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Fixed Cube planes being mapped out of bound
This commit is contained in:
@@ -149,6 +149,7 @@
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<DependentUpon>Resources.resx</DependentUpon>
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</Compile>
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<Compile Include="Rendering\Camera.cs" />
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<Compile Include="Rendering\CubeData.cs" />
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<Compile Include="Rendering\CubeRenderGroup.cs" />
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<Compile Include="Rendering\IndexBuffer.cs" />
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<Compile Include="Rendering\IVertexLayout.cs" />
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296
PCK-Studio/Rendering/CubeData.cs
Normal file
296
PCK-Studio/Rendering/CubeData.cs
Normal file
@@ -0,0 +1,296 @@
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/* Copyright (c) 2023-present miku-666
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1.The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Drawing;
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using System.Linq;
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using OpenTK;
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namespace PckStudio.Rendering
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{
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internal class CubeData
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{
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internal delegate void RefAction<T>(ref T val);
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internal const int vertexCountPerCube = 24;
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internal bool ShouldRender { get; set; } = true;
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internal Vector3 Position
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{
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get => _position;
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set
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{
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if (_position != value)
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{
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_position = value;
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UpdateVertices();
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}
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}
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}
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internal Vector3 Size
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{
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get => _size;
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set
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{
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if (_size != value)
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{
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_size = value;
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UpdateVertices();
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}
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}
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}
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internal Vector2 Uv
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{
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get => _uv;
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set
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{
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if (_uv != value)
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{
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_uv = value;
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UpdateVertices();
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}
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}
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}
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internal float Scale
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{
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get => _scale;
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set
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{
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if (_scale != value)
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{
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_scale = value;
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UpdateVertices();
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}
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}
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}
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internal bool MirrorTexture
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{
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get => _mirrorTexture;
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set
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{
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if (_mirrorTexture != value)
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{
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_mirrorTexture = value;
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UpdateVertices();
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}
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}
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}
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internal bool FlipZMapping
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{
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get => _flipZMapping;
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set
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{
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if (_flipZMapping != value)
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{
