangle(0,0,100,100);
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static int[] LastPositions = new int[] { 0, -192 };
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static Rectangle PlayerPosition = new Rectangle(0,0,100,100);
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public static void Draw(Graphics g)
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{
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BlockRegistry.RenderBlock(g,BlockID, BlockposX, BlockposY, BlockposZ, 1);
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int[] Positions = BlockRegistry.GetDrawLocation(BlockposX, BlockposY, BlockposZ,PositionX,PositionY,PositionZ);
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if (Positions[0] != LastPositions[0] || Positions[1] != LastPositions[1])
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{
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//MessageBox.Show(Positions[0] + "_" + Positions[1]);
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LastPositions = Positions;
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}
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PlayerPosition = new Rectangle(Positions[0] + (int)(Terrain4.width / (2 * TextureManager.RenderScale)), Positions[1] + (int)(Terrain4.height / (2 * TextureManager.RenderScale)), TextureManager.VoxelSize, TextureManager.VoxelSize);
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g.DrawRectangle(new Pen(Brushes.Blue), PlayerPosition);
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g.DrawRectangle(new Pen(Brushes.Red), CameraCentre);
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}
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public static void UpdateCamera()
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{
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if (!CameraCentre.IntersectsWith(PlayerPosition))
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{
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float YPosition = PositionY;
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float XPosition = PositionX;
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float ZPosition = PositionZ;
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int[] Positions = BlockRegistry.GetDrawLocation(BlockposX, BlockposY, BlockposZ, PositionX, PositionY + 1, PositionZ);
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Rectangle NextPosition = new Rectangle(Positions[0] + (int)(Terrain4.width / (2 * TextureManager.RenderScale)), Positions[1] + (int)(Terrain4.height / (2 * TextureManager.RenderScale)), TextureManager.VoxelSize, TextureManager.VoxelSize);
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int[] PositionsX = BlockRegistry.GetDrawLocation(BlockposX, BlockposY, BlockposZ, PositionX + 1, PositionY, PositionZ - 1);
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Rectangle NextPositionX = new Rectangle(PositionsX[0] + (int)(Terrain4.width / (2 * TextureManager.RenderScale)), PositionsX[1] + (int)(Terrain4.height / (2 * TextureManager.RenderScale)), TextureManager.VoxelSize, TextureManager.VoxelSize);
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if (LightingManager.Square(CameraCentre.Y - PlayerPosition.Y) > LightingManager.Square(CameraCentre.Y - NextPosition.Y) && !CameraCentre.Contains(CameraCentre.X, PlayerPosition.Y))
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{
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float Iterator = 0;
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while (!CameraCentre.Contains(CameraCentre.X,NextPosition.Y) && Iterator < 100)
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{
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Iterator+=0.1f;
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Positions = BlockRegistry.GetDrawLocation(BlockposX, BlockposY, BlockposZ, PositionX, PositionY + Iterator, PositionZ);
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NextPosition = new Rectangle(Positions[0] + (int)(Terrain4.width / (2 * TextureManager.RenderScale)), Positions[1] + (int)(Terrain4.height / (2 * TextureManager.RenderScale)), TextureManager.VoxelSize, TextureManager.VoxelSize);
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}
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YPosition += Iterator;
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}
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else if (LightingManager.Square(CameraCentre.Y - PlayerPosition.Y) < LightingManager.Square(CameraCentre.Y - NextPosition.Y))
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{
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float Iterator = 0;
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while (!CameraCentre.Contains(CameraCentre.X, NextPosition.Y))
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{
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Iterator--;
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Positions = BlockRegistry.GetDrawLocation(BlockposX, BlockposY, BlockposZ, PositionX, PositionY + Iterator, PositionZ);
