ClassiCube/ClassicalSharp/Map/ChunkMeshBuilderTex2Col4.cs
2016-03-26 13:51:42 +11:00

316 lines
15 KiB
C#

// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
using System;
using System.Runtime.InteropServices;
using ClassicalSharp.GraphicsAPI;
namespace ClassicalSharp {
public unsafe partial class ChunkMeshBuilder {
DrawInfo[] drawInfoNormal, drawInfoTranslucent;
TerrainAtlas1D atlas;
int arraysCount = 0;
bool fullBright;
int lightFlags;
void TerrainAtlasChanged( object sender, EventArgs e ) {
int newArraysCount = game.TerrainAtlas1D.TexIds.Length;
if( arraysCount == newArraysCount ) return;
arraysCount = newArraysCount;
Array.Resize( ref drawInfoNormal, arraysCount );
Array.Resize( ref drawInfoTranslucent, arraysCount );
for( int i = 0; i < drawInfoNormal.Length; i++ ) {
if( drawInfoNormal[i] != null ) continue;
drawInfoNormal[i] = new DrawInfo();
drawInfoTranslucent[i] = new DrawInfo();
}
}
public void Dispose() {
game.Events.TerrainAtlasChanged -= TerrainAtlasChanged;
}
[StructLayout( LayoutKind.Sequential )]
struct DrawInfoFaceData {
public int left, right, front, back, bottom, top;
}
class DrawInfo {
public VertexPos3fTex2fCol4b[] vertices;
public int vCount, iCount;
public DrawInfoFaceData vIndex;
public DrawInfoFaceData Count;
public int spriteIndex, spriteCount;
public void ExpandToCapacity() {
vCount = iCount / 6 * 4;
if( vertices == null || (vCount + 2) > vertices.Length ) {
vertices = new VertexPos3fTex2fCol4b[vCount + 2];
// ensure buffer is up to 64 bits aligned for last element
}
vIndex.left = spriteCount / 6 * 4;
vIndex.right = vIndex.left + Count.left / 6 * 4;
vIndex.front = vIndex.right + Count.right / 6 * 4;
vIndex.back = vIndex.front + Count.front / 6 * 4;
vIndex.bottom = vIndex.back + Count.back / 6 * 4;
vIndex.top = vIndex.bottom + Count.bottom / 6 * 4;
}
public void ResetState() {
vCount = iCount = 0;
spriteIndex = spriteCount = 0;
vIndex = new DrawInfoFaceData();
Count = new DrawInfoFaceData();
}
}
int[] offsets = { -1, 1, -extChunkSize, extChunkSize, -extChunkSize2, extChunkSize2 };
bool CanStretch( byte initialTile, int chunkIndex, int x, int y, int z, int face ) {
byte tile = chunk[chunkIndex];
return tile == initialTile && !info.IsFaceHidden( tile, chunk[chunkIndex + offsets[face]], face )
&& (fullBright || IsLit( X, Y, Z, face, initialTile ) == IsLit( x, y, z, face, tile ) );
}
bool IsLit( int x, int y, int z, int face, byte type ) {
int offset = (info.LightOffset[type] >> face) & 1;
switch( face ) {
case TileSide.Left:
return x < offset || y > map.heightmap[(z * width) + (x - offset)];
case TileSide.Right:
return x > (maxX - offset) || y > map.heightmap[(z * width) + (x + offset)];
case TileSide.Front:
return z < offset || y > map.heightmap[((z - offset) * width) + x];
case TileSide.Back:
return z > (maxZ - offset) || y > map.heightmap[((z + offset) * width) + x];
case TileSide.Bottom:
return y <= 0 || (y - 1 - offset) >= (map.heightmap[(z * width) + x]);
case TileSide.Top:
return y >= maxY || (y - offset) >= (map.heightmap[(z * width) + x]);
}
return true;
}
void SetPartInfo( DrawInfo part, int i, ref ChunkPartInfo[] parts ) {
if( part.iCount == 0 ) return;
ChunkPartInfo info;
info.VbId = graphics.CreateVb( part.vertices, VertexFormat.Pos3fTex2fCol4b, part.vCount + 2 );
info.IndicesCount = part.iCount;
info.leftCount = (ushort)part.Count.left; info.rightCount = (ushort)part.Count.right;
info.frontCount = (ushort)part.Count.front; info.backCount = (ushort)part.Count.back;
info.bottomCount = (ushort)part.Count.bottom; info.topCount = (ushort)part.Count.top;
info.spriteCount = (ushort)part.spriteCount;
info.leftIndex = info.spriteCount;
info.rightIndex = info.leftIndex + info.leftCount;
info.frontIndex = info.rightIndex + info.rightCount;
info.backIndex = info.frontIndex + info.frontCount;
info.bottomIndex = info.backIndex + info.backCount;
info.topIndex = info.bottomIndex + info.bottomCount;
// Lazy initalize part arrays so we can save time in MapRenderer for chunks that only contain 1 or 2 part types.