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_flipZMapping = value;
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UpdateVertices();
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}
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}
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}
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private void UpdateVertices()
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{
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vertices = GetCubeVertexData(Position, Size, Uv, Scale, MirrorTexture, FlipZMapping);
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}
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private Vector3 _position = Vector3.Zero;
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private Vector3 _size = Vector3.One;
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private Vector2 _uv = Vector2.Zero;
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private float _scale = 1f;
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private bool _mirrorTexture = false;
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private bool _flipZMapping = false;
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private static uint[] indicesData = [
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// Face 1 (Back)
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0, 1, 2, 3,
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// Face 2 (Front)
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4, 5, 6, 7,
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// Face 3 (Top)
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8, 9, 10, 11,
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// Face 4 (Bottom)
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12, 13, 14, 15,
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// Face 5 (Left)
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16, 17, 18, 19,
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// Face 6 (Right)
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20, 21, 22, 23,
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];
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private TextureVertex[] vertices;
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/// <summary>
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///
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/// </summary>
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/// <param name="position"></param>
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/// <param name="size"></param>
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/// <param name="uv"></param>
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/// <param name="scale"></param>
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/// <param name="mirrorTexture"></param>
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/// <param name="flipZMapping">Flips the bottom face mapping of the uv mapping</param>
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public CubeData(bool enabled, Vector3 position, Vector3 size, Vector2 uv, float scale, bool mirrorTexture, bool flipZMapping)
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{
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ShouldRender = enabled;
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Position = position;
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Size = size;
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Uv = uv;
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Scale = scale;
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MirrorTexture = mirrorTexture;
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FlipZMapping = flipZMapping;
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UpdateVertices();
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="position"></param>
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/// <param name="size"></param>
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/// <param name="uv"></param>
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/// <param name="scale"></param>
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/// <param name="mirrorTexture"></param>
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/// <param name="flipZMapping">Flips the bottom face mapping of the uv mapping</param>
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public CubeData(Vector3 position, Vector3 size, Vector2 uv, float scale, bool mirrorTexture, bool flipZMapping)
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: this(true, position, size, uv, scale, mirrorTexture, flipZMapping)
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{
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}
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internal enum CubeFace
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{
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Back,
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Front,
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Top,
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Bottom,
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Left,
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Right,
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}
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private static TextureVertex[] GetCubeVertexData(Vector3 position, Vector3 size, Vector2 uv, float scale,
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bool mirrorTexture, bool flipZMapping)
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{
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int mirror = mirrorTexture ? 1 : 0;
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List<TextureVertex> vertices = new List<TextureVertex>();
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var back = new TextureVertex[]
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{
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// Back