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NextPosition = new Rectangle(Positions[0] + (int)(Terrain4.width / (2 * TextureManager.RenderScale)), Positions[1] + (int)(Terrain4.height / (2 * TextureManager.RenderScale)), TextureManager.VoxelSize, TextureManager.VoxelSize);
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}
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YPosition += Iterator;
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}
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if (LightingManager.Square(CameraCentre.X - PlayerPosition.X) < LightingManager.Square(CameraCentre.X - NextPositionX.X) && !CameraCentre.Contains(PlayerPosition.X, CameraCentre.Y))
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{
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float IteratorX = 0;
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float IteratorZ = 0;
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while (!CameraCentre.Contains(NextPositionX.X, CameraCentre.Y) && IteratorX > -2 && IteratorZ < 2)
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{
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IteratorX-=0.1f;
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IteratorZ+=0.1f;
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PositionsX = BlockRegistry.GetDrawLocation(BlockposX, BlockposY, BlockposZ, PositionX + IteratorX, PositionY, PositionZ + IteratorZ);
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NextPositionX = new Rectangle(PositionsX[0] + (int)(Terrain4.width / (2 * TextureManager.RenderScale)), PositionsX[1] + (int)(Terrain4.height / (2 * TextureManager.RenderScale)), TextureManager.VoxelSize, TextureManager.VoxelSize);
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}
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XPosition += IteratorX;
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ZPosition += IteratorZ;
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}
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else if (PlayerPosition.X < CameraCentre.X)
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{
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float IteratorX = 0;
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float IteratorZ = 0;
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while (!CameraCentre.Contains(NextPositionX.X, CameraCentre.Y) && IteratorZ > -1 && IteratorX < 1)
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{
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IteratorX+=0.1f;
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IteratorZ-=0.1f;
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PositionsX = BlockRegistry.GetDrawLocation(BlockposX, BlockposY, BlockposZ, PositionX + IteratorX, PositionY, PositionZ + IteratorZ);
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NextPositionX = new Rectangle(PositionsX[0] + (int)(Terrain4.width / (2 * TextureManager.RenderScale)), PositionsX[1] + (int)(Terrain4.height / (2 * TextureManager.RenderScale)), TextureManager.VoxelSize, TextureManager.VoxelSize);
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}
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XPosition += IteratorX;
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ZPosition += IteratorZ;
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}
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PositionX = XPosition;
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PositionY = YPosition;
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PositionZ = ZPosition;
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}
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}
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public static void UpdateCameraCentre(int Width, int Height)
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{
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CameraCentre = new Rectangle((int)((Width/(2 * TextureManager.RenderScale)) - TextureManager.VoxelSize), (int)((Height/ (2 * TextureManager.RenderScale)) - (TextureManager.VoxelSize)), (int)(TextureManager.VoxelSize*2), (int)(TextureManager.VoxelSize*2));
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}
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public static void CreatePlayer(int[] Faces, int RenderType, BlockState blockState)
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{
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Voxel voxel = new Voxel(RenderType, Faces[0], Faces[1], Faces[2], Faces[3], Faces[4], Faces[5], blockState.hasBlocksLight());
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int index = VoxelRegistry.VoxelExists(voxel);
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if (index == -1)
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{
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index = VoxelRegistry.IndexVoxel(voxel);
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}
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Block newBlock = new Block(index, BlockstateRegistry.GetBlockstateIndex(blockState), -1);
