// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT using System; using OpenTK; namespace ClassicalSharp { /// Stores various properties about the blocks in Minecraft Classic. public partial class BlockInfo { public byte[] hidden = new byte[BlocksCount * BlocksCount]; public bool[] CanStretch = new bool[BlocksCount * Side.Sides]; public bool[] IsAir = new bool[BlocksCount]; internal void SetupCullingCache() { IsAir[0] = true; for( int tile = 1; tile < BlocksCount; tile++ ) CheckOpaque( tile ); for( int tile = 0; tile < CanStretch.Length; tile++ ) CanStretch[tile] = true; for( int tileI = 1; tileI < BlocksCount; tileI++ ) { for( int neighbourI = 1; neighbourI < BlocksCount; neighbourI++ ) { byte tile = (byte)tileI, neighbour = (byte)neighbourI; UpdateCulling( tile, neighbour ); } } } internal void SetupCullingCache( byte tile ) { IsAir[0] = true; CheckOpaque( tile ); CanStretch[tile] = true; for( int other = 1; other < BlocksCount; other++ ) { UpdateCulling( tile, (byte)other ); UpdateCulling( (byte)other, tile ); } } void CheckOpaque( int tile ) { if( MinBB[tile] != Vector3.Zero || MaxBB[tile] != Vector3.One ) { IsOpaque[tile] = false; IsTransparent[tile] = true; } } void UpdateCulling( byte block, byte other ) { Vector3 bMin = MinBB[block], bMax = MaxBB[block]; Vector3 oMin = MinBB[other], oMax = MaxBB[other]; if( IsSprite[block] ) { SetHidden( block, other, Side.Left, true ); SetHidden( block, other, Side.Right, true ); SetHidden( block, other, Side.Front, true ); SetHidden( block, other, Side.Back, true ); SetHidden( block, other, Side.Bottom, oMax.Y == 1 ); SetHidden( block, other, Side.Top, bMax.Y == 1 ); } else { SetXStretch( block, bMin.X == 0 && bMax.X == 1 ); SetZStretch( block, bMin.Z == 0 && bMax.Z == 1 ); SetHidden( block, other, Side.Left, oMax.X == 1 && bMin.X == 0 ); SetHidden( block, other, Side.Right, oMin.X == 0 && bMax.X == 1 ); SetHidden( block, other, Side.Front, oMax.Z == 1 && bMin.Z == 0 ); SetHidden( block, other, Side.Back, oMin.Z == 0 && bMax.Z == 1 ); SetHidden( block, other, Side.Bottom, oMax.Y == 1 && bMin.Y == 0 ); SetHidden( block, other, Side.Top, oMin.Y == 0 && bMax.Y == 1 ); } } bool IsHidden( byte block, byte other, int side ) { // Sprite blocks can never hide faces. if( IsSprite[block] ) return false; // All blocks (except for say leaves) cull with themselves. if( block == other ) return CullWithNeighbours[block]; // Special case for water/lava being offset if( IsLiquid[block] && side == Side.Top && (!IsTranslucent[other] || Collide[other] != CollideType.Solid)) return false; // An opaque neighbour (asides from lava) culls the face. if( IsOpaque[other] && !IsLiquid[other] ) return true; if( !IsTranslucent[block] || !IsTranslucent[other] ) return false; // e.g. for water / ice, don't need to draw water. CollideType bType = Collide[block], oType = Collide[other]; bool canSkip = (bType == CollideType.Solid && oType == CollideType.Solid) || bType != CollideType.Solid; return canSkip && FaceOccluded( block, other, side ); } void SetHidden( byte block, byte other, int side, bool value ) { value = IsHidden( block, other, side ) && value; int bit = value ? 1 : 0; hidden[block * BlocksCount + other] &= (byte)~(1 << side); hidden[block * BlocksCount + other] |= (byte)(bit << side); } /// Returns whether the face at the given face of the tile /// should be drawn with the neighbour 'block' present on the other side of the face. public bool IsFaceHidden( byte tile, byte block, int tileSide ) { return (hidden[tile * BlocksCount + block] & (1 << tileSide)) != 0; } void SetXStretch( byte tile, bool stretch ) { CanStretch[tile * Side.Sides + Side.Front] = stretch; CanStretch[tile * Side.Sides + Side.Back] = stretch; CanStretch[tile * Side.Sides + Side.Top] = stretch; CanStretch[tile * Side.Sides + Side.Bottom] = stretch; } void SetZStretch( byte tile, bool stretch ) { CanStretch[tile * Side.Sides + Side.Left] = stretch; CanStretch[tile * Side.Sides + Side.Right] = stretch; } } }