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new TextureVertex(new Vector3(position.X, size.Y + position.Y, size.Z + position.Z), new Vector2(uv.X + size.Z * 2 + size.X + size.X * (1 - mirror), uv.Y + size.Z + size.Y), scale),
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new TextureVertex(new Vector3(size.X + position.X, size.Y + position.Y, size.Z + position.Z), new Vector2(uv.X + size.Z * 2 + size.X + size.X * mirror, uv.Y + size.Z + size.Y), scale),
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new TextureVertex(new Vector3(size.X + position.X, position.Y, size.Z + position.Z), new Vector2(uv.X + size.Z * 2 + size.X + size.X * mirror, uv.Y + size.Z), scale),
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new TextureVertex(new Vector3(position.X, position.Y, size.Z + position.Z), new Vector2(uv.X + size.Z * 2 + size.X + size.X * (1 - mirror), uv.Y + size.Z), scale)
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};
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var front = new TextureVertex[]
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{
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// Front
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new TextureVertex(new Vector3(position.X, size.Y + position.Y, position.Z), new Vector2(uv.X + size.Z + size.X * mirror, uv.Y + size.Z + size.Y), scale),
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new TextureVertex(new Vector3(size.X + position.X, size.Y + position.Y, position.Z), new Vector2(uv.X + size.Z + size.X * (1 - mirror), uv.Y + size.Z + size.Y), scale),
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new TextureVertex(new Vector3(size.X + position.X, position.Y, position.Z), new Vector2(uv.X + size.Z + size.X * (1 - mirror), uv.Y + size.Z), scale),
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new TextureVertex(new Vector3(position.X, position.Y, position.Z), new Vector2(uv.X + size.Z + size.X * mirror, uv.Y + size.Z), scale),
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};
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var top = new TextureVertex[]
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{
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// Top
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new TextureVertex(new Vector3(position.X, position.Y, position.Z), new Vector2(uv.X + size.Z + size.X * mirror, uv.Y + size.Z), scale),
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new TextureVertex(new Vector3(position.X, position.Y, size.Z + position.Z), new Vector2(uv.X + size.Z + size.X * mirror, uv.Y), scale),
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new TextureVertex(new Vector3(size.X + position.X, position.Y, size.Z + position.Z), new Vector2(uv.X + size.Z + size.X * (1 - mirror), uv.Y), scale),
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new TextureVertex(new Vector3(size.X + position.X, position.Y, position.Z), new Vector2(uv.X + size.Z + size.X * (1 - mirror), uv.Y + size.Z), scale),
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};
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var bottom = new TextureVertex[]
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{
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// Bottom
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new TextureVertex(new Vector3(position.X + size.X, size.Y + position.Y, position.Z), new Vector2(uv.X + size.Z + size.X + size.X * (1 - mirror), uv.Y + (flipZMapping ? size.Z : 0)), scale),
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new TextureVertex(new Vector3(position.X + size.X, size.Y + position.Y, size.Z + position.Z), new Vector2(uv.X + size.Z + size.X + size.X * (1 - mirror), uv.Y + (!flipZMapping ? size.Z : 0)), scale),
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new TextureVertex(new Vector3(position.X, size.Y + position.Y, size.Z + position.Z), new Vector2(uv.X + size.Z + size.X + size.X * mirror, uv.Y + (!flipZMapping ? size.Z : 0)), scale),
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new TextureVertex(new Vector3(position.X, size.Y + position.Y, position.Z), new Vector2(uv.X + size.Z + size.X + size.X * mirror, uv.Y + (flipZMapping ? size.Z : 0)), scale),
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};
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var left = new TextureVertex[]
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{
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// Left
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new TextureVertex(new Vector3((1 - mirror) * size.X + position.X, position.Y, position.Z), new Vector2(uv.X + size.X + size.Z, uv.Y + size.Z), scale),
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new TextureVertex(new Vector3((1 - mirror) * size.X + position.X, size.Y + position.Y, position.Z), new Vector2(uv.X + size.X + size.Z, uv.Y + size.Z + size.Y), scale),
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new TextureVertex(new Vector3((1 - mirror) * size.X + position.X, size.Y + position.Y, size.Z + position.Z), new Vector2(uv.X + size.X + size.Z * 2, uv.Y + size.Z + size.Y), scale),
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new TextureVertex(new Vector3((1 - mirror) * size.X + position.X, position.Y, size.Z + position.Z), new Vector2(uv.X + size.X + size.Z * 2, uv.Y + size.Z), scale),
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};
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var right = new TextureVertex[]
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{
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// Right
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new TextureVertex(new Vector3(mirror * size.X + position.X, position.Y, position.Z), new Vector2(uv.X + size.Z, uv.Y + size.Z), scale),
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new TextureVertex(new Vector3(mirror * size.X + position.X, size.Y + position.Y, position.Z), new Vector2(uv.X + size.Z, uv.Y + size.Z + size.Y), scale),
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new TextureVertex(new Vector3(mirror * size.X + position.X, size.Y + position.Y, size.Z + position.Z), new Vector2(uv.X, uv.Y + size.Z + size.Y), scale),
