ClassiCube/ClassicalSharp/MeshBuilder/SmoothLightingBuilder.cs
2016-07-10 23:28:13 +10:00

290 lines
16 KiB
C#

// 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
}
}