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int x = BlockposX;
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int y = BlockposY;
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int z = BlockposZ;
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BlockID = BlockRegistry.CheckInBlock(newBlock, x, y, z);
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}
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public static float[] GetCameraPos()
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{
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return new float[] { PositionX, PositionY, PositionZ };
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}
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public static int[] GetPos()
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{
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return new int[] { PositionX, PositionY, PositionZ };
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return new int[] { BlockposX, BlockposY, BlockposZ };
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}
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public static float[] GetPresicePos()
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{
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@@ -24,9 +136,9 @@ namespace VoxelIsometricRenderer
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}
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public static void SetPos(int[] pos, bool Reoccure)
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{
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PositionX = pos[0];
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PositionY = pos[1];
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PositionZ = pos[2];
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BlockposX = pos[0];
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BlockposY = pos[1];
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BlockposZ = pos[2];
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if (Reoccure) SetPrecisePos(new float[] { pos[0], pos[1], pos[2] },false);
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}
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public static void SetPrecisePos(float[] pos, bool Reoccure)
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@@ -41,11 +153,11 @@ namespace VoxelIsometricRenderer
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{
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switch (Axis)
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{
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case 0: PositionX += Increment; break;
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case 1: PositionY += Increment; break;
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case 2: PositionZ += Increment; break;
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case 0: BlockposX += Increment; break;
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case 1: BlockposY += Increment; break;
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case 2: BlockposZ += Increment; break;
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}
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if (Reoccure) SetPrecisePos(new float[] { (float)PositionX, (float)PositionY, (float)PositionZ },false);
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if (Reoccure) SetPrecisePos(new float[] { (float)BlockposX, (float)BlockposY, (float)BlockposZ },false);
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}
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public static void IncrementPrecisePos(int Axis, float Increment, bool Reoccure)
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{
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@@ -61,11 +173,11 @@ namespace VoxelIsometricRenderer
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{
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switch (Axis)
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{
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case 0:PositionX = Pos; break;
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case 1: PositionY = Pos; break;
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case 2: PositionZ = Pos; break;
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case 0: BlockposX = Pos; break;
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case 1: BlockposY = Pos; break;
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case 2: BlockposZ = Pos; break;
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}
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if (Reoccure) SetPrecisePos(new float[] { PositionX, PositionY, PositionZ },false);
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if (Reoccure) SetPrecisePos(new float[] { BlockposX, BlockposY, BlockposZ },false);
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}
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}
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}
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@@ -55,18 +55,22 @@ namespace VoxelIsometricRenderer
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TextureManager.AddBitmap(Resources.OrangeSquare);
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TextureManager.AddBitmap(Resources.ColourEdges);
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TextureManager.GenerateVoxelFaces();
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PlayerObject.CreatePlayer(new int[] { 0, 0, 0, 0, 0, 0 }, 0, new BlockState(false, BlockType.Ground, false));
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Chunk TestChunk = ChunkRegistry.IndexChunk(0, 0, 0);
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Random rnd = new Random();
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for (int i = 0; i < 16; i++) {
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for (int j = 0; j < 16; j++) {
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for (int k = 0; k < 16; k++) {
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if (i < 5 && k < 5 && rnd.Next(0, 3) > 0) TestChunk.CreateBlock(new int[] { rnd.Next(0, 13), rnd.Next(0, 13), rnd.Next(0, 13), rnd.Next(0, 13), rnd.Next(0, 13), rnd.Next(0, 13) }, 0, new BlockState(false, BlockType.Ground, true), i, j, k);
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if (i < 8 && k < 8 && rnd.Next(0,1)==0) TestChunk.CreateBlock(new int[] { rnd.Next(0, 13), rnd.Next(0, 13), rnd.Next(0, 13), rnd.Next(0, 13), rnd.Next(0, 13), rnd.Next(0, 13) }, 0, new BlockState(false, BlockType.Ground, true), i, j, k);
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else TestChunk.CreateAir(i, j, k);
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}
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}
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}
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LightingManager.Lights.Add(new LightSource(LightShape.Sphere,12,12,12, 5, 18, 5, new float[] {0.8f,0.0f,0.0f},64));
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LightingManager.Lights.Add(new LightSource(LightShape.Sphere,12,12,12, 5, 8, 5, new float[] {0.0f,0.0f,0.6f},64));
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//LightingManager.Lights.Add(new LightSource(LightShape.Sphere,7,7,7, 6, 14, 7, new float[] {0.8f,0.8f,0.0f}, 255));
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//LightingManager.Lights.Add(new LightSource(LightShape.Sphere, 15, 15, 15, 7,18,7, new float[] {1.8f,0.0f,0.0f},255));
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//LightingManager.Lights.Add(new LightSource(LightShape.Sphere,15,15,15, 3, 8, 15, new float[] {0.0f,1.8f,0.0f},255));
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LightingManager.Lights.Add(new LightSource(LightShape.Sphere,12,12,12, 10, 18, 10, new float[] {0.0f,0.0f,1.8f}, 255));
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LightingManager.Lights.Add(new LightSource(LightShape.Sphere, 5, 5, 5, 4,18,4, new float[] {0.8f,0.0f,0.0f},255));
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TestChunk.GenerateLightMap();
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TestChunk.CalculateCull();
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MainThread = new Thread(Runtime);
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@@ -77,9 +81,11 @@ namespace VoxelIsometricRenderer
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private void Runtime()
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{
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bool up = false;
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bool up = true;
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bool Down = true;
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double LightingFrameTime = Process.GetCurrentProcess().TotalProcessorTime.TotalMilliseconds;
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double SecondFrameTime = Process.GetCurrentProcess().TotalProcessorTime.TotalMilliseconds;
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double _64ms = Process.GetCurrentProcess().TotalProcessorTime.TotalMilliseconds;
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while (running)
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{
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Display.Refresh();
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@@ -87,26 +93,31 @@ namespace VoxelIsometricRenderer
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{
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LightingFrameTime = Process.GetCurrentProcess().TotalProcessorTime.TotalMilliseconds;
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LightingManager.UpdateLighting();
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//LightingManager.Lights[0].SetPosition(PlayerObject.GetPos());
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//LightingManager.sunAngles[0] += 5f;
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//LightingManager.sunAngles[1] += 1f;
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}
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if (Process.GetCurrentProcess().TotalProcessorTime.TotalMilliseconds - SecondFrameTime > 1000) {
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int[] pos = LightingManager.Lights[0].GetPosition();
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int[] pos2 = LightingManager.Lights[1].GetPosition();
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if (up && pos[0] > 0)
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if (Process.GetCurrentProcess().TotalProcessorTime.TotalMilliseconds - _64ms > 64)
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{
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pos[0]--;
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pos2[1]--;
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}
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else if (up) up = false;
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else if (pos[0] < 10)
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PlayerObject.UpdateCamera();
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_64ms = Process.GetCurrentProcess().TotalProcessorTime.TotalMilliseconds;
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int[] Pos = LightingManager.Lights[0].GetPosition();
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if (up && Pos[1] < 25)
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{
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pos[0]++;
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pos2[1]++;
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Pos[1]++;
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} else if (up) up = false;
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else if (Pos[1] > -5)
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{
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Pos[1]--;
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}
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else up = true;
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//LightingManager.Lights[0].SetPosition(pos);
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//LightingManager.Lights[1].SetPosition(pos2);
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else
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{
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up = true;
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}
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LightingManager.Lights[0].SetPosition(Pos);
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}
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if (Process.GetCurrentProcess().TotalProcessorTime.TotalMilliseconds - SecondFrameTime > 1000)
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{
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TotalRamUsage = Math.Round(System.Diagnostics.Process.GetCurrentProcess().WorkingSet64 / 1000000.0);
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RamUsage = Math.Round(GC.GetTotalMemory(false) / 1000000.0);
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SecondFrameTime = Process.GetCurrentProcess().TotalProcessorTime.TotalMilliseconds;
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@@ -120,8 +131,9 @@ namespace VoxelIsometricRenderer
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Graphics g = e.Graphics;
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g.PixelOffsetMode = PixelOffsetMode.Half;
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g.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
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g.ScaleTransform(scale, scale);
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g.ScaleTransform(TextureManager.RenderScale, TextureManager.RenderScale);
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ChunkRegistry.RenderChunk(g, 0);
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PlayerObject.Draw(g);
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g.ResetTransform();
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g.DrawString(String.Format("FPS: {0} Ram Usage: {9}MB Ram Allocated: {8}MB\nSunValue: {1}\nMoonValue:{3}\nLightDirection:{4}\nAmbientColourGrading: R{5} G{6} B{7}\nSunAngles:{2}", FPS, LightingManager.SkyLightMetrics[0], String.Format(" x={0}° y={1}°", LightingManager.sunAngles[0], LightingManager.sunAngles[1]), LightingManager.SkyLightMetrics[2], LightingManager.SunAngle, LightingManager.SkyLightMetrics[3], LightingManager.SkyLightMetrics[4], LightingManager.SkyLightMetrics[5], TotalRamUsage, RamUsage), SystemFonts.DefaultFont, Brushes.Red, new PointF(0, 0));
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Frames++;
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@@ -131,9 +143,10 @@ namespace VoxelIsometricRenderer
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Display.Left = 0;
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Display.Top = 0;
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Display.Width = Width;
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Display.Height = Height;
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Display.Height = Height -32;
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width = Width;
