using System; using ClassicalSharp.GraphicsAPI; namespace ClassicalSharp { public partial class ChunkMeshBuilder { unsafe void FloodFill( byte* chunkPtr, int startIndex ) { int* stack = stackalloc int[chunkSize3]; ushort* didFlags = stackalloc ushort[chunkSize2]; OpenTK.MemUtils.memset( (IntPtr)didFlags, 0x00, 0, chunkSize2 * 2 ); int index = 0; stack[index++] = startIndex; while( index > 0 ) { int bIndex = stack[index--]; int x = (bIndex & 0x0F); int z = ((bIndex >> 4) & 0x0F ); int y = ((bIndex >> 8) & 0x0F); int chunkIndex = (y + 1) * extChunkSize2 + (z + 1) * extChunkSize + (x + 1); byte block = chunkPtr[chunkIndex]; if( !info.IsOpaque[block] ) { if( x < 15 ) stack[index++] = (y << 8) | (z << 4) | (x + 1); if( x > 0 ) stack[index++] = (y << 8) | (z << 4) | (x - 1); if( z < 15 ) stack[index++] = (y << 8) | ((z + 1) << 4) | x; if( z > 0 ) stack[index++] = (y << 8) | ((z - 1) << 4) | x; if( y < 15 ) stack[index++] = ((y + 1) << 8) | (z << 4) | x; if( y > 0 ) stack[index++] = ((y - 1) << 8) | (z << 4) | x; } } } // TODO: Move to maprenderer /*void SimpleOcclusionCulling() { Vector3 p = game.LocalPlayer.EyePosition; for( int i = 0; i < chunks.Length; i++ ) { ChunkInfo chunk = chunks[i]; chunk.Visible = true; int cx = chunk.CentreX >> 4; int cy = chunk.CentreY >> 4; int cz = chunk.CentreZ >> 4; int x1 = chunk.CentreX - 8, x2 = chunk.CentreX + 8; int y1 = chunk.CentreY - 8, y2 = chunk.CentreY + 8; int z1 = chunk.CentreZ - 8, z2 = chunk.CentreZ + 8; float minDist = float.PositiveInfinity; int xOffset = -1, yOffset = 0, zOffset = 0; // TODO: two axes with same distance minDist = DistToRecSquared( p, x1, y1, z1, x1, y2, z2 ); // left float rightDist = DistToRecSquared( p, x2, y1, z1, x2, y2, z2 ); if( rightDist < minDist ) { minDist = rightDist; xOffset = 1; } float frontDist = DistToRecSquared( p, x1, y1, z1, x2, y2, z1 ); if( frontDist < minDist ) { minDist = frontDist; xOffset = 0; zOffset = -1; } float backDist = DistToRecSquared( p, x1, y1, z2, x2, y2, z2 ); if( backDist < minDist ) { minDist = backDist; xOffset = 0; zOffset = 1; } float bottomDist = DistToRecSquared( p, x1, y1, z1, x2, y1, z2 ); if( bottomDist < minDist ) { minDist = bottomDist; xOffset = 0; zOffset = 0; yOffset = -1; } float topDist = DistToRecSquared( p, x1, y2, z1, x2, y2, z2 ); if( topDist < minDist ) { minDist = topDist; xOffset = 0; zOffset = 0; yOffset = -1; } if( (cx + xOffset) >= 0 && (cy + yOffset) >= 0 && (cz + zOffset) >= 0 && (cx + xOffset) < width && (cy + yOffset) < height && (cz + zOffset) < length ) { chunk.Visible = false; } } chunks[0].Visible = true; } static float DistToRecSquared( Vector3 p, int x1, int y1, int z1, int x2, int y2, int z2 ) { float dx = Math.Max( x1 - p.X, Math.Max( 0, p.X - x2 ) ); float dy = Math.Max( y1 - p.Y, Math.Max( 0, p.Y - y2 ) ); float dz = Math.Max( z1 - p.Z, Math.Max( 0, p.Z - z2 ) ); return dx * dx + dy * dy + dz * dz; }*/ } }