using System; using ClassicalSharp.GraphicsAPI; namespace ClassicalSharp { public partial class ChunkMeshBuilder { int X, Y, Z; byte tile; public BlockInfo BlockInfo; Map map; public Game Window; public IGraphicsApi Graphics; const int chunkSize = 16, extChunkSize = 18; const int chunkSize2 = 16 * 16, extChunkSize2 = 18 * 18; const int chunkSize3 = 16 * 16 * 16, extChunkSize3 = 18 * 18 * 18; public ChunkMeshBuilder( Game window ) { Window = window; Graphics = window.Graphics; BlockInfo = window.BlockInfo; Window.TerrainAtlasChanged += TerrainAtlasChanged; } int width, length, height; int maxX, maxY, maxZ; byte[] counts = new byte[chunkSize3 * 6]; byte[] chunk = new byte[extChunkSize3]; bool BuildChunk( int x1, int y1, int z1 ) { PreStretchTiles( x1, y1, z1 ); if( ReadChunkData( x1, y1, z1 ) ) return false; Stretch( x1, y1, z1 ); PostStretchTiles( x1, y1, z1 ); int xMax = Math.Min( width, x1 + chunkSize ); int yMax = Math.Min( height, y1 + chunkSize ); int zMax = Math.Min( length, z1 + chunkSize ); for( int y = y1, yy = 0; y < yMax; y++, yy++ ) { for( int z = z1, zz = 0; z < zMax; z++, zz++ ) { int chunkIndex = ( yy + 1 ) * extChunkSize2 + ( zz + 1 ) * extChunkSize + ( -1 + 1 ); for( int x = x1, xx = 0; x < xMax; x++, xx++ ) { chunkIndex++; RenderTile( chunkIndex, xx, yy, zz, x, y, z ); } } } return true; } unsafe bool ReadChunkData( int x1, int y1, int z1 ) { bool allAir = true, allSolid = true; fixed( byte* chunkPtr = chunk, mapPtr = map.mapData ) { int* chunkIntPtr = (int*)chunkPtr; for( int i = 0; i < extChunkSize3 / 4; i++ ) { *chunkIntPtr++ = 0; } for( int yy = -1; yy < 17; yy++ ) { int y = yy + y1; if( y < 0 ) continue; if( y > maxY ) break; for( int zz = -1; zz < 17; zz++ ) { int z = zz + z1; if( z < 0 ) continue; if( z > maxZ ) break; int index = ( y * length + z ) * width + ( x1 - 1 - 1 ); int chunkIndex = ( yy + 1 ) * extChunkSize2 + ( zz + 1 ) * extChunkSize + ( -1 ); for( int xx = -1; xx < 17; xx++ ) { int x = xx + x1; index++; chunkIndex++; if( x < 0 ) continue; if( x > maxX ) break; byte block = mapPtr[index]; if( block == 9 ) block = 8; // Still water --> Water if( block == 11 ) block = 10; // Still lava --> Lava if( allAir && block != 0 ) allAir = false; if( allSolid && !BlockInfo.IsOpaque( block ) ) allSolid = false; chunkPtr[chunkIndex] = block; } } } } return allAir || allSolid; } public void GetDrawInfo( int x, int y, int z, ref ChunkPartInfo[] normalParts, ref ChunkPartInfo[] translucentParts ) { if( !BuildChunk( x, y, z ) ) return; for( int i = 0; i < arraysCount; i++ ) { SetPartInfo( drawInfoNormal[i], i, ref normalParts ); SetPartInfo( drawInfoTranslucent[i], i, ref translucentParts ); } } public void RenderTile( int chunkIndex, int xx, int yy, int zz, int x, int y, int z ) { tile = chunk[chunkIndex]; if( tile == 0 ) return; X = x; Y = y; Z = z; blockHeight = -1; int index = ( ( yy << 8 ) + ( zz << 4 ) + xx ) * 6; int count = 0; if( BlockInfo.IsSprite( tile ) ) { count = counts[index + TileSide.Top]; if( count != 0 ) { DrawSprite( count ); } return; } count = counts[index + TileSide.Left]; if( count != 0 ) { DrawLeftFace( count ); } count = counts[index + TileSide.Right]; if( count != 0 ) { DrawRightFace( count ); } count = counts[index + TileSide.Front]; if( count != 0 ) { DrawFrontFace( count ); } count = counts[index + TileSide.Back]; if( count != 0 ) { DrawBackFace( count ); } count = counts[index + TileSide.Bottom]; if( count != 0 ) { DrawBottomFace( count ); } count = counts[index + TileSide.Top]; if( count != 0 ) { DrawTopFace( count ); } } void Stretch( int x1, int y1, int z1 ) { for( int i = 0; i < counts.Length; i++ ) { counts[i] = 1; } int xMax = Math.Min( width, x1 + chunkSize ); int yMax = Math.Min( height, y1 + chunkSize ); int zMax = Math.Min( length, z1 + chunkSize ); for( int y = y1, yy = 0; y < yMax; y++, yy++ ) { for( int z = z1, zz = 0; z < zMax; z++, zz++ ) { int chunkIndex = ( yy + 1 ) * extChunkSize2 + ( zz + 1 ) * extChunkSize + ( -1 + 1 ); for( int x = x1, xx = 0; x < xMax; x++, xx++ ) { chunkIndex++; byte tile = chunk[chunkIndex]; if( tile == 0 ) continue; int countIndex = ( ( yy << 8 ) + ( zz << 4 ) + xx ) * 6; // Sprites only use the top face to indicate stretching count, so we can take a shortcut here. // Note that sprites are not drawn with any of the DrawXFace, they are drawn using DrawSprite. if( BlockInfo.IsSprite( tile ) ) { if( counts[countIndex + TileSide.Top] != 0 ) { startX = x; startY = y; startZ = z; int count = StretchX( xx, countIndex, x, y, z, chunkIndex, tile, TileSide.Top ); AddSpriteVertices( tile, count ); counts[countIndex + TileSide.Top] = (byte)count; } } else { // Do the full calculation for all six faces. DoStretchTerrain( xx, yy, zz, x, y, z, countIndex, tile, chunkIndex ); } } } } } int startX, startY, startZ; void DoStretchTerrain( int xx, int yy, int zz, int x, int y, int z, int index, byte tile, int chunkIndex ) { startX = x; startY = y; startZ = z; if( x == 0 ) { counts[index + TileSide.Left] = 0; } else if( counts[index + TileSide.Left] != 0 ) { byte left = chunk[chunkIndex - 1]; // x - 1 if( BlockInfo.IsFaceHidden( tile, left, TileSide.Left ) ) { counts[index + TileSide.Left] = 0; } else { int count = StretchZ( zz, index, x, y, z, chunkIndex, tile, TileSide.Left ); AddVertices( tile, count, TileSide.Left ); counts[index + TileSide.Left] = (byte)count; } } if( x == maxX ) { counts[index + TileSide.Right] = 0; } else if( counts[index + TileSide.Right] != 0 ) { byte right = chunk[chunkIndex + 1]; // x + 1 if( BlockInfo.IsFaceHidden( tile, right, TileSide.Right ) ) { counts[index + TileSide.Right] = 0; } else { int count = StretchZ( zz, index, x, y, z, chunkIndex, tile, TileSide.Right ); AddVertices( tile, count, TileSide.Right ); counts[index + TileSide.Right] = (byte)count; } } if( z == 0 ) { counts[index + TileSide.Front] = 0; } else if( counts[index + TileSide.Front] != 0 ) { byte front = chunk[chunkIndex - 18]; // z - 1 if( BlockInfo.IsFaceHidden( tile, front, TileSide.Front ) ) { counts[index + TileSide.Front] = 0; } else { int count = StretchX( xx, index, x, y, z, chunkIndex, tile, TileSide.Front ); AddVertices( tile, count, TileSide.Front ); counts[index + TileSide.Front] = (byte)count; } } if( z == maxZ ) { counts[index + TileSide.Back] = 0; } else if( counts[index + TileSide.Back] != 0 ) { byte back = chunk[chunkIndex + 18]; // z + 1 if( BlockInfo.IsFaceHidden( tile, back, TileSide.Right ) ) { counts[index + TileSide.Back] = 0; } else { int count = StretchX( xx, index, x, y, z, chunkIndex, tile, TileSide.Back ); AddVertices( tile, count, TileSide.Back ); counts[index + TileSide.Back] = (byte)count; } } if( y == 0 ) { counts[index + TileSide.Bottom] = 0; } else if( counts[index + TileSide.Bottom] != 0 ) { byte below = chunk[chunkIndex - 324]; // y - 1 if( BlockInfo.IsFaceHidden( tile, below, TileSide.Bottom ) ) { counts[index + TileSide.Bottom] = 0; } else { int count = StretchX( xx, index, x, y, z, chunkIndex, tile, TileSide.Bottom ); AddVertices( tile, count, TileSide.Bottom ); counts[index + TileSide.Bottom] = (byte)count; } } if( counts[index + TileSide.Top] != 0 ) { byte above = chunk[chunkIndex + 324]; // y + 1 if( BlockInfo.IsFaceHidden( tile, above, TileSide.Top ) ) { counts[index + TileSide.Top] = 0; } else { int count = StretchX( xx, index, x, y, z, chunkIndex, tile, TileSide.Top ); AddVertices( tile, count, TileSide.Top ); counts[index + TileSide.Top] = (byte)count; } } } byte GetNeighbour( int chunkIndex, int face ) { switch( face ) { case TileSide.Left: return chunk[chunkIndex - 1]; // x - 1 case TileSide.Right: return chunk[chunkIndex + 1]; // x + 1 case TileSide.Front: return chunk[chunkIndex - 18]; // z - 1 case TileSide.Back: return chunk[chunkIndex + 18]; // z + 1 case TileSide.Bottom: return chunk[chunkIndex - 324]; // y - 1 case TileSide.Top: return chunk[chunkIndex + 324]; // y + 1 } return 0; } int StretchX( int xx, int countIndex, int x, int y, int z, int chunkIndex, byte tile, int face ) { int count = 1; x++; chunkIndex++; countIndex += 6; int max = chunkSize - xx; while( count < max && x < width && CanStretch( tile, chunkIndex, x, y, z, face ) ) { count++; counts[countIndex + face] = 0; x++; chunkIndex++; countIndex += 6; } return count; } int StretchZ( int zz, int countIndex, int x, int y, int z, int chunkIndex, byte tile, int face ) { int count = 1; z++; chunkIndex += extChunkSize; countIndex += chunkSize * 6; int max = chunkSize - zz; while( count < max && z < length && CanStretch( tile, chunkIndex, x, y, z, face ) ) { count++; counts[countIndex + face] = 0; z++; chunkIndex += extChunkSize; countIndex += chunkSize * 6; } return count; } public void OnNewMap() { } public void OnNewMapLoaded() { map = Window.Map; width = map.Width; height = map.Height; length = map.Length; maxX = width - 1; maxY = height - 1; maxZ = length - 1; } } public struct ChunkPartInfo { public int VbId, IndicesCount; public int leftIndex, rightIndex, frontIndex, backIndex, bottomIndex, topIndex; public ushort leftCount, rightCount, frontCount, backCount, bottomCount, topCount, spriteCount; } }