ClassiCube/ClassicalSharp/Map/ChunkMeshBuilderTex2Col4.cs
2016-05-11 19:29:59 +10:00

322 lines
15 KiB
C#

// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
using System;
using System.Runtime.InteropServices;
using ClassicalSharp.GraphicsAPI;
using ClassicalSharp.TexturePack;
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 VertexP3fT2fC4b[] vertices;
public DrawInfoFaceData vIndex, sIndex, vCount;
public int iCount, spriteCount;
public void ExpandToCapacity() {
int vertCount = iCount / 6 * 4;
if( vertices == null || (vertCount + 2) > vertices.Length ) {
vertices = new VertexP3fT2fC4b[vertCount + 2];
// ensure buffer is up to 64 bits aligned for last element
}
// Adjust for the fact that we group all vertices by face.
sIndex.left = (spriteCount / 6) * 0;
sIndex.right = (spriteCount / 6) * 1;
sIndex.front = (spriteCount / 6) * 2;
sIndex.back = (spriteCount / 6) * 3;
vIndex.left = (spriteCount / 6) * 4;
vIndex.right = vIndex.left + vCount.left / 6 * 4;
vIndex.front = vIndex.right + vCount.right / 6 * 4;
vIndex.back = vIndex.front + vCount.front / 6 * 4;
vIndex.bottom = vIndex.back + vCount.back / 6 * 4;
vIndex.top = vIndex.bottom + vCount.bottom / 6 * 4;
}
public void ResetState() {
iCount = 0; spriteCount = 0;
vIndex = new DrawInfoFaceData();
vCount = new DrawInfoFaceData();
sIndex = 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 Side.Left:
return x < offset || y > map.heightmap[(z * width) + (x - offset)];
case Side.Right:
return x > (maxX - offset) || y > map.heightmap[(z * width) + (x + offset)];
case Side.Front:
return z < offset || y > map.heightmap[((z - offset) * width) + x];
case Side.Back:
return z > (maxZ - offset) || y > map.heightmap[((z + offset) * width) + x];
case Side.Bottom:
return y <= 0 || (y - 1 - offset) >= (map.heightmap[(z * width) + x]);
case Side.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;
int vertCount = (part.iCount / 6 * 4) + 2;
info.VbId = graphics.CreateVb( part.vertices, VertexFormat.P3fT2fC4b, vertCount );
info.IndicesCount = part.iCount;
info.LeftCount = (ushort)part.vCount.left; info.RightCount = (ushort)part.vCount.right;
info.FrontCount = (ushort)part.vCount.front; info.BackCount = (ushort)part.vCount.back;
info.BottomCount = (ushort)part.vCount.bottom; info.TopCount = (ushort)part.vCount.top;
info.SpriteCount = 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, Side.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.vCount;
*(&counts.left + face) += 6;
part.vCount = counts;
}
void DrawLeftFace( int count ) {
int texId = info.textures[tile * 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 ? drawInfoTranslucent[i] : drawInfoNormal[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 );
}
void DrawRightFace( int count ) {
int texId = info.textures[tile * 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 ? drawInfoTranslucent[i] : drawInfoNormal[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 );
}
void DrawFrontFace( int count ) {
int texId = info.textures[tile * 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 ? drawInfoTranslucent[i] : drawInfoNormal[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 );
}
void DrawBackFace( int count ) {
int texId = info.textures[tile * 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 ? drawInfoTranslucent[i] : drawInfoNormal[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 );
}
void DrawBottomFace( int count ) {
int texId = info.textures[tile * 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 ? drawInfoTranslucent[i] : drawInfoNormal[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 );
}
void DrawTopFace( int count ) {
int texId = info.textures[tile * 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 ? drawInfoTranslucent[i] : drawInfoNormal[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 );
}
void DrawSprite( int count ) {
int texId = info.textures[tile * Side.Sides + Side.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] ? env.Sunlight : env.Shadowlight);
// Draw Z axis
part.vertices[part.sIndex.left++] = new VertexP3fT2fC4b( X + 2.50f/16, Y, Z + 2.5f/16, u2, v2, col );
part.vertices[part.sIndex.left++] = new VertexP3fT2fC4b( X + 2.50f/16, Y + blockHeight, Z + 2.5f/16, u2, v1, col );
part.vertices[part.sIndex.left++] = new VertexP3fT2fC4b( X + 13.5f/16, Y + blockHeight, Z + 13.5f/16, u1, v1, col );
part.vertices[part.sIndex.left++] = new VertexP3fT2fC4b( X + 13.5f/16, Y, Z + 13.5f/16, u1, v2, col );
// Draw Z axis mirrored
part.vertices[part.sIndex.right++] = new VertexP3fT2fC4b( X + 13.5f/16, Y, Z + 13.5f/16, u2, v2, col );
part.vertices[part.sIndex.right++] = new VertexP3fT2fC4b( X + 13.5f/16, Y + blockHeight, Z + 13.5f/16, u2, v1, col );
part.vertices[part.sIndex.right++] = new VertexP3fT2fC4b( X + 2.50f/16, Y + blockHeight, Z + 2.5f/16, u1, v1, col );
part.vertices[part.sIndex.right++] = new VertexP3fT2fC4b( X + 2.50f/16, Y, Z + 2.5f/16, u1, v2, col );
// Draw X axis
part.vertices[part.sIndex.front++] = new VertexP3fT2fC4b( X + 2.50f/16, Y, Z + 13.5f/16, u2, v2, col );
part.vertices[part.sIndex.front++] = new VertexP3fT2fC4b( X + 2.50f/16, Y + blockHeight, Z + 13.5f/16, u2, v1, col );
part.vertices[part.sIndex.front++] = new VertexP3fT2fC4b( X + 13.5f/16, Y + blockHeight, Z + 2.5f/16, u1, v1, col );
part.vertices[part.sIndex.front++] = new VertexP3fT2fC4b( X + 13.5f/16, Y, Z + 2.5f/16, u1, v2, col );
// Draw X axis mirrored
part.vertices[part.sIndex.back++] = new VertexP3fT2fC4b( X + 13.5f/16, Y, Z + 2.5f/16, u2, v2, col );
part.vertices[part.sIndex.back++] = new VertexP3fT2fC4b( X + 13.5f/16, Y + blockHeight, Z + 2.5f/16, u2, v1, col );
part.vertices[part.sIndex.back++] = new VertexP3fT2fC4b( X + 2.50f/16, Y + blockHeight, Z + 13.5f/16, u1, v1, col );
part.vertices[part.sIndex.back++] = new VertexP3fT2fC4b( X + 2.50f/16, Y, Z + 13.5f/16, u1, v2, col );
}
}
}