if( parts == null )
parts = new ChunkPartInfo[arraysCount];
parts[i] = info;
}
bool isTranslucent;
float invVerElementSize;
int elementsPerAtlas1D;
void PreStretchTiles( int x1, int y1, int z1 ) {
atlas = game.TerrainAtlas1D;
invVerElementSize = atlas.invElementSize;
elementsPerAtlas1D = atlas.elementsPerAtlas1D;
arraysCount = atlas.TexIds.Length;
if( drawInfoNormal == null ) {
drawInfoNormal = new DrawInfo[arraysCount];
drawInfoTranslucent = new DrawInfo[arraysCount];
for( int i = 0; i < drawInfoNormal.Length; i++ ) {
drawInfoNormal[i] = new DrawInfo();
drawInfoTranslucent[i] = new DrawInfo();
}
} else {
for( int i = 0; i < drawInfoNormal.Length; i++ ) {
drawInfoNormal[i].ResetState();
drawInfoTranslucent[i].ResetState();
}
}
}
void PostStretchTiles( int x1, int y1, int z1 ) {
for( int i = 0; i < drawInfoNormal.Length; i++ ) {
drawInfoNormal[i].ExpandToCapacity();
drawInfoTranslucent[i].ExpandToCapacity();
}
}
void AddSpriteVertices( byte tile ) {
int i = atlas.Get1DIndex( info.GetTextureLoc( tile, TileSide.Left ) );
DrawInfo part = drawInfoNormal[i];
part.spriteCount += 6 * 4;
part.iCount += 6 * 4;
}
unsafe void AddVertices( byte tile, int count, int face ) {
int i = atlas.Get1DIndex( info.GetTextureLoc( tile, face ) );
DrawInfo part = info.IsTranslucent[tile] ? drawInfoTranslucent[i] : drawInfoNormal[i];
part.iCount += 6;
DrawInfoFaceData counts = part.Count;
*(&counts.left + face) += 6;
part.Count = counts;
}
void DrawLeftFace( int count ) {
int texId = info.textures[tile * TileSide.Sides + TileSide.Left];
int i = texId / elementsPerAtlas1D;
float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize;
int offset = (lightFlags >> TileSide.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 ? drawInfoTranslucent[i] : drawInfoNormal[i];
FastColour col = fullBright ? FastColour.White :
X >= offset ? (Y > map.heightmap[(Z * width) + (X - offset)] ? map.SunlightXSide : map.ShadowlightXSide) : map.SunlightXSide;
part.vertices[part.vIndex.left++] = new VertexPos3fTex2fCol4b( x1, y2, z2 + (count - 1), u2, v1, col );
part.vertices[part.vIndex.left++] = new VertexPos3fTex2fCol4b( x1, y2, z1, u1, v1, col );
part.vertices[part.vIndex.left++] = new VertexPos3fTex2fCol4b( x1, y1, z1, u1, v2, col );
part.vertices[part.vIndex.left++] = new VertexPos3fTex2fCol4b( x1, y1, z2 + (count - 1), u2, v2, col );
}
void DrawRightFace( int count ) {
int texId = info.textures[tile * TileSide.Sides + TileSide.Right];
int i = texId / elementsPerAtlas1D;
float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize;
int offset = (lightFlags >> TileSide.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 ? drawInfoTranslucent[i] : drawInfoNormal[i];
FastColour col = fullBright ? FastColour.White :
X <= (maxX - offset) ? (Y > map.heightmap[(Z * width) + (X + offset)] ? map.SunlightXSide : map.ShadowlightXSide) : map.SunlightXSide;
part.vertices[part.vIndex.right++] = new VertexPos3fTex2fCol4b( x2, y2, z1, u2, v1, col );
part.vertices[part.vIndex.right++] = new VertexPos3fTex2fCol4b( x2, y2, z2 + (count - 1), u1, v1, col );
