// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT using System; using ClassicalSharp.GraphicsAPI; using ClassicalSharp.Map; using OpenTK; namespace ClassicalSharp { public unsafe sealed class AdvLightingMeshBuilder : ChunkMeshBuilder { int initBitFlags; protected override int StretchXLiquid(int xx, int countIndex, int x, int y, int z, int chunkIndex, byte block) { if (OccludedLiquid(chunkIndex)) return 0; initBitFlags = ComputeLightFlags(x, y, z, chunkIndex); bitFlags[chunkIndex] = initBitFlags; int count = 1; x++; chunkIndex++; countIndex += Side.Sides; int max = chunkSize - xx; while (count < max && x < width && CanStretch(block, chunkIndex, x, y, z, Side.Top) && !OccludedLiquid(chunkIndex)) { counts[countIndex] = 0; count++; x++; chunkIndex++; countIndex += Side.Sides; } return count; } protected override int StretchX(int xx, int countIndex, int x, int y, int z, int chunkIndex, byte block, int face) { initBitFlags = ComputeLightFlags(x, y, z, chunkIndex); bitFlags[chunkIndex] = initBitFlags; int count = 1; x++; chunkIndex++; countIndex += Side.Sides; int max = chunkSize - xx; bool stretchTile = (info.CanStretch[block] & (1 << face)) != 0; while (count < max && x < width && stretchTile && CanStretch(block, chunkIndex, x, y, z, face)) { counts[countIndex] = 0; count++; x++; chunkIndex++; countIndex += Side.Sides; } return count; } protected override int StretchZ(int zz, int countIndex, int x, int y, int z, int chunkIndex, byte block, int face) { initBitFlags = ComputeLightFlags(x, y, z, chunkIndex); bitFlags[chunkIndex] = initBitFlags; int count = 1; z++; chunkIndex += extChunkSize; countIndex += chunkSize * Side.Sides; int max = chunkSize - zz; bool stretchTile = (info.CanStretch[block] & (1 << face)) != 0; while (count < max && z < length && stretchTile && CanStretch(block, chunkIndex, x, y, z, face)) { counts[countIndex] = 0; count++; z++; chunkIndex += extChunkSize; countIndex += chunkSize * Side.Sides; } return count; } bool CanStretch(byte initialTile, int chunkIndex, int x, int y, int z, int face) { byte rawBlock = chunk[chunkIndex]; bitFlags[chunkIndex] = ComputeLightFlags(x, y, z, chunkIndex); return rawBlock == initialTile && !info.IsFaceHidden(rawBlock, chunk[chunkIndex + offsets[face]], face) && (initBitFlags == bitFlags[chunkIndex] // Check that this face is either fully bright or fully in shadow && (initBitFlags == 0 || (initBitFlags & masks[face]) == masks[face])); } protected override void DrawLeftFace(int count) { int texId = info.textures[curBlock * Side.Sides + Side.Left]; int i = texId / elementsPerAtlas1D; float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize; int offset = (lightFlags >> Side.Left) & 1; float u1 = minBB.Z, u2 = (count - 1) + maxBB.Z * 15.99f/16f; float v1 = vOrigin + maxBB.Y * invVerElementSize; float v2 = vOrigin + minBB.Y * invVerElementSize * 15.99f/16f; DrawInfo part = isTranslucent ? translucentParts[i] : normalParts[i]; int F = bitFlags[cIndex]; int aY0_Z0 = ((F >> xM1_yM1_zM1) & 1) + ((F >> xM1_yCC_zM1) & 1) + ((F >> xM1_yM1_zCC) & 1) + ((F >> xM1_yCC_zCC) & 1); int aY0_Z1 = ((F >> xM1_yM1_zP1) & 1) + ((F >> xM1_yCC_zP1) & 1) + ((F >> xM1_yM1_zCC) & 1) + ((F >> xM1_yCC_zCC) & 1); int aY1_Z0 = ((F >> xM1_yP1_zM1) & 1) + ((F >> xM1_yCC_zM1) & 1) + ((F >> xM1_yP1_zCC) & 1) + ((F >> xM1_yCC_zCC) & 1); int aY1_Z1 = ((F >> xM1_yP1_zP1) & 1) + ((F >> xM1_yCC_zP1) & 1) + ((F >> xM1_yP1_zCC) & 1) + ((F >> xM1_yCC_zCC) & 1); int col0_0 = fullBright ? FastColour.WhitePacked : MakeXSide(aY0_Z0), col1_0 = fullBright ? FastColour.WhitePacked : MakeXSide(aY1_Z0); int col1_1 = fullBright ? FastColour.WhitePacked : MakeXSide(aY1_Z1), col0_1 = fullBright ? FastColour.WhitePacked : MakeXSide(aY0_Z1); if (tinted) { col0_0 = TintBlock(curBlock, col0_0); col1_0 = TintBlock(curBlock, col1_0); col1_1 = TintBlock(curBlock, col1_1); col0_1 = TintBlock(curBlock, col0_1); } if (aY0_Z0 + aY1_Z1 > aY0_Z1 + aY1_Z0) { part.vertices[part.vIndex.left++] = new VertexP3fT2fC4b(x1, y2, z1, u1, v1, col1_0); part.vertices[part.vIndex.left++] = new VertexP3fT2fC4b(x1, y1, z1, u1, v2, col0_0); part.vertices[part.vIndex.left++] = new VertexP3fT2fC4b(x1, y1, z2 + (count - 1), u2, v2, col0_1); part.vertices[part.vIndex.left++] = new VertexP3fT2fC4b(x1, y2, z2 + (count - 1), u2, v1, col1_1); } else { part.vertices[part.vIndex.left++] = new VertexP3fT2fC4b(x1, y2, z2 + (count - 1), u2, v1, col1_1); part.vertices[part.vIndex.left++] = new VertexP3fT2fC4b(x1, y2, z1, u1, v1, col1_0); part.vertices[part.vIndex.left++] = new VertexP3fT2fC4b(x1, y1, z1, u1, v2, col0_0); part.vertices[part.vIndex.left++] = new VertexP3fT2fC4b(x1, y1, z2 + (count - 1), u2, v2, col0_1); } } protected override void DrawRightFace(int count) { int texId = info.textures[curBlock * Side.Sides + Side.Right]; int i = texId / elementsPerAtlas1D; float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize; int offset = (lightFlags >> Side.Right) & 1; float u1 = (count - minBB.Z), u2 = (1 - maxBB.Z) * 15.99f/16f; float v1 = vOrigin + maxBB.Y * invVerElementSize; float v2 = vOrigin + minBB.Y * invVerElementSize * 15.99f/16f; DrawInfo part = isTranslucent ? translucentParts[i] : normalParts[i]; int F = bitFlags[cIndex]; int aY0_Z0 = ((F >> xP1_yM1_zM1) & 1) + ((F >> xP1_yCC_zM1) & 1) + ((F >> xP1_yM1_zCC) & 1) + ((F >> xP1_yCC_zCC) & 1); int aY0_Z1 = ((F >> xP1_yM1_zP1) & 1) + ((F >> xP1_yCC_zP1) & 1) + ((F >> xP1_yM1_zCC) & 1) + ((F >> xP1_yCC_zCC) & 1); int aY1_Z0 = ((F >> xP1_yP1_zM1) & 1) + ((F >> xP1_yCC_zM1) & 1) + ((F >> xP1_yP1_zCC) & 1) + ((F >> xP1_yCC_zCC) & 1); int aY1_Z1 = ((F >> xP1_yP1_zP1) & 1) + ((F >> xP1_yCC_zP1) & 1) + ((F >> xP1_yP1_zCC) & 1) + ((F >> xP1_yCC_zCC) & 1); int col0_0 = fullBright ? FastColour.WhitePacked : MakeXSide(aY0_Z0), col1_0 = fullBright ? FastColour.WhitePacked : MakeXSide(aY1_Z0); int col1_1 = fullBright ? FastColour.WhitePacked : MakeXSide(aY1_Z1), col0_1 = fullBright ? FastColour.WhitePacked : MakeXSide(aY0_Z1); if (tinted) { col0_0 = TintBlock(curBlock, col0_0); col1_0 = TintBlock(curBlock, col1_0); col1_1 = TintBlock(curBlock, col1_1); col0_1 = TintBlock(curBlock, col0_1); } if (aY0_Z0 + aY1_Z1 > aY0_Z1 + aY1_Z0) { part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b(x2, y2, z1, u1, v1, col1_0); part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b(x2, y2, z2 + (count - 1), u2, v1, col1_1); part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b(x2, y1, z2 + (count - 1), u2, v2, col0_1); part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b(x2, y1, z1, u1, v2, col0_0); } else { part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b(x2, y2, z2 + (count - 1), u2, v1, col1_1); part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b(x2, y1, z2 + (count - 1), u2, v2, col0_1); part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b(x2, y1, z1, u1, v2, col0_0); part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b(x2, y2, z1, u1, v1, col1_0); } } protected override void DrawFrontFace(int count) { int texId = info.textures[curBlock * Side.Sides + Side.Front]; int i = texId / elementsPerAtlas1D; float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize; int offset = (lightFlags >> Side.Front) & 1; float u1 = (count - minBB.X), u2 = (1 - maxBB.X) * 15.99f/16f; float v1 = vOrigin + maxBB.Y * invVerElementSize; float v2 = vOrigin + minBB.Y * invVerElementSize * 15.99f/16f; DrawInfo part = isTranslucent ? translucentParts[i] : normalParts[i]; int F = bitFlags[cIndex]; int aX0_Y0 = ((F >> xM1_yM1_zM1) & 1) + ((F >> xM1_yCC_zM1) & 1) + ((F >> xCC_yM1_zM1) & 1) + ((F >> xCC_yCC_zM1) & 1); int aX0_Y1 = ((F >> xM1_yP1_zM1) & 1) + ((F >> xM1_yCC_zM1) & 1) + ((F >> xCC_yP1_zM1) & 1) + ((F >> xCC_yCC_zM1) & 1); int aX1_Y0 = ((F >> xP1_yM1_zM1) & 1) + ((F >> xP1_yCC_zM1) & 1) + ((F >> xCC_yM1_zM1) & 1) + ((F >> xCC_yCC_zM1) & 1); int aX1_Y1 = ((F >> xP1_yP1_zM1) & 1) + ((F >> xP1_yCC_zM1) & 1) + ((F >> xCC_yP1_zM1) & 1) + ((F >> xCC_yCC_zM1) & 1); int col0_0 = fullBright ? FastColour.WhitePacked : MakeZSide(aX0_Y0), col1_0 = fullBright ? FastColour.WhitePacked : MakeZSide(aX1_Y0); int col1_1 = fullBright ? FastColour.WhitePacked : MakeZSide(aX1_Y1), col0_1 = fullBright ? FastColour.WhitePacked : MakeZSide(aX0_Y1); if (tinted) { col0_0 = TintBlock(curBlock, col0_0); col1_0 = TintBlock(curBlock, col1_0); col1_1 = TintBlock(curBlock, col1_1); col0_1 = TintBlock(curBlock, col0_1); } if (aX1_Y1 + aX0_Y0 > aX0_Y1 + aX1_Y0) { part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b(x2 + (count - 1), y1, z1, u2, v2, col1_0); part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b(x1, y1, z1, u1, v2, col0_0); part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b(x1, y2, z1, u1, v1, col0_1); part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b(x2 + (count - 1), y2, z1, u2, v1, col1_1); } else { part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b(x1, y1, z1, u1, v2, col0_0); part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b(x1, y2, z1, u1, v1, col0_1); part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b(x2 + (count - 1), y2, z1, u2, v1, col1_1); part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b(x2 + (count - 1), y1, z1, u2, v2, col1_0); } } protected override void DrawBackFace(int count) { int texId = info.textures[curBlock * Side.Sides + Side.Back]; int i = texId / elementsPerAtlas1D; float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize; int offset = (lightFlags >> Side.Back) & 1; float u1 = minBB.X, u2 = (count - 1) + maxBB.X * 15.99f/16f; float v1 = vOrigin + maxBB.Y * invVerElementSize; float v2 = vOrigin + minBB.Y * invVerElementSize * 15.99f/16f; DrawInfo part = isTranslucent ? translucentParts[i] : normalParts[i]; int F = bitFlags[cIndex]; int aX0_Y0 = ((F >> xM1_yM1_zP1) & 1) + ((F >> xM1_yCC_zP1) & 1) + ((F >> xCC_yM1_zP1) & 1) + ((F >> xCC_yCC_zP1) & 1); int aX1_Y0 = ((F >> xP1_yM1_zP1) & 1) + ((F >> xP1_yCC_zP1) & 1) + ((F >> xCC_yM1_zP1) & 1) + ((F >> xCC_yCC_zP1) & 1); int aX0_Y1 = ((F >> xM1_yP1_zP1) & 1) + ((F >> xM1_yCC_zP1) & 1) + ((F >> xCC_yP1_zP1) & 1) + ((F >> xCC_yCC_zP1) & 1); int aX1_Y1 = ((F >> xP1_yP1_zP1) & 1) + ((F >> xP1_yCC_zP1) & 1) + ((F >> xCC_yP1_zP1) & 1) + ((F >> xCC_yCC_zP1) & 1); int col1_1 = fullBright ? FastColour.WhitePacked : MakeZSide(aX1_Y1), col1_0 = fullBright ? FastColour.WhitePacked : MakeZSide(aX1_Y0); int col0_0 = fullBright ? FastColour.WhitePacked : MakeZSide(aX0_Y0), col0_1 = fullBright ? FastColour.WhitePacked : MakeZSide(aX0_Y1); if (tinted) { col0_0 = TintBlock(curBlock, col0_0); col1_0 = TintBlock(curBlock, col1_0); col1_1 = TintBlock(curBlock, col1_1); col0_1 = TintBlock(curBlock, col0_1); } if (aX1_Y1 + aX0_Y0 > aX0_Y1 + aX1_Y0) { part.vertices[part.vIndex.back++] = new VertexP3fT2fC4b(x1, y2, z2, u1, v1, col0_1); part.vertices[part.vIndex.back++] = new VertexP3fT2fC4b(x1, y1, z2, u1, v2, col0_0); part.vertices[part.vIndex.back++] = new VertexP3fT2fC4b(x2 + (count - 1), y1, z2, u2, v2, col1_0); part.vertices[part.vIndex.back++] = new VertexP3fT2fC4b(x2 + (count - 1), y2, z2, u2, v1, col1_1); } else { part.vertices[part.vIndex.back++] = new VertexP3fT2fC4b(x2 + (count - 1), y2, z2, u2, v1, col1_1); part.vertices[part.vIndex.back++] = new VertexP3fT2fC4b(x1, y2, z2, u1, v1, col0_1); part.vertices[part.vIndex.back++] = new