// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT using System; using ClassicalSharp.GraphicsAPI; using ClassicalSharp.Map; using OpenTK; namespace ClassicalSharp { public sealed class SmoothLightingMeshBuilder : ChunkMeshBuilder { protected override int StretchXLiquid( int xx, int countIndex, int x, int y, int z, int chunkIndex, byte block ) { if( OccludedLiquid( chunkIndex ) ) return 0; return 1; } protected override int StretchX( int xx, int countIndex, int x, int y, int z, int chunkIndex, byte block, int face ) { return 1; } protected override int StretchZ( int zz, int countIndex, int x, int y, int z, int chunkIndex, byte block, int face ) { return 1; } 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 = ComputeLightFlags( X, Y, Z ); int aY0_Z0 = ((F >> xM1yM1zM1) & 1) + ((F >> xM1yCCzM1) & 1) + ((F >> xM1yM1zCC) & 1) + ((F >> xM1yCCzCC) & 1); int aY0_Z1 = ((F >> xM1yM1zP1) & 1) + ((F >> xM1yCCzP1) & 1) + ((F >> xM1yM1zCC) & 1) + ((F >> xM1yCCzCC) & 1); int aY1_Z0 = ((F >> xM1yP1zM1) & 1) + ((F >> xM1yCCzM1) & 1) + ((F >> xM1yP1zCC) & 1) + ((F >> xM1yCCzCC) & 1); int aY1_Z1 = ((F >> xM1yP1zP1) & 1) + ((F >> xM1yCCzP1) & 1) + ((F >> xM1yP1zCC) & 1) + ((F >> xM1yCCzCC) & 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( aY0_Z0 + aY1_Z1 > aY0_Z1 + aY1_Z0 ) { 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 ); } 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 = 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 = ComputeLightFlags( X, Y, Z ); int aY0_Z0 = ((F >> xP1yM1zM1) & 1) + ((F >> xP1yCCzM1) & 1) + ((F >> xP1yM1zCC) & 1) + ((F >> xP1yCCzCC) & 1); int aY0_Z1 = ((F >> xP1yM1zP1) & 1) + ((F >> xP1yCCzP1) & 1) + ((F >> xP1yM1zCC) & 1) + ((F >> xP1yCCzCC) & 1); int aY1_Z0 = ((F >> xP1yP1zM1) & 1) + ((F >> xP1yCCzM1) & 1) + ((F >> xP1yP1zCC) & 1) + ((F >> xP1yCCzCC) & 1); int aY1_Z1 = ((F >> xP1yP1zP1) & 1) + ((F >> xP1yCCzP1) & 1) + ((F >> xP1yP1zCC) & 1) + ((F >> xP1yCCzCC) & 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( aY0_Z0 + aY1_Z1 > aY0_Z1 + aY1_Z0 ) { part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b( x2, y2, z1, u2, v1, col1_0 ); part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b( x2, y2, z2 + (count - 1), u1, v1, col1_1 ); part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b( x2, y1, z2 + (count - 1), u1, v2, col0_1 ); part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b( x2, y1, z1, u2, v2, col0_0 ); } else { part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b( x2, y2, z1, u2, v1, col1_0 ); part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b( x2, y2, z2 + (count - 1), u1, v1, col1_1 ); part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b( x2, y1, z2 + (count - 1), u1, v2, col0_1 ); part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b( x2, y1, z1, u2, v2, col0_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 = 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 = ComputeLightFlags( X, Y, Z ); int aX0_Y0 = ((F >> xM1yM1zM1) & 1) + ((F >> xM1yCCzM1) & 1) + ((F >> xCCyM1zM1) & 1) + ((F >> xCCyCCzM1) & 1); int aX0_Y1 = ((F >> xM1yP1zM1) & 1) + ((F >> xM1yCCzM1) & 1) + ((F >> xCCyP1zM1) & 1) + ((F >> xCCyCCzM1) & 1); int aX1_Y0 = ((F >> xP1yM1zM1) & 1) + ((F >> xP1yCCzM1) & 1) + ((F >> xCCyM1zM1) & 1) + ((F >> xCCyCCzM1) & 1); int aX1_Y1 = ((F >> xP1yP1zM1) & 1) + ((F >> xP1yCCzM1) & 1) + ((F >> xCCyP1zM1) & 1) + ((F >> xCCyCCzM1) & 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( aX1_Y1 + aX0_Y0 > aX0_Y1 + aX1_Y0 ) { part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b( x2 + (count - 1), y1, z1, u1, v2, col1_0 ); part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b( x1, y1, z1, u2, v2, col0_0 ); part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b( x1, y2, z1, u2, v1, col0_1 ); part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b( x2 + (count - 1), y2, z1, u1, v1, col1_1 ); } else { part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b( x2 + (count - 1), y1, z1, u1, v2, col1_0 ); part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b( x1, y1, z1, u2, v2, col0_0 ); part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b( x1, y2, z1, u2, v1, col0_1 ); part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b( x2 + (count - 1), y2, z1, u1, v1, col1_1 ); } } 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 = ComputeLightFlags( X, Y, Z ); int aX0_Y0 = ((F >> xM1yM1zP1) & 1) + ((F >> xM1yCCzP1) & 1) + ((F >> xCCyM1zP1) & 1) + ((F >> xCCyCCzP1) & 1); int aX1_Y0 = ((F >> xP1yM1zP1) & 1) + ((F >> xP1yCCzP1) & 1) + ((F >> xCCyM1zP1) & 1) + ((F >> xCCyCCzP1) & 1); int aX0_Y1 = ((F >> xM1yP1zP1) & 1) + ((F >> xM1yCCzP1) & 1) + ((F >> xCCyP1zP1) & 1) + ((F >> xCCyCCzP1) & 1); int aX1_Y1 = ((F >> xP1yP1zP1) & 1) + ((F >> xP1yCCzP1) & 1) + ((F >> xCCyP1zP1) & 1) + ((F >> xCCyCCzP1) & 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( aX1_Y1 + aX0_Y0 > aX0_Y1 + aX1_Y0 ) { 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 ); } 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 = ComputeLightFlags( X, Y, Z ); int aX0_Z0 = ((F >> xM1yM1zM1) & 1) + ((F >> xM1yM1zCC) & 1) + ((F >> xCCyM1zM1) & 1) + ((F >> xCCyM1zCC) & 1); int aX1_Z0 = ((F >> xP1yM1zM1) & 1) + ((F >> xP1yM1zCC) & 1) + ((F >> xCCyM1zM1) & 1) + ((F >> xCCyM1zCC) & 1); int aX0_Z1 = ((F >> xM1yM1zP1) & 1) + ((F >> xM1yM1zCC) & 1) + ((F >> xCCyM1zP1) & 1) + ((F >> xCCyM1zCC) & 1); int aX1_Z1 = ((F >> xP1yM1zP1) & 1) + ((F >> xP1yM1zCC) & 1) + ((F >> xCCyM1zP1) & 1) + ((F >> xCCyM1zCC) & 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( 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( 