mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-10-05 20:15:26 -04:00
302 lines
14 KiB
C#
302 lines
14 KiB
C#
using System;
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using System.Runtime.InteropServices;
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using ClassicalSharp.GraphicsAPI;
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namespace ClassicalSharp {
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public unsafe partial class ChunkMeshBuilder {
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DrawInfo[] drawInfoNormal, drawInfoTranslucent;
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TerrainAtlas1D atlas;
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int arraysCount = 0;
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bool fullBright;
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int lightFlags;
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void TerrainAtlasChanged( object sender, EventArgs e ) {
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int newArraysCount = game.TerrainAtlas1D.TexIds.Length;
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if( arraysCount == newArraysCount ) return;
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arraysCount = newArraysCount;
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Array.Resize( ref drawInfoNormal, arraysCount );
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Array.Resize( ref drawInfoTranslucent, arraysCount );
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for( int i = 0; i < drawInfoNormal.Length; i++ ) {
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if( drawInfoNormal[i] != null ) continue;
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drawInfoNormal[i] = new DrawInfo();
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drawInfoTranslucent[i] = new DrawInfo();
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}
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}
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public void Dispose() {
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game.Events.TerrainAtlasChanged -= TerrainAtlasChanged;
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}
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[StructLayout( LayoutKind.Sequential )]
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struct DrawInfoFaceData {
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public int left, right, front, back, bottom, top;
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}
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class DrawInfo {
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public VertexPos3fTex2fCol4b[] vertices;
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public int vCount, iCount;
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public DrawInfoFaceData vIndex;
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public DrawInfoFaceData Count;
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public int spriteIndex, spriteCount;
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public void ExpandToCapacity() {
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vCount = iCount / 6 * 4;
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if( vertices == null || (vCount + 1) > vertices.Length ) {
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vertices = new VertexPos3fTex2fCol4b[vCount + 1];
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}
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vIndex.left = spriteCount / 6 * 4;
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vIndex.right = vIndex.left + Count.left / 6 * 4;
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vIndex.front = vIndex.right + Count.right / 6 * 4;
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vIndex.back = vIndex.front + Count.front / 6 * 4;
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vIndex.bottom = vIndex.back + Count.back / 6 * 4;
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vIndex.top = vIndex.bottom + Count.bottom / 6 * 4;
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}
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public void ResetState() {
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vCount = iCount = 0;
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spriteIndex = spriteCount = 0;
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vIndex = new DrawInfoFaceData();
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Count = new DrawInfoFaceData();
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}
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}
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int[] offsets = { -1, 1, -extChunkSize, extChunkSize, -extChunkSize2, extChunkSize2 };
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bool CanStretch( byte initialTile, int chunkIndex, int x, int y, int z, int face ) {
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byte tile = chunk[chunkIndex];
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return tile == initialTile && !info.IsFaceHidden( tile, chunk[chunkIndex + offsets[face]], face )
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&& (fullBright || IsLit( X, Y, Z, face, initialTile ) == IsLit( x, y, z, face, tile ) );
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}
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bool IsLit( int x, int y, int z, int face, byte type ) {
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int offset = (info.LightOffset[type] >> face) & 1;
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switch( face ) {
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case TileSide.Left:
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return x < offset || y > map.heightmap[(z * width) + (x - offset)];
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case TileSide.Right:
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return x > (maxX - offset) || y > map.heightmap[(z * width) + (x + offset)];
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case TileSide.Front:
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return z < offset || y > map.heightmap[((z - offset) * width) + x];
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case TileSide.Back:
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return z > (maxZ - offset) || y > map.heightmap[((z + offset) * width) + x];
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case TileSide.Bottom:
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return y <= 0 || (y - 1 - offset) >= (map.heightmap[(z * width) + x]);
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case TileSide.Top:
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return y >= maxY || (y - offset) >= (map.heightmap[(z * width) + x]);
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}
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return true;
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}
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void SetPartInfo( DrawInfo part, int i, ref ChunkPartInfo[] parts ) {
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if( part.iCount == 0 ) return;
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ChunkPartInfo info;
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info.VbId = graphics.CreateVb( part.vertices, VertexFormat.Pos3fTex2fCol4b, part.vCount + 1 );
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info.IndicesCount = part.iCount;
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info.leftCount = (ushort)part.Count.left; info.rightCount = (ushort)part.Count.right;
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info.frontCount = (ushort)part.Count.front; info.backCount = (ushort)part.Count.back;
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info.bottomCount = (ushort)part.Count.bottom; info.topCount = (ushort)part.Count.top;
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info.spriteCount = (ushort)part.spriteCount;
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info.leftIndex = info.spriteCount;
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info.rightIndex = info.leftIndex + info.leftCount;
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info.frontIndex = info.rightIndex + info.rightCount;
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info.backIndex = info.frontIndex + info.frontCount;
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info.bottomIndex = info.backIndex + info.backCount;
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info.topIndex = info.bottomIndex + info.bottomCount;
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// Lazy initalize part arrays so we can save time in MapRenderer for chunks that only contain 1 or 2 part types.