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new TextureVertex(new Vector3(mirror * size.X + position.X, position.Y, size.Z + position.Z), new Vector2(uv.X, uv.Y + size.Z), scale),
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};
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vertices.AddRange(back);
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vertices.AddRange(front);
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vertices.AddRange(top);
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vertices.AddRange(bottom);
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vertices.AddRange(left);
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vertices.AddRange(right);
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return vertices.ToArray();
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}
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internal TextureVertex[] GetVertices()
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{
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return vertices;
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}
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internal Vector2[] GetMappedFaceTextureUv(CubeFace face)
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{
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var indices = GetIndices();
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var faceInices = indices.Skip((int)face * 4).Take(4).ToArray();
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var vertices = GetVertices();
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var uv0 = vertices[faceInices[0]].TexPosition;
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var uv1 = vertices[faceInices[1]].TexPosition;
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var uv2 = vertices[faceInices[2]].TexPosition;
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var uv3 = vertices[faceInices[3]].TexPosition;
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return [uv0, uv1, uv2, uv3];
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}
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internal uint[] GetIndices()
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{
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return indicesData;
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}
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internal void SetFaceUv(CubeFace face, RefAction<Vector2> refAction)
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{
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var indices = GetIndices();
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var faceInices = indices.Skip((int)face * 4).Take(4).ToArray();
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var vertices = GetVertices();
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var uv0 = vertices[faceInices[0]].TexPosition;
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refAction(ref uv0);
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vertices[faceInices[0]].TexPosition = uv0;
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var uv1 = vertices[faceInices[1]].TexPosition;
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refAction(ref uv1);
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vertices[faceInices[1]].TexPosition = uv1;
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var uv2 = vertices[faceInices[2]].TexPosition;
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refAction(ref uv2);
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vertices[faceInices[2]].TexPosition = uv2;
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var uv3 = vertices[faceInices[3]].TexPosition;
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refAction(ref uv3);
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vertices[faceInices[3]].TexPosition = uv3;
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}
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}
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}
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@@ -29,148 +29,6 @@ namespace PckStudio.Rendering
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{
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internal class CubeRenderGroup : RenderGroup<TextureVertex>
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{
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private class CubeData
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{
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internal const int vertexCountPerCube = 24;
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internal bool Enabled { get; set; } = true;
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internal Vector3 Position { get; set; } = Vector3.Zero;
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internal Vector3 Size { get; set; } = Vector3.One;
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internal Vector2 Uv { get; set; } = Vector2.Zero;
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internal float Scale { get; set; } = 1f;
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internal bool MirrorTexture { get; set; } = false;
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internal bool FlipZMapping { get; set; } = false;
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private static uint[] indicesData = new uint[] {
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// Face 1 (Back)
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0, 1, 2, 3,
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// Face 2 (Front)
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4, 5, 6, 7,
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// Face 3 (Top)
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8, 9, 10, 11,
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// Face 4 (Bottom)
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12, 13, 14, 15,