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height = Height;
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height = Height -32;
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PlayerObject.UpdateCameraCentre(Width, Height - 32);
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}
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private void ResizeAspectRatio(object sender, EventArgs e)
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{
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@@ -147,8 +160,8 @@ namespace VoxelIsometricRenderer
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private void KeyDownEvent(object sender, KeyEventArgs e)
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{
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if (e.KeyCode == Keys.Add) scale += 0.25f;
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if (e.KeyCode == Keys.Subtract) scale -= 0.25f;
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if (e.KeyCode == Keys.Add) TextureManager.RenderScale += 0.25f;
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if (e.KeyCode == Keys.Subtract) TextureManager.RenderScale -= 0.25f;
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if (e.KeyCode == Keys.Up)
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{
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LightingManager.sunAngles[1] += 10f;
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@@ -167,19 +180,19 @@ namespace VoxelIsometricRenderer
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}
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if (e.KeyCode == Keys.W)
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{
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PlayerObject.IncrementPos(2, 1);
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PlayerObject.IncrementPos(2, -1);
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}
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if (e.KeyCode == Keys.S)
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{
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PlayerObject.IncrementPos(2, -1);
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PlayerObject.IncrementPos(2, 1);
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}
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if (e.KeyCode == Keys.A)
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{
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PlayerObject.IncrementPos(0, 1);
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PlayerObject.IncrementPos(0, -1);
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}
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if (e.KeyCode == Keys.D)
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{
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PlayerObject.IncrementPos(0, -1);
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PlayerObject.IncrementPos(0, 1);
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}
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if (e.KeyCode == Keys.Space)
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{
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@@ -80,13 +80,17 @@ namespace VoxelIsometricRenderer
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RelativeBlockZ >= 0 && RelativeBlockZ < LightLevels.GetLength(2))
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{
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LightLevel = LightLevels[RelativeBlockX,RelativeBlockY,RelativeBlockZ];
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float DistanceX = RelativeBlockX - CentreX;
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float DistanceZ = RelativeBlockZ - CentreZ;
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double CorrectLightLevel =Math.Atan2(RelativeBlockX - CentreX, RelativeBlockZ - CentreZ);
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int DirectionX = 0;
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if (BlocksLight)
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{
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switch (face)
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{
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case 0:
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if (CentreZ < RelativeBlockZ)
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CorrectLightLevel += (Math.PI * 0 / 180);
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if (CentreZ > RelativeBlockZ)
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{
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DirectionX = 180;
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}
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@@ -94,13 +98,14 @@ namespace VoxelIsometricRenderer
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{
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DirectionX = 90;
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}
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if (CentreZ > RelativeBlockZ)