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if( parts == null )
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parts = new ChunkPartInfo[arraysCount];
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parts[i] = info;
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}
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bool isTranslucent;
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float invVerElementSize;
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int elementsPerAtlas1D;
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void PreStretchTiles( int x1, int y1, int z1 ) {
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atlas = game.TerrainAtlas1D;
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invVerElementSize = atlas.invElementSize;
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elementsPerAtlas1D = atlas.elementsPerAtlas1D;
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arraysCount = atlas.TexIds.Length;
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if( drawInfoNormal == null ) {
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drawInfoNormal = new DrawInfo[arraysCount];
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drawInfoTranslucent = new DrawInfo[arraysCount];
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for( int i = 0; i < drawInfoNormal.Length; i++ ) {
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drawInfoNormal[i] = new DrawInfo();
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drawInfoTranslucent[i] = new DrawInfo();
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}
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} else {
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for( int i = 0; i < drawInfoNormal.Length; i++ ) {
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drawInfoNormal[i].ResetState();
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drawInfoTranslucent[i].ResetState();
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}
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}
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}
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void PostStretchTiles( int x1, int y1, int z1 ) {
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for( int i = 0; i < drawInfoNormal.Length; i++ ) {
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drawInfoNormal[i].ExpandToCapacity();
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drawInfoTranslucent[i].ExpandToCapacity();
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}
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}
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void AddSpriteVertices( byte tile, int count ) {
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int i = atlas.Get1DIndex( info.GetTextureLoc( tile, TileSide.Left ) );
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DrawInfo part = drawInfoNormal[i];
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part.spriteCount += 6 + 6 * count;
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part.iCount += 6 + 6 * count;
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}
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unsafe void AddVertices( byte tile, int count, int face ) {
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int i = atlas.Get1DIndex( info.GetTextureLoc( tile, face ) );
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DrawInfo part = info.IsTranslucent[tile] ? drawInfoTranslucent[i] : drawInfoNormal[i];
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part.iCount += 6;
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DrawInfoFaceData counts = part.Count;
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*(&counts.left + face) += 6;
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part.Count = counts;
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}
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void DrawLeftFace( int count ) {
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int texId = info.textures[tile * TileSide.Sides + TileSide.Left];
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int i = texId / elementsPerAtlas1D;
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float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize;
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int offset = (lightFlags >> TileSide.Left) & 1;
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float u1 = minBB.Z, u2 = (count - 1) + maxBB.Z * 15.99f/16f;
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float v1 = vOrigin + maxBB.Y * invVerElementSize;
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float v2 = vOrigin + minBB.Y * invVerElementSize * 15.99f/16f;
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DrawInfo part = isTranslucent ? drawInfoTranslucent[i] : drawInfoNormal[i];
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FastColour col = fullBright ? FastColour.White :
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X >= offset ? (Y > map.heightmap[(Z * width) + (X - offset)] ? map.SunlightXSide : map.ShadowlightXSide) : map.SunlightXSide;
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part.vertices[part.vIndex.left++] = new VertexPos3fTex2fCol4b( x1, y2, z2 + (count - 1), u2, v1, col );
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part.vertices[part.vIndex.left++] = new VertexPos3fTex2fCol4b( x1, y2, z1, u1, v1, col );
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part.vertices[part.vIndex.left++] = new VertexPos3fTex2fCol4b( x1, y1, z1, u1, v2, col );
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part.vertices[part.vIndex.left++] = new VertexPos3fTex2fCol4b( x1, y1, z2 + (count - 1), u2, v2, col );
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}
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void DrawRightFace( int count ) {