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// Face 5 (Left)
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16, 17, 18, 19,
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// Face 6 (Right)
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20, 21, 22, 23,
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};
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/// <summary>
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||||
///
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/// </summary>
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||||
/// <param name="position"></param>
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||||
/// <param name="size"></param>
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||||
/// <param name="uv"></param>
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/// <param name="scale"></param>
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||||
/// <param name="mirrorTexture"></param>
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/// <param name="flipZMapping">Flips the bottom face mapping of the uv mapping</param>
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public CubeData(bool enabled, Vector3 position, Vector3 size, Vector2 uv, float scale, bool mirrorTexture, bool flipZMapping)
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{
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Enabled = enabled;
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Position = position;
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Size = size;
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Uv = uv;
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Scale = scale;
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MirrorTexture = mirrorTexture;
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FlipZMapping = flipZMapping;
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}
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/// <summary>
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||||
///
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||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="size"></param>
|
||||
/// <param name="uv"></param>
|
||||
/// <param name="scale"></param>
|
||||
/// <param name="mirrorTexture"></param>
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/// <param name="flipZMapping">Flips the bottom face mapping of the uv mapping</param>
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||||
public CubeData(Vector3 position, Vector3 size, Vector2 uv, float scale, bool mirrorTexture, bool flipZMapping)
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: this(true, position, size, uv, scale, mirrorTexture, flipZMapping)
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{
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||||
}
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||||
|
||||
internal enum CubeFace
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||||
{
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||||
Back,
|
||||
Front,
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||||
Top,
|
||||
Bottom,
|
||||
Left,
|
||||
Right,
|
||||
}
|
||||
|
||||
internal static TextureVertex[] GetCubeVertexData(Vector3 position, Vector3 size, Vector2 uv, float scale = 1f, bool mirrorTexture = false, bool flipZMapping = false)
|
||||
{
|
||||
int mirror = mirrorTexture ? 1 : 0;
|
||||
return
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[
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// Back
|
||||
new TextureVertex(new Vector3(position.X , size.Y + position.Y, size.Z + position.Z), new Vector2(uv.X + size.Z * 2 + size.X + size.X * (1 - mirror), uv.Y + size.Z + size.Y), scale),
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||||
new TextureVertex(new Vector3(size.X + position.X, size.Y + position.Y, size.Z + position.Z), new Vector2(uv.X + size.Z * 2 + size.X + size.X * mirror , uv.Y + size.Z + size.Y), scale),
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||||
new TextureVertex(new Vector3(size.X + position.X, position.Y , size.Z + position.Z), new Vector2(uv.X + size.Z * 2 + size.X + size.X * mirror , uv.Y + size.Z ), scale),
|
||||
new TextureVertex(new Vector3(position.X , position.Y , size.Z + position.Z), new Vector2(uv.X + size.Z * 2 + size.X + size.X * (1 - mirror), uv.Y + size.Z ), scale),
|
||||
|
||||
// Front
|
||||
new TextureVertex(new Vector3(position.X , size.Y + position.Y, position.Z), new Vector2(uv.X + size.Z + size.X * mirror , uv.Y + size.Z + size.Y), scale),
|
||||
new TextureVertex(new Vector3(size.X + position.X, size.Y + position.Y, position.Z), new Vector2(uv.X + size.Z + size.X * (1 - mirror), uv.Y + size.Z + size.Y), scale),
|
||||
new TextureVertex(new Vector3(size.X + position.X, position.Y , position.Z), new Vector2(uv.X + size.Z + size.X * (1 - mirror), uv.Y + size.Z ), scale),
|
||||
new TextureVertex(new Vector3(position.X , position.Y , position.Z), new Vector2(uv.X + size.Z + size.X * mirror , uv.Y + size.Z ), scale),
|
||||
|
||||
// Top
|
||||
new TextureVertex(new Vector3(position.X , position.Y, position.Z), new Vector2(uv.X + size.Z + size.X * mirror , uv.Y + size.Z), scale),
|
||||
new TextureVertex(new Vector3(position.X , position.Y, size.Z + position.Z), new Vector2(uv.X + size.Z + size.X * mirror , uv.Y ), scale),
|
||||
new TextureVertex(new Vector3(size.X + position.X, position.Y, size.Z + position.Z), new Vector2(uv.X + size.Z + size.X * (1 - mirror), uv.Y ), scale),
|
||||
new TextureVertex(new Vector3(size.X + position.X, position.Y, position.Z), new Vector2(uv.X + size.Z + size.X * (1 - mirror), uv.Y + size.Z), scale),
|
||||
|
||||
// Bottom
|
||||
new TextureVertex(new Vector3(position.X + size.X, size.Y + position.Y, position.Z ), new Vector2(uv.X + size.Z + size.X + size.X * (1 - mirror), uv.Y + ( flipZMapping ? size.Z : 0)), scale),
|
||||
new TextureVertex(new Vector3(position.X + size.X, size.Y + position.Y, size.Z + position.Z), new Vector2(uv.X + size.Z + size.X + size.X * (1 - mirror), uv.Y + (!flipZMapping ? size.Z : 0)), scale),