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if (CentreZ < RelativeBlockZ)
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{
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DirectionX = 0;
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}
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break;
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case 1:
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if (CentreZ > RelativeBlockZ)
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CorrectLightLevel += (Math.PI * 180 / 180);
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if (CentreZ < RelativeBlockZ)
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{
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DirectionX = 180;
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}
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@@ -108,12 +113,13 @@ namespace VoxelIsometricRenderer
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{
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DirectionX = 90;
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}
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if (CentreZ < RelativeBlockZ)
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if (CentreZ > RelativeBlockZ)
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{
|
||||
DirectionX = 0;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
CorrectLightLevel += (Math.PI * 90 / 180);
|
||||
if (CentreX < RelativeBlockX)
|
||||
{
|
||||
DirectionX = 180;
|
||||
@@ -128,6 +134,7 @@ namespace VoxelIsometricRenderer
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
CorrectLightLevel += (Math.PI * 270 / 180);
|
||||
if (CentreX > RelativeBlockX)
|
||||
{
|
||||
DirectionX = 180;
|
||||
@@ -199,7 +206,8 @@ namespace VoxelIsometricRenderer
|
||||
}
|
||||
}
|
||||
}*/
|
||||
LightLevel = (int)(LightLevel * ((1 + Math.Cos(Math.PI * DirectionX / 180)) / 2));
|
||||
LightLevel = face > 3? (int)(LightLevel * ((1 + Math.Cos(Math.PI * DirectionX / 180)) / 2)) : (int)(LightLevel * ((1 + Math.Cos(CorrectLightLevel)) / 2));
|
||||
//LightLevel = (int)(LightLevel * ((1 + Math.Cos(Math.PI * DirectionX / 180)) / 2));
|
||||
// MessageBox.Show(LightLevel + "");
|
||||
}
|
||||
}
|
||||
@@ -229,14 +237,16 @@ namespace VoxelIsometricRenderer
|
||||
{
|
||||
int[] Distances = new int[] { CentreX - PosX, CentreY - PosY, CentreZ - PosZ};
|
||||
int[] Centres = new int[] { CentreX, CentreY, CentreZ };
|
||||
float[] LightLevel = new float[] {255.0f/ RangeX * (MaxLevel / 255.0f), 255.0f/ RangeY * (MaxLevel / 255.0f), 255.0f/ RangeZ * (MaxLevel / 255.0f) };
|
||||
float[] LightLevel = new float[] {(255.0f/ RangeX) * (MaxLevel / 255.0f), (255.0f/ RangeY) * (MaxLevel / 255.0f), (255.0f/ RangeZ) * (MaxLevel / 255.0f) };
|
||||
float TotalLightLevel = 0;
|
||||
int Dimensions = 0;
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
Distances[i] = Distances[i] > 0 ? Distances[i] : -Distances[i];
|
||||
}
|
||||
LightLevel = new float[] { LightLevel[0] * (float)Distances[0], LightLevel[1] * (float)Distances[1], LightLevel[2] * (float)Distances[2] };
|
||||
//if (PosY < CentreY && PosX == CentreX && PosZ == CentreZ) { MessageBox.Show(Distances[1] + ""); }
|
||||
//if (RangeX >= Distances[0] && PosY == CentreX && PosZ == CentreZ) MessageBox.Show(String.Format("LightLevel: {0}\nRange:{1}\nDistance:{2}\nRange/Distance:{3}", LightLevel[0], RangeX, Distances[0], RangeX / (float)Distances[0]));
|
||||
LightLevel = new float[] { RangeX >= Distances[0] ? LightLevel[0] * (RangeX / ((float)Distances[0] > 0 ? (float)Distances[0] : 1)) : 0, RangeY >= Distances[1] ? LightLevel[1] * (RangeY / ((float)Distances[1] > 0 ? (float)Distances[1] : 1)) : 0, RangeZ >= Distances[2] ? LightLevel[2] * (RangeZ / ((float)Distances[2] > 0 ? (float)Distances[2] : 1)) : 0 };
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
if (Centres[i] >= 0)
|
||||
@@ -343,7 +353,7 @@ namespace VoxelIsometricRenderer
|
||||
int DistX = WorldX - (Light.GetPosition()[0] - Light.GetRadius()[0]);
|
||||
int DistY = WorldY - (Light.GetPosition()[1] - Light.GetRadius()[1]);
|
||||
int DistZ = WorldZ - (Light.GetPosition()[2] - Light.GetRadius()[2]);
|
||||
if (DistX > 0 && DistY > 0 && DistZ > 0 && DistX - Light.GetRadius()[0] < 0 && DistY - Light.GetRadius()[1] < 0 && DistZ - Light.GetRadius()[2] < 0)
|
||||
if (DistX >= 0 && DistY >= 0 && DistZ >= 0 && DistX - Light.GetRadius()[0] <= 0 && DistY - Light.GetRadius()[1] <= 0 && DistZ - Light.GetRadius()[2] <= 0)
|
||||
{
|
||||
//MessageBox.Show("X: " + DistX + " Y: " + DistY + " Z: " + DistZ);
|
||||
float[] LightRGB = new float[3];
|
||||
@@ -356,7 +366,6 @@ namespace VoxelIsometricRenderer
|
||||
|
||||
}
|
||||
});
|
||||
//return RGBLevels;
|
||||
return new float[] { RGBLevels[0] != 0 ? RGBLevels[0]/LightCount : 0, RGBLevels[1] != 0 ? RGBLevels[1]/LightCount : 0, RGBLevels[2] != 0 ? RGBLevels[2]/LightCount : 0 };
|
||||
}
|
||||
public static void UpdateLighting()
|
||||
@@ -370,8 +379,8 @@ namespace VoxelIsometricRenderer
|
||||
if (sunAngles[1] <= -360) sunAngles[1] += 360;
|
||||
float CurrentAngle = 0;