part.vertices[part.vIndex.right++] = new VertexPos3fTex2fCol4b( x2, y1, z2 + (count - 1), u1, v2, col );
part.vertices[part.vIndex.right++] = new VertexPos3fTex2fCol4b( x2, y1, z1, u2, v2, col );
}
void DrawFrontFace( int count ) {
int texId = info.textures[tile * TileSide.Sides + TileSide.Front];
int i = texId / elementsPerAtlas1D;
float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize;
int offset = (lightFlags >> TileSide.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 ? drawInfoTranslucent[i] : drawInfoNormal[i];
FastColour col = fullBright ? FastColour.White :
Z >= offset ? (Y > map.heightmap[((Z - offset) * width) + X] ? map.SunlightZSide : map.ShadowlightZSide) : map.SunlightZSide;
part.vertices[part.vIndex.front++] = new VertexPos3fTex2fCol4b( x2 + (count - 1), y1, z1, u1, v2, col );
part.vertices[part.vIndex.front++] = new VertexPos3fTex2fCol4b( x1, y1, z1, u2, v2, col );
part.vertices[part.vIndex.front++] = new VertexPos3fTex2fCol4b( x1, y2, z1, u2, v1, col );
part.vertices[part.vIndex.front++] = new VertexPos3fTex2fCol4b( x2 + (count - 1), y2, z1, u1, v1, col );
}
void DrawBackFace( int count ) {
int texId = info.textures[tile * TileSide.Sides + TileSide.Back];
int i = texId / elementsPerAtlas1D;
float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize;
int offset = (lightFlags >> TileSide.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 ? drawInfoTranslucent[i] : drawInfoNormal[i];
FastColour col = fullBright ? FastColour.White :
Z <= (maxZ - offset) ? (Y > map.heightmap[((Z + offset) * width) + X] ? map.SunlightZSide : map.ShadowlightZSide) : map.SunlightZSide;
part.vertices[part.vIndex.back++] = new VertexPos3fTex2fCol4b( x2 + (count - 1), y2, z2, u2, v1, col );
part.vertices[part.vIndex.back++] = new VertexPos3fTex2fCol4b( x1, y2, z2, u1, v1, col );
part.vertices[part.vIndex.back++] = new VertexPos3fTex2fCol4b( x1, y1, z2, u1, v2, col );
part.vertices[part.vIndex.back++] = new VertexPos3fTex2fCol4b( x2 + (count - 1), y1, z2, u2, v2, col );
}
void DrawBottomFace( int count ) {
int texId = info.textures[tile * TileSide.Sides + TileSide.Bottom];
int i = texId / elementsPerAtlas1D;
float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize;
int offset = (lightFlags >> TileSide.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 ? drawInfoTranslucent[i] : drawInfoNormal[i];
FastColour col = fullBright ? FastColour.White : ((Y - 1 - offset) >= map.heightmap[(Z * width) + X] ? map.SunlightYBottom : map.ShadowlightYBottom);
part.vertices[part.vIndex.bottom++] = new VertexPos3fTex2fCol4b( x2 + (count - 1), y1, z2, u2, v2, col );
part.vertices[part.vIndex.bottom++] = new VertexPos3fTex2fCol4b( x1, y1, z2, u1, v2, col );
part.vertices[part.vIndex.bottom++] = new VertexPos3fTex2fCol4b( x1, y1, z1, u1, v1, col );
part.vertices[part.vIndex.bottom++] = new VertexPos3fTex2fCol4b( x2 + (count - 1), y1, z1, u2, v1, col );
}
void DrawTopFace( int count ) {
int texId = info.textures[tile * TileSide.Sides + TileSide.Top];