|
||||
new TextureVertex(new Vector3(position.X , size.Y + position.Y, size.Z + position.Z), new Vector2(uv.X + size.Z + size.X + size.X * mirror , uv.Y + (!flipZMapping ? size.Z : 0)), scale),
|
||||
new TextureVertex(new Vector3(position.X , size.Y + position.Y, position.Z ), new Vector2(uv.X + size.Z + size.X + size.X * mirror , uv.Y + ( flipZMapping ? size.Z : 0)), scale),
|
||||
|
||||
// Left
|
||||
new TextureVertex(new Vector3((1 - mirror) * size.X + position.X, position.Y , position.Z ), new Vector2(uv.X + size.X + size.Z , uv.Y + size.Z ), scale),
|
||||
new TextureVertex(new Vector3((1 - mirror) * size.X + position.X, size.Y + position.Y, position.Z ), new Vector2(uv.X + size.X + size.Z , uv.Y + size.Z + size.Y), scale),
|
||||
new TextureVertex(new Vector3((1 - mirror) * size.X + position.X, size.Y + position.Y, size.Z + position.Z), new Vector2(uv.X + size.X + size.Z * 2, uv.Y + size.Z + size.Y), scale),
|
||||
new TextureVertex(new Vector3((1 - mirror) * size.X + position.X, position.Y , size.Z + position.Z), new Vector2(uv.X + size.X + size.Z * 2, uv.Y + size.Z ), scale),
|
||||
|
||||
// Right
|
||||
new TextureVertex(new Vector3(mirror * size.X + position.X, position.Y , position.Z ), new Vector2(uv.X + size.Z, uv.Y + size.Z ), scale),
|
||||
new TextureVertex(new Vector3(mirror * size.X + position.X, size.Y + position.Y, position.Z ), new Vector2(uv.X + size.Z, uv.Y + size.Z + size.Y), scale),
|
||||
new TextureVertex(new Vector3(mirror * size.X + position.X, size.Y + position.Y, size.Z + position.Z), new Vector2(uv.X , uv.Y + size.Z + size.Y), scale),
|
||||
new TextureVertex(new Vector3(mirror * size.X + position.X, position.Y , size.Z + position.Z), new Vector2(uv.X , uv.Y + size.Z ), scale),
|
||||
];
|
||||
}
|
||||
|
||||
internal TextureVertex[] GetVertices()
|
||||
{
|
||||
return GetCubeVertexData(Position, Size, Uv, Scale, MirrorTexture, FlipZMapping);
|
||||
}
|
||||
|
||||
[Conditional("DEBUG")]
|
||||
internal void GetMappedTextureUv(CubeFace face)
|
||||
{
|
||||
var indices = GetIndices();
|
||||
var faceInices = indices.Skip((int)face * 4).Take(4).ToArray();
|
||||
var vertices = GetVertices();
|
||||
var uv0 = vertices[faceInices[0]].TexPosition;
|
||||
var uv1 = vertices[faceInices[1]].TexPosition;
|
||||
var uv2 = vertices[faceInices[2]].TexPosition;
|
||||
var uv3 = vertices[faceInices[3]].TexPosition;
|
||||
Debug.WriteLine("----------");
|
||||
Debug.WriteLine(uv0);
|
||||
Debug.WriteLine(uv1);
|
||||
Debug.WriteLine(uv2);
|
||||
Debug.WriteLine(uv3);
|
||||
}
|
||||
|
||||
internal uint[] GetIndices()
|
||||
{
|
||||
return indicesData;
|
||||
}
|
||||
}
|
||||
|
||||
private List<CubeData> cubes;
|
||||
|
||||
internal CubeRenderGroup(string name) : base(name, PrimitiveType.Quads)
|
||||
@@ -197,7 +55,7 @@ namespace PckStudio.Rendering
|
||||
ResetBuffers();
|
||||
foreach (var cube in cubes)
|
||||
{
|
||||
if (!cube.Enabled)
|
||||
if (!cube.ShouldRender)
|
||||
continue;
|
||||
|
||||
vertices.AddRange(cube.GetVertices());
|
||||
@@ -207,11 +65,24 @@ namespace PckStudio.Rendering
|
||||
}
|
||||
}
|
||||
|
||||
private void CheckAndFixUVFaveMapping(CubeData cube, CubeData.CubeFace face, Size textureSize)
|
||||
{
|
||||
if (cube.GetMappedFaceTextureUv(face).All(texVert => texVert.X >= textureSize.Width))
|
||||
{
|
||||
CubeData.RefAction<Vector2> fixUV = (ref Vector2 uv) =>
|
||||
{
|
||||
Debug.Write($"Old: {uv}; ");
|
||||
uv.X %= textureSize.Width;
|
||||
Debug.WriteLine($"Old: {uv};");
|
||||
};
|
||||
cube.SetFaceUv(face, fixUV);
|
||||
}
|
||||
}
|
||||
|
||||
internal void AddCube(Vector3 position, Vector3 size, Vector2 uv, float scale = 1f, bool mirrorTexture = false, bool flipZMapping = false)
|
||||
{
|
||||
var cube = new CubeData(position, size, uv, scale, mirrorTexture, flipZMapping);
|
||||
cubes.Add(cube);
|
||||
//cube.GetMappedTextureUv(CubeData.CubeFace.Right);
|
||||
}
|
||||
|
||||
internal void ReplaceCube(int index, Vector3 position, Vector3 size, Vector2 uv, float scale = 1f, bool mirrorTexture = false)
|
||||
@@ -233,8 +104,24 @@ namespace PckStudio.Rendering
|
||||
if (!cubes.IndexInRange(index))
|
||||
throw new IndexOutOfRangeException();
|
||||
|
||||
cubes[index].Enabled = enable;
|
||||
cubes[index].ShouldRender = enable;
|
||||
Submit();
|
||||
}
|
||||
|
||||
internal void Validate(Size textureSize)
|
||||
{
|
||||
if (!textureSize.IsEmpty)
|
||||
{
|
||||
foreach (var cube in cubes)
|
||||
{
|
||||
CheckAndFixUVFaveMapping(cube, CubeData.CubeFace.Back, textureSize);
|
||||
CheckAndFixUVFaveMapping(cube, CubeData.CubeFace.Front, textureSize);
|
||||
CheckAndFixUVFaveMapping(cube, CubeData.CubeFace.Top, textureSize);
|
||||
CheckAndFixUVFaveMapping(cube, CubeData.CubeFace.Bottom, textureSize);
|
||||
CheckAndFixUVFaveMapping(cube, CubeData.CubeFace.Left, textureSize);
|
||||
CheckAndFixUVFaveMapping(cube, CubeData.CubeFace.Right, textureSize);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -100,6 +100,7 @@ namespace PckStudio.Rendering
|
||||
}
|
||||
|
||||
private Vector2 UvTranslation = new Vector2(1f / 64);
|
||||
private Size TextureSize = new Size(64, 64);
|
||||
private const float OverlayScale = 1.12f;
|
||||
|
||||
private bool _IsLeftMouseDown;
|
||||
@@ -111,6 +112,7 @@ namespace PckStudio.Rendering
|
||||
{
|
||||
if (HasValidContext && _skinShader is not null)
|
||||
{
|
||||
TextureSize = value.Size;
|
||||
UvTranslation = value.Width == value.Height ? new Vector2(1f / 64) : new Vector2(1f / 64, 1f / 32);
|
||||
var texture = new Texture2D(value);
|
||||
texture.Bind(0);
|
||||
@@ -263,7 +265,10 @@ namespace PckStudio.Rendering
|
||||
if (!additionalModelRenderGroups.ContainsKey(skinBox.Type))
|
||||
throw new KeyNotFoundException(skinBox.Type);
|
||||
|
||||
additionalModelRenderGroups[skinBox.Type].AddSkinBox(skinBox);
|
||||
CubeRenderGroup group = additionalModelRenderGroups[skinBox.Type];
|
||||
group.AddSkinBox(skinBox);
|
||||
group.Validate(TextureSize);
|
||||
group.Submit();
|
||||
}
|
||||
|
||||
[Conditional("DEBUG")]
|
||||
|
||||
Reference in New Issue
Block a user