|
||||
int AngleIndex = 0;
|
||||
float MoonAngle = (float)((1 + Math.Sin(Math.PI * (sunAngles[1] - 60) / 180)) / 2.0);
|
||||
float SunLightAngle = (float)((1 + Math.Cos(Math.PI * sunAngles[1] / 180)) / 1.8);
|
||||
float MoonAngle = (float)((1 + Math.Sin(Math.PI * (sunAngles[1] - 90) / 180)) / 2.0);
|
||||
float SunLightAngle = (float)((1 + Math.Cos(Math.PI * sunAngles[1] / 180)) / 2.0);
|
||||
for (int i = 0; i < AngleRanges.Length; i++)
|
||||
{
|
||||
if (sunAngles[0] < AngleRanges[i])
|
||||
@@ -392,7 +401,7 @@ namespace VoxelIsometricRenderer
|
||||
}
|
||||
for (int i = SkyLightModifiedValues.Length - 2; i < SkyLightModifiedValues.Length; i++)
|
||||
{
|
||||
SkyLightModifiedValues[i] = (float)Math.Min(Math.Max(SunLightAngle, MoonAngle/2) + (MoonAngle/ 4),MaxBloom);
|
||||
SkyLightModifiedValues[i] = (float)Math.Min(SunLightAngle + (MoonAngle/ 2),MaxBloom);
|
||||
}
|
||||
for (int i = 0; i < AmbientColouring.Length; i++)
|
||||
{
|
||||
@@ -401,7 +410,7 @@ namespace VoxelIsometricRenderer
|
||||
}
|
||||
AmbientColouring[2] -= sunAngles[1] > 180 || sunAngles[1] < 90 ? Square(Square((float)(Math.Max(Math.Cos(Math.PI * (sunAngles[1] + 45) / 180), 0)))) / 2.0f : 0;//(float)(Math.Max(Math.Cos(Math.PI * (sunAngles[1] + 45) / 180),0));
|
||||
AmbientColouring[1] -= sunAngles[1] > 180 || sunAngles[1] < 90 ? Square(Square((float)(Math.Max(Math.Cos(Math.PI * (sunAngles[1] + 45) / 180), 0))) / 3.0f) : 0;// (float)(Math.Max(Math.Cos(Math.PI * (sunAngles[1] + 45) / 180),0))/2.0f;
|
||||
SkyLightMetrics[0] = (float)Math.Max(SunLightAngle, 0.1f) + (float)(MoonAngle / 5);
|
||||
SkyLightMetrics[0] = (float)SunLightAngle + (float)(MoonAngle / 5);
|
||||
SkyLightMetrics[2] = MoonAngle;
|
||||
}
|
||||
public static float Square(float ValueIn)
|
||||
@@ -415,6 +424,8 @@ namespace VoxelIsometricRenderer
|
||||
public static List<Bitmap> PreCompiledModels = new List<Bitmap>();
|
||||
public static Bitmap[,] GeneratedFaceTextures = new Bitmap[0,0];
|
||||
public static int VoxelCount = 0;
|
||||
public static int VoxelSize = 32;
|
||||
public static float RenderScale = 2.0f;
|
||||
public static Bitmap GetModel(int modelNum)
|
||||
{
|
||||
return PreCompiledModels[modelNum];
|
||||
@@ -447,8 +458,7 @@ namespace VoxelIsometricRenderer
|
||||
}
|
||||
public static float GetShadingValue(float LightValue, int RGBIndex, int FaceIndex, float[] Lights)
|
||||
{
|
||||
//if (Lights[RGBIndex] > 0) MessageBox.Show(Lights[RGBIndex] + "");
|
||||
return ((float)Math.Max(LightValue * LightingManager.AmbientColouring[RGBIndex], LightingManager.AmbientMinimums[FaceIndex])) + Lights[RGBIndex] * 10;
|
||||
return ((float)Math.Max(LightValue * LightingManager.AmbientColouring[RGBIndex], LightingManager.AmbientMinimums[FaceIndex])) + Lights[RGBIndex];
|
||||
}
|
||||
public static ImageAttributes GetShadow(int face) { return GetShadow(face, 0, 0,0,0, false); }
|
||||
public static ImageAttributes GetShadow(int face, int WorldX, int WorldY, int WorldZ, int ShadowLevel, bool BlocksLight)
|
||||
@@ -1191,15 +1201,20 @@ namespace VoxelIsometricRenderer
|
||||
if (!block_pos_lookup.Contains(pos_lookup)) return -1;
|
||||
return block_pos_lookup.IndexOf(pos_lookup);
|
||||
}
|
||||
public static int[] GetDrawLocation(int x, int y, int z, int offsetX, int offsetY, int offsetZ)
|
||||
public static int[] GetDrawLocation(int x, int y, int z, float offsetX, float offsetY, float offsetZ)
|
||||
{
|
||||
return new int[]{(int)((((double)(x + offsetX) * 0.5) + ((double)(z + offsetZ) * -0.5))*(double)BlockSize),
|
||||
(int)((((double)(x + offsetX) * 0.5) + ((double)(z + offsetZ) * 0.5) - (-offsetY + (y)))*((double)BlockSize/2.0)) };
|
||||
}
|
||||
public static void RenderBlock(Graphics g, int BlockID,int WorldX, int WorldY, int WorldZ, int ShadowLevel)
|
||||
{
|
||||
int[] location = GetDrawLocation(WorldX, WorldY, WorldZ, PlayerObject.GetPos()[0], PlayerObject.GetPos()[1], PlayerObject.GetPos()[2]);
|
||||
VoxelRegistry.FetchVoxel(blocks[BlockID].FetchVoxelID()).Draw(g, location[0] + (Terrain4.width/4) , location[1] + (Terrain4.height/2), WorldX, WorldY, WorldZ, ShadowLevel, FetchBlockState(BlockID).hasBlocksLight());
|
||||
RenderBlock(g, BlockID, WorldX, WorldY, WorldZ, ShadowLevel, false);
|
||||
}
|
||||
public static void RenderBlock(Graphics g, int BlockID,int WorldX, int WorldY, int WorldZ, int ShadowLevel, bool player)
|
||||
{
|
||||
int[] locationWOffset = GetDrawLocation(WorldX, WorldY, WorldZ, PlayerObject.GetCameraPos()[0], PlayerObject.GetCameraPos()[1], PlayerObject.GetCameraPos()[2]);
|
||||
int [] location = GetDrawLocation(WorldX, WorldY, WorldZ, 0,0,0);
|
||||
VoxelRegistry.FetchVoxel(blocks[BlockID].FetchVoxelID()).Draw(g, (player? location[0] : locationWOffset[0])+ (int)(Terrain4.width / (2 * TextureManager.RenderScale)), (player ? location[1] : locationWOffset[1]) + (int)(Terrain4.height / (2 * TextureManager.RenderScale)), WorldX, WorldY, WorldZ, ShadowLevel, FetchBlockState(BlockID).hasBlocksLight());
|
||||
}
|
||||
public static int CheckInBlock(Block block,int x, int y, int z)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user