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int texId = info.textures[tile * TileSide.Sides + TileSide.Right];
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int i = texId / elementsPerAtlas1D;
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float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize;
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int offset = (lightFlags >> TileSide.Right) & 1;
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float u1 = minBB.Z, u2 = (count - 1) + maxBB.Z * 15.99f/16f;
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float v1 = vOrigin + maxBB.Y * invVerElementSize;
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float v2 = vOrigin + minBB.Y * invVerElementSize * 15.99f/16f;
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DrawInfo part = isTranslucent ? drawInfoTranslucent[i] : drawInfoNormal[i];
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FastColour col = fullBright ? FastColour.White :
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X <= (maxX - offset) ? (Y > map.heightmap[(Z * width) + (X + offset)] ? map.SunlightXSide : map.ShadowlightXSide) : map.SunlightXSide;
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part.vertices[part.vIndex.right++] = new VertexPos3fTex2fCol4b( x2, y2, z1, u2, v1, col );
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part.vertices[part.vIndex.right++] = new VertexPos3fTex2fCol4b( x2, y2, z2 + (count - 1), u1, v1, col );
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part.vertices[part.vIndex.right++] = new VertexPos3fTex2fCol4b( x2, y1, z2 + (count - 1), u1, v2, col );
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part.vertices[part.vIndex.right++] = new VertexPos3fTex2fCol4b( x2, y1, z1, u2, v2, col );
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}
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void DrawFrontFace( int count ) {
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int texId = info.textures[tile * TileSide.Sides + TileSide.Front];
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int i = texId / elementsPerAtlas1D;
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float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize;
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int offset = (lightFlags >> TileSide.Front) & 1;
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float u1 = minBB.X, u2 = (count - 1) + maxBB.X * 15.99f/16f;
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float v1 = vOrigin + maxBB.Y * invVerElementSize;
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float v2 = vOrigin + minBB.Y * invVerElementSize * 15.99f/16f;
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DrawInfo part = isTranslucent ? drawInfoTranslucent[i] : drawInfoNormal[i];
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FastColour col = fullBright ? FastColour.White :
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Z >= offset ? (Y > map.heightmap[((Z - offset) * width) + X] ? map.SunlightZSide : map.ShadowlightZSide) : map.SunlightZSide;
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part.vertices[part.vIndex.front++] = new VertexPos3fTex2fCol4b( x2 + (count - 1), y1, z1, u1, v2, col );
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part.vertices[part.vIndex.front++] = new VertexPos3fTex2fCol4b( x1, y1, z1, u2, v2, col );
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part.vertices[part.vIndex.front++] = new VertexPos3fTex2fCol4b( x1, y2, z1, u2, v1, col );
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part.vertices[part.vIndex.front++] = new VertexPos3fTex2fCol4b( x2 + (count - 1), y2, z1, u1, v1, col );
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}
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void DrawBackFace( int count ) {
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int texId = info.textures[tile * TileSide.Sides + TileSide.Back];
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int i = texId / elementsPerAtlas1D;
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float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize;
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int offset = (lightFlags >> TileSide.Back) & 1;
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float u1 = minBB.X, u2 = (count - 1) + maxBB.X * 15.99f/16f;
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float v1 = vOrigin + maxBB.Y * invVerElementSize;
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float v2 = vOrigin + minBB.Y * invVerElementSize * 15.99f/16f;
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DrawInfo part = isTranslucent ? drawInfoTranslucent[i] : drawInfoNormal[i];
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FastColour col = fullBright ? FastColour.White :
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Z <= (maxZ - offset) ? (Y > map.heightmap[((Z + offset) * width) + X] ? map.SunlightZSide : map.ShadowlightZSide) : map.SunlightZSide;
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part.vertices[part.vIndex.back++] = new VertexPos3fTex2fCol4b( x2 + (count - 1), y2, z2, u2, v1, col );
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part.vertices[part.vIndex.back++] = new VertexPos3fTex2fCol4b( x1, y2, z2, u1, v1, col );
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part.vertices[part.vIndex.back++] = new VertexPos3fTex2fCol4b( x1, y1, z2, u1, v2, col );
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part.vertices[part.vIndex.back++] = new VertexPos3fTex2fCol4b( x2 + (count - 1), y1, z2, u2, v2, col );
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}
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void DrawBottomFace( int count ) {
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int texId = info.textures[tile * TileSide.Sides + TileSide.Bottom];
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int i = texId / elementsPerAtlas1D;
