mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-10-09 14:03:42 -04:00
484 lines
25 KiB
C#
484 lines
25 KiB
C#
// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
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using System;
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using System.Runtime.InteropServices;
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using ClassicalSharp.GraphicsAPI;
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using ClassicalSharp.TexturePack;
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using OpenTK;
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namespace ClassicalSharp {
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public unsafe partial class ChunkