178 lines
8.3 KiB
C#

// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
using System;
using ClassicalSharp.GraphicsAPI;
using ClassicalSharp.Map;
using OpenTK;
namespace ClassicalSharp {
public unsafe sealed class NormalMeshBuilder : ChunkMeshBuilder {
protected override int StretchXLiquid( int xx, int countIndex, int x, int y, int z, int chunkIndex, byte block ) {
if( OccludedLiquid( chunkIndex ) ) return 0;
int count = 1;
x++;
chunkIndex++;
countIndex += Side.Sides;
int max = chunkSize - xx;
while( count < max && x < width && CanStretch( block, chunkIndex, x, y, z, Side.Top )
&& !OccludedLiquid( chunkIndex ) ) {
counts[countIndex] = 0;
count++;
x++;
chunkIndex++;
countIndex += Side.Sides;
}
return count;
}
protected override int StretchX( int xx, int countIndex, int x, int y, int z, int chunkIndex, byte block, int face ) {
int count = 1;
x++;
chunkIndex++;
countIndex += Side.Sides;
int max = chunkSize - xx;
bool stretchTile = (info.CanStretch[block] & (1 << face)) != 0;
while( count < max && x < width && stretchTile && CanStretch( block, chunkIndex, x, y, z, face ) ) {
counts[countIndex] = 0;
count++;
x++;
chunkIndex++;
countIndex += Side.Sides;
}
return count;
}
protected override int StretchZ( int zz, int countIndex, int x, int y, int z, int chunkIndex, byte block, int face ) {
int count = 1;
z++;
chunkIndex += extChunkSize;
countIndex += chunkSize * Side.Sides;
int max = chunkSize - zz;
bool stretchTile = (info.CanStretch[block] & (1 << face)) != 0;
while( count < max && z < length && stretchTile && CanStretch( block, chunkIndex, x, y, z, face ) ) {
counts[countIndex] = 0;
count++;
z++;
chunkIndex += extChunkSize;
countIndex += chunkSize * Side.Sides;
}
return count;
}
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];
FastColour col = fullBright ? FastColour.White :
X >= offset ? (Y > map.heightmap[(Z * width) + (X - offset)] ? env.SunlightXSide : env.ShadowlightXSide) : env.SunlightXSide;
part.vertices[part.vIndex.left++] = new VertexP3fT2fC4b( x1, y2, z2 + (count - 1), u2, v1, col );
part.vertices[part.vIndex.left++] = new VertexP3fT2fC4b( x1, y2, z1, u1, v1, col );
part.vertices[part.vIndex.left++] = new VertexP3fT2fC4b( x1, y1, z1, u1, v2, col );
part.vertices[part.vIndex.left++] = new VertexP3fT2fC4b( x1, y1, z2 + (count - 1), u2, v2, col );
}
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];
FastColour col = fullBright ? FastColour.White :
X <= (maxX - offset) ? (Y > map.heightmap[(Z * width) + (X + offset)] ? env.SunlightXSide : env.ShadowlightXSide) : env.SunlightXSide;
part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b( x2, y2, z1, u2, v1, col );
part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b( x2, y2, z2 + (count - 1), u1, v1, col );
part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b( x2, y1, z2 + (count - 1), u1, v2, col );
part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b( x2, y1, z1, u2, v2, col );
}
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];
FastColour col = fullBright ? FastColour.White :
Z >= offset ? (Y > map.heightmap[((Z - offset) * width) + X] ? env.SunlightZSide : env.ShadowlightZSide) : env.SunlightZSide;
part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b( x2 + (count - 1), y1, z1, u1, v2, col );
part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b( x1, y1, z1, u2, v2, col );
part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b( x1, y2, z1, u2, v1, col );
part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b( x2 + (count - 1), y2, z1, u1, v1, col );
}
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];
FastColour col = fullBright ? FastColour.White :
Z <= (maxZ - offset) ? (Y > map.heightmap[((Z + offset) * width) + X] ? env.SunlightZSide : env.ShadowlightZSide) : env.SunlightZSide;
part.vertices[part.vIndex.back++] = new VertexP3fT2fC4b( x2 + (count - 1), y2, z2, u2, v1, col );
part.vertices[part.vIndex.back++] = new VertexP3fT2fC4b( x1, y2, z2, u1, v1, col );
part.vertices[part.vIndex.back++] = new VertexP3fT2fC4b( x1, y1, z2, u1, v2, col );
part.vertices[part.vIndex.back++] = new VertexP3fT2fC4b( x2 + (count - 1), y1, z2, u2, v2, col );
}
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];
FastColour col = fullBright ? FastColour.White : ((Y - 1 - offset) >= map.heightmap[(Z * width) + X] ? env.SunlightYBottom : env.ShadowlightYBottom);
part.vertices[part.vIndex.bottom++] = new VertexP3fT2fC4b( x2 + (count - 1), y1, z2, u2, v2, col );
part.vertices[part.vIndex.bottom++] = new VertexP3fT2fC4b( x1, y1, z2, u1, v2, col );
part.vertices[part.vIndex.bottom++] = new VertexP3fT2fC4b( x1, y1, z1, u1, v1, col );
part.vertices[part.vIndex.bottom++] = new VertexP3fT2fC4b( x2 + (count - 1), y1, z1, u2, v1, col );
}
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];
FastColour col = fullBright ? FastColour.White : ((Y - offset) >= map.heightmap[(Z * width) + X] ? env.Sunlight : env.Shadowlight);
part.vertices[part.vIndex.top++] = new VertexP3fT2fC4b( x2 + (count - 1), y2, z1, u2, v1, col );
part.vertices[part.vIndex.top++] = new VertexP3fT2fC4b( x1, y2, z1, u1, v1, col );
part.vertices[part.vIndex.top++] = new VertexP3fT2fC4b( x1, y2, z2, u1, v2, col );
part.vertices[part.vIndex.top++] = new VertexP3fT2fC4b( x2 + (count - 1), y2, z2, u2, v2, col );
}
}
}