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float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize;
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int offset = (lightFlags >> TileSide.Bottom) & 1;
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float u1 = minBB.X, u2 = (count - 1) + maxBB.X * 15.99f/16f;
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float v1 = vOrigin + minBB.Z * invVerElementSize;
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float v2 = vOrigin + maxBB.Z * invVerElementSize * 15.99f/16f;
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DrawInfo part = isTranslucent ? drawInfoTranslucent[i] : drawInfoNormal[i];
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FastColour col = fullBright ? FastColour.White : ((Y - 1 - offset) >= map.heightmap[(Z * width) + X] ? map.SunlightYBottom : map.ShadowlightYBottom);
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part.vertices[part.vIndex.bottom++] = new VertexPos3fTex2fCol4b( x2 + (count - 1), y1, z2, u2, v2, col );
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part.vertices[part.vIndex.bottom++] = new VertexPos3fTex2fCol4b( x1, y1, z2, u1, v2, col );
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part.vertices[part.vIndex.bottom++] = new VertexPos3fTex2fCol4b( x1, y1, z1, u1, v1, col );
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part.vertices[part.vIndex.bottom++] = new VertexPos3fTex2fCol4b( x2 + (count - 1), y1, z1, u2, v1, col );
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}
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void DrawTopFace( int count ) {
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int texId = info.textures[tile * TileSide.Sides + TileSide.Top];
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int i = texId / elementsPerAtlas1D;
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float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize;
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int offset = (lightFlags >> TileSide.Top) & 1;
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float u1 = minBB.X, u2 = (count - 1) + maxBB.X * 15.99f/16f;
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float v1 = vOrigin + minBB.Z * invVerElementSize;
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float v2 = vOrigin + maxBB.Z * invVerElementSize * 15.99f/16f;
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DrawInfo part = isTranslucent ? drawInfoTranslucent[i] : drawInfoNormal[i];
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FastColour col = fullBright ? FastColour.White : ((Y - offset) >= map.heightmap[(Z * width) + X] ? map.Sunlight : map.Shadowlight);
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part.vertices[part.vIndex.top++] = new VertexPos3fTex2fCol4b( x2 + (count - 1), y2, z1, u2, v1, col );
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part.vertices[part.vIndex.top++] = new VertexPos3fTex2fCol4b( x1, y2, z1, u1, v1, col );
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part.vertices[part.vIndex.top++] = new VertexPos3fTex2fCol4b( x1, y2, z2, u1, v2, col );
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part.vertices[part.vIndex.top++] = new VertexPos3fTex2fCol4b( x2 + (count - 1), y2, z2, u2, v2, col );
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}
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void DrawSprite( int count ) {
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int texId = info.textures[tile * TileSide.Sides + TileSide.Right];
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int i = texId / elementsPerAtlas1D;
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float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize;
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float blockHeight = 1;
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float u1 = 0, u2 = 1 * 15.99f/16f;
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float v1 = vOrigin, v2 = vOrigin + invVerElementSize * 15.99f/16f;
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DrawInfo part = drawInfoNormal[i];
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FastColour col = fullBright ? FastColour.White : (Y > map.heightmap[(Z * width) + X] ? map.Sunlight : map.Shadowlight);
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// Draw Z axis
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part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 2.50f/16, Y, Z + 2.5f/16, u2, v2, col );
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part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 2.50f/16, Y + blockHeight, Z + 2.5f/16, u2, v1, col );
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part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 13.5f/16, Y + blockHeight, Z + 13.5f/16, u1, v1, col );
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part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 13.5f/16, Y, Z + 13.5f/16, u1, v2, col );
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// Draw X axis
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part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 2.50f/16, Y, Z + 13.5f/16, u1, v2, col );
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part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 2.50f/16, Y + blockHeight, Z + 13.5f/16, u1, v1, col );
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part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 13.5f/16, Y + blockHeight, Z + 2.5f/16, u2, v1, col );
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part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 13.5f/16, Y, Z + 2.5f/16, u2, v2, col );
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}
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}
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} |