int i = texId / elementsPerAtlas1D;
float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize;
int offset = (lightFlags >> TileSide.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 ? drawInfoTranslucent[i] : drawInfoNormal[i];
FastColour col = fullBright ? FastColour.White : ((Y - offset) >= map.heightmap[(Z * width) + X] ? map.Sunlight : map.Shadowlight);
part.vertices[part.vIndex.top++] = new VertexPos3fTex2fCol4b( x2 + (count - 1), y2, z1, u2, v1, col );
part.vertices[part.vIndex.top++] = new VertexPos3fTex2fCol4b( x1, y2, z1, u1, v1, col );
part.vertices[part.vIndex.top++] = new VertexPos3fTex2fCol4b( x1, y2, z2, u1, v2, col );
part.vertices[part.vIndex.top++] = new VertexPos3fTex2fCol4b( x2 + (count - 1), y2, z2, u2, v2, col );
}
void DrawSprite( int count ) {
int texId = info.textures[tile * TileSide.Sides + TileSide.Right];
int i = texId / elementsPerAtlas1D;
float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize;
float blockHeight = 1;
float u1 = 0, u2 = 1 * 15.99f/16f;
float v1 = vOrigin, v2 = vOrigin + invVerElementSize * 15.99f/16f;
DrawInfo part = drawInfoNormal[i];
FastColour col = fullBright ? FastColour.White : (Y > map.heightmap[(Z * width) + X] ? map.Sunlight : map.Shadowlight);
// Draw Z axis
part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 2.50f/16, Y, Z + 2.5f/16, u2, v2, col );
part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 2.50f/16, Y + blockHeight, Z + 2.5f/16, u2, v1, col );
part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 13.5f/16, Y + blockHeight, Z + 13.5f/16, u1, v1, col );
part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 13.5f/16, Y, Z + 13.5f/16, u1, v2, col );
// Draw Z axis mirrored
part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 13.5f/16, Y, Z + 13.5f/16, u2, v2, col );
part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 13.5f/16, Y + blockHeight, Z + 13.5f/16, u2, v1, col );
part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 2.50f/16, Y + blockHeight, Z + 2.5f/16, u1, v1, col );
part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 2.50f/16, Y, Z + 2.5f/16, u1, v2, col );
// Draw X axis
part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 2.50f/16, Y, Z + 13.5f/16, u2, v2, col );
part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 2.50f/16, Y + blockHeight, Z + 13.5f/16, u2, v1, col );
part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 13.5f/16, Y + blockHeight, Z + 2.5f/16, u1, v1, col );
part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 13.5f/16, Y, Z + 2.5f/16, u1, v2, col );
// Draw X axis mirrored
part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 13.5f/16, Y, Z + 2.5f/16, u2, v2, col );
part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 13.5f/16, Y + blockHeight, Z + 2.5f/16, u2, v1, col );
part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 2.50f/16, Y + blockHeight, Z + 13.5f/16, u1, v1, col );
part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 2.50f/16, Y, Z + 13.5f/16, u1, v2, col );
}
}
}