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 ); } } 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 = ComputeLightFlags( X, Y, Z ); int aX0_Z0 = ((F >> xM1yCCzM1) & 1) + ((F >> xM1yCCzCC) & 1) + ((F >> xCCyCCzM1) & 1) + ((F >> xCCyCCzCC) & 1); int aX1_Z0 = ((F >> xP1yCCzM1) & 1) + ((F >> xP1yCCzCC) & 1) + ((F >> xCCyCCzM1) & 1) + ((F >> xCCyCCzCC) & 1); int aX0_Z1 = ((F >> xM1yCCzP1) & 1) + ((F >> xM1yCCzCC) & 1) + ((F >> xCCyCCzP1) & 1) + ((F >> xCCyCCzCC) & 1); int aX1_Z1 = ((F >> xP1yCCzP1) & 1) + ((F >> xP1yCCzCC) & 1) + ((F >> xCCyCCzP1) & 1) + ((F >> xCCyCCzCC) & 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( aX0_Z0 + aX1_Z1 > aX0_Z1 + aX1_Z0 ) { 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 ); } else { 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 ); } } 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 ) { if( fullBright ) return (1 << xP1yP1zP1) - 1; // all faces fully bright return // Layer Y - 1 light flags Lit( x - 1, y - 1, z - 1 ) << xM1yM1zM1 | Lit( x - 1, y - 1, z ) << xM1yM1zCC | Lit( x - 1, y - 1, z + 1 ) << xM1yM1zP1 | Lit( x, y - 1, z - 1 ) << xCCyM1zM1 | Lit( x, y - 1, z ) << xCCyM1zCC | Lit( x, y - 1, z + 1 ) << xCCyM1zP1 | Lit( x + 1, y - 1, z - 1 ) << xP1yM1zM1 | Lit( x + 1, y - 1, z ) << xP1yM1zCC | Lit( x + 1, y - 1, z + 1 ) << xP1yM1zP1 | // Layer Y light flags Lit( x - 1, y, z - 1 ) << xM1yCCzM1 | Lit( x - 1, y, z ) << xM1yCCzCC | Lit( x - 1, y, z + 1 ) << xM1yCCzP1 | Lit( x, y, z - 1 ) << xCCyCCzM1 | Lit( x, y, z ) << xCCyCCzCC | Lit( x, y, z + 1 ) << xCCyCCzP1 | Lit( x + 1, y, z - 1 ) << xP1yCCzM1 | Lit( x + 1, y, z ) << xP1yCCzCC | Lit( x + 1, y, z + 1 ) << xP1yCCzP1 | // Layer Y + 1 light flags Lit( x - 1, y + 1, z - 1 ) << xM1yP1zM1 | Lit( x - 1, y + 1, z ) << xM1yP1zCC | Lit( x - 1, y + 1, z + 1 ) << xM1yP1zP1 | Lit( x, y + 1, z - 1 ) << xCCyP1zM1 | Lit( x, y, z - 1 ) << xCCyP1zCC | Lit( x, y + 1, z + 1 ) << xCCyP1zP1 | Lit( x + 1, y + 1, z - 1 ) << xP1yP1zM1 | Lit( x + 1, y + 1, z ) << xP1yP1zCC | Lit( x + 1, y + 1, z + 1 ) << xP1yP1zP1 ; } const int xM1yM1zM1 = 0, xM1yM1zCC = 1, xM1yM1zP1 = 2; const int xCCyM1zM1 = 3, xCCyM1zCC = 4, xCCyM1zP1 = 5; const int xP1yM1zM1 = 6, xP1yM1zCC = 7, xP1yM1zP1 = 8; const int xM1yCCzM1 = 9, xM1yCCzCC = 10, xM1yCCzP1 = 11; const int xCCyCCzM1 = 12, xCCyCCzCC = 13, xCCyCCzP1 = 14; const int xP1yCCzM1 = 15, xP1yCCzCC = 16, xP1yCCzP1 = 17; const int xM1yP1zM1 = 18, xM1yP1zCC = 19, xM1yP1zP1 = 20; const int xCCyP1zM1 = 21, xCCyP1zCC = 22, xCCyP1zP1 = 23; const int xP1yP1zM1 = 24, xP1yP1zCC = 25, xP1yP1zP1 = 26; int Lit( int x, int y, int z ) { if( x < 0 || y < 0 || z < 0 || x >= width || y >= height || z >= length ) return 1; byte block = map.GetBlock( x, y, z ); int offset = (lightFlags >> Side.Top) & 1; return (y - offset) >= map.heightmap[(z * width) + x] ? 1 : 0; } #endregion } }