VertexP3fT2fC4b(x1, y1, z2, u1, v2, col0_0); part.vertices[part.vIndex.back++] = new VertexP3fT2fC4b(x2 + (count - 1), y1, z2, u2, v2, col1_0); } } protected override void DrawBottomFace(int count) { int texId = info.textures[curBlock * Side.Sides + Side.Bottom]; int i = texId / elementsPerAtlas1D; float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize; int offset = (lightFlags >> Side.Bottom) & 1; float u1 = minBB.X, u2 = (count - 1) + maxBB.X * 15.99f/16f; float v1 = vOrigin + minBB.Z * invVerElementSize; float v2 = vOrigin + maxBB.Z * invVerElementSize * 15.99f/16f; DrawInfo part = isTranslucent ? translucentParts[i] : normalParts[i]; int F = bitFlags[cIndex]; int aX0_Z0 = ((F >> xM1_yM1_zM1) & 1) + ((F >> xM1_yM1_zCC) & 1) + ((F >> xCC_yM1_zM1) & 1) + ((F >> xCC_yM1_zCC) & 1); int aX1_Z0 = ((F >> xP1_yM1_zM1) & 1) + ((F >> xP1_yM1_zCC) & 1) + ((F >> xCC_yM1_zM1) & 1) + ((F >> xCC_yM1_zCC) & 1); int aX0_Z1 = ((F >> xM1_yM1_zP1) & 1) + ((F >> xM1_yM1_zCC) & 1) + ((F >> xCC_yM1_zP1) & 1) + ((F >> xCC_yM1_zCC) & 1); int aX1_Z1 = ((F >> xP1_yM1_zP1) & 1) + ((F >> xP1_yM1_zCC) & 1) + ((F >> xCC_yM1_zP1) & 1) + ((F >> xCC_yM1_zCC) & 1); int col0_1 = fullBright ? FastColour.WhitePacked : MakeYSide(aX0_Z1), col1_1 = fullBright ? FastColour.WhitePacked : MakeYSide(aX1_Z1); int col1_0 = fullBright ? FastColour.WhitePacked : MakeYSide(aX1_Z0), col0_0 = fullBright ? FastColour.WhitePacked : MakeYSide(aX0_Z0); if (tinted) { col0_0 = TintBlock(curBlock, col0_0); col1_0 = TintBlock(curBlock, col1_0); col1_1 = TintBlock(curBlock, col1_1); col0_1 = TintBlock(curBlock, col0_1); } if (aX0_Z1 + aX1_Z0 > aX0_Z0 + aX1_Z1) { part.vertices[part.vIndex.bottom++] = new VertexP3fT2fC4b(x2 + (count - 1), y1, z2, u2, v2, col1_1); part.vertices[part.vIndex.bottom++] = new VertexP3fT2fC4b(x1, y1, z2, u1, v2, col0_1); part.vertices[part.vIndex.bottom++] = new VertexP3fT2fC4b(x1, y1, z1, u1, v1, col0_0); part.vertices[part.vIndex.bottom++] = new VertexP3fT2fC4b(x2 + (count - 1), y1, z1, u2, v1, col1_0); } else { part.vertices[part.vIndex.bottom++] = new VertexP3fT2fC4b(x1, y1, z2, u1, v2, col0_1); part.vertices[part.vIndex.bottom++] = new VertexP3fT2fC4b(x1, y1, z1, u1, v1, col0_0); part.vertices[part.vIndex.bottom++] = new VertexP3fT2fC4b(x2 + (count - 1), y1, z1, u2, v1, col1_0); part.vertices[part.vIndex.bottom++] = new VertexP3fT2fC4b(x2 + (count - 1), y1, z2, u2, v2, col1_1); } } protected override void DrawTopFace(int count) { int texId = info.textures[curBlock * Side.Sides + Side.Top]; int i = texId / elementsPerAtlas1D; float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize; int offset = (lightFlags >> Side.Top) & 1; float u1 = minBB.X, u2 = (count - 1) + maxBB.X * 15.99f/16f; float v1 = vOrigin + minBB.Z * invVerElementSize; float v2 = vOrigin + maxBB.Z * invVerElementSize * 15.99f/16f; DrawInfo part = isTranslucent ? translucentParts[i] : normalParts[i]; int F = bitFlags[cIndex]; int aX0_Z0 = ((F >> xM1_yP1_zM1) & 1) + ((F >> xM1_yP1_zCC) & 1) + ((F >> xCC_yP1_zM1) & 1) + ((F >> xCC_yP1_zCC) & 1); int aX1_Z0 = ((F >> xP1_yP1_zM1) & 1) + ((F >> xP1_yP1_zCC) & 1) + ((F >> xCC_yP1_zM1) & 1) + ((F >> xCC_yP1_zCC) & 1); int aX0_Z1 = ((F >> xM1_yP1_zP1) & 1) + ((F >> xM1_yP1_zCC) & 1) + ((F >> xCC_yP1_zP1) & 1) + ((F >> xCC_yP1_zCC) & 1); int aX1_Z1 = ((F >> xP1_yP1_zP1) & 1) + ((F >> xP1_yP1_zCC) & 1) + ((F >> xCC_yP1_zP1) & 1) + ((F >> xCC_yP1_zCC) & 1); int col0_0 = fullBright ? FastColour.WhitePacked : Make(aX0_Z0), col1_0 = fullBright ? FastColour.WhitePacked : Make(aX1_Z0); int col1_1 = fullBright ? FastColour.WhitePacked : Make(aX1_Z1), col0_1 = fullBright ? FastColour.WhitePacked : Make(aX0_Z1); if (tinted) { col0_0 = TintBlock(curBlock, col0_0); col1_0 = TintBlock(curBlock, col1_0); col1_1 = TintBlock(curBlock, col1_1); col0_1 = TintBlock(curBlock, col0_1); } if (aX0_Z0 + aX1_Z1 > aX0_Z1 + aX1_Z0) { part.vertices[part.vIndex.top++] = new VertexP3fT2fC4b(x2 + (count - 1), y2, z1, u2, v1, col1_0); part.vertices[part.vIndex.top++] = new VertexP3fT2fC4b(x1, y2, z1, u1, v1, col0_0); part.vertices[part.vIndex.top++] = new VertexP3fT2fC4b(x1, y2, z2, u1, v2, col0_1); part.vertices[part.vIndex.top++] = new VertexP3fT2fC4b(x2 + (count - 1), y2, z2, u2, v2, col1_1); } else { part.vertices[part.vIndex.top++] = new VertexP3fT2fC4b(x1, y2, z1, u1, v1, col0_0); part.vertices[part.vIndex.top++] = new VertexP3fT2fC4b(x1, y2, z2, u1, v2, col0_1); part.vertices[part.vIndex.top++] = new VertexP3fT2fC4b(x2 + (count - 1), y2, z2, u2, v2, col1_1); part.vertices[part.vIndex.top++] = new VertexP3fT2fC4b(x2 + (count - 1), y2, z1, u2, v1, col1_0); } } int Make(int count) { return Lerp(env.Shadow, env.Sun, count / 4f); } int MakeZSide(int count) { return Lerp(env.ShadowZSide, env.SunZSide, count / 4f); } int MakeXSide(int count) { return Lerp(env.ShadowXSide, env.SunXSide, count / 4f); } int MakeYSide(int count) { return Lerp(env.ShadowYBottom, env.SunYBottom, count / 4f); } static int Lerp(int a, int b, float t) { int c = FastColour.BlackPacked; c |= (byte)Utils.Lerp((a & 0xFF0000) >> 16, (b & 0xFF0000) >> 16, t) << 16; c |= (byte)Utils.Lerp((a & 0x00FF00) >> 8, (b & 0x00FF00) >> 8, t) << 8; c |= (byte)Utils.Lerp(a & 0x0000FF, b & 0x0000FF, t); return c; } #region Light computation int ComputeLightFlags(int x, int y, int z, int cIndex) { if (fullBright) return (1 << xP1_yP1_zP1) - 1; // all faces fully bright return Lit(x - 1, y, z - 1, cIndex - 1 - 18) << xM1_yM1_zM1 | Lit(x - 1, y, z, cIndex - 1) << xM1_yM1_zCC | Lit(x - 1, y, z + 1, cIndex - 1 + 18) << xM1_yM1_zP1 | Lit(x, y, z - 1, cIndex + 0 - 18) << xCC_yM1_zM1 | Lit(x, y, z, cIndex + 0) << xCC_yM1_zCC | Lit(x, y, z + 1 , cIndex + 0 + 18) << xCC_yM1_zP1 | Lit(x + 1, y, z - 1, cIndex + 1 - 18) << xP1_yM1_zM1 | Lit(x + 1, y, z, cIndex + 1) << xP1_yM1_zCC | Lit(x + 1, y, z + 1, cIndex + 1 + 18) << xP1_yM1_zP1 ; } const int xM1_yM1_zM1 = 0, xM1_yCC_zM1 = 1, xM1_yP1_zM1 = 2; const int xCC_yM1_zM1 = 3, xCC_yCC_zM1 = 4, xCC_yP1_zM1 = 5; const int xP1_yM1_zM1 = 6, xP1_yCC_zM1 = 7, xP1_yP1_zM1 = 8; const int xM1_yM1_zCC = 9, xM1_yCC_zCC = 10, xM1_yP1_zCC = 11; const int xCC_yM1_zCC = 12, xCC_yCC_zCC = 13, xCC_yP1_zCC = 14; const int xP1_yM1_zCC = 15, xP1_yCC_zCC = 16, xP1_yP1_zCC = 17; const int xM1_yM1_zP1 = 18, xM1_yCC_zP1 = 19, xM1_yP1_zP1 = 20; const int xCC_yM1_zP1 = 21, xCC_yCC_zP1 = 22, xCC_yP1_zP1 = 23; const int xP1_yM1_zP1 = 24, xP1_yCC_zP1 = 25, xP1_yP1_zP1 = 26; int Lit(int x, int y, int z, int cIndex) { if (x < 0 || y < 0 || z < 0 || x >= width || y >= height || z >= length) return 7; int flags = 0; byte block = chunk[cIndex]; int lightHeight = lighting.heightmap[(z * width) + x]; // Use fact Light(Y.Bottom) == Light((Y - 1).Top) int offset = (lightFlags >> Side.Bottom) & 1; flags |= ((y - offset) > lightHeight ? 1 : 0); // Light is same for all the horizontal faces flags |= (y > lightHeight ? 2 : 0); // Use fact Light((Y + 1).Bottom) == Light(Y.Top) offset = (lightFlags >> Side.Top) & 1; flags |= ((y - offset) >= lightHeight ? 4 : 0); // Dynamic lighting if (info.FullBright[block]) flags |= 5; if (info.FullBright[chunk[cIndex + 324]]) flags |= 4; if (info.FullBright[chunk[cIndex - 324]]) flags |= 1; return flags; } static int[] masks = { // Left face (1 << xM1_yM1_zM1) | (1 << xM1_yM1_zCC) | (1 << xM1_yM1_zP1) | (1 << xM1_yCC_zM1) | (1 << xM1_yCC_zCC) | (1 << xM1_yCC_zP1) | (1 << xM1_yP1_zM1) | (1 << xM1_yP1_zCC) | (1 << xM1_yP1_zP1), // Right face (1 << xP1_yM1_zM1) | (1 << xP1_yM1_zCC) | (1 << xP1_yM1_zP1) | (1 << xP1_yP1_zM1) | (1 << xP1_yP1_zCC) | (1 << xP1_yP1_zP1) | (1 << xP1_yCC_zM1) | (1 << xP1_yCC_zCC) | (1 << xP1_yCC_zP1), // Front face (1 << xM1_yM1_zM1) | (1 << xCC_yM1_zM1) | (1 << xP1_yM1_zM1) | (1 << xM1_yCC_zM1) | (1 << xCC_yCC_zM1) | (1 << xP1_yCC_zM1) | (1 << xM1_yP1_zM1) | (1 << xCC_yP1_zM1) | (1 << xP1_yP1_zM1), // Back face (1 << xM1_yM1_zP1) | (1 << xCC_yM1_zP1) | (1 << xP1_yM1_zP1) | (1 << xM1_yCC_zP1) | (1 << xCC_yCC_zP1) | (1 << xP1_yCC_zP1) | (1 << xM1_yP1_zP1) | (1 << xCC_yP1_zP1) | (1 << xP1_yP1_zP1), // Bottom face (1 << xM1_yM1_zM1) | (1 << xM1_yM1_zCC) | (1 << xM1_yM1_zP1) | (1 << xCC_yM1_zM1) | (1 << xCC_yM1_zCC) | (1 << xCC_yM1_zP1) | (1 << xP1_yM1_zM1) | (1 << xP1_yM1_zCC) | (1 << xP1_yM1_zP1), // Top face (1 << xM1_yP1_zM1) | (1 << xM1_yP1_zCC) | (1 << xM1_yP1_zP1) | (1 << xCC_yP1_zM1) | (1 << xCC_yP1_zCC) | (1 << xCC_yP1_zP1) | (1 << xP1_yP1_zM1) | (1 << xP1_yP1_zCC) | (1 << xP1_yP1_zP1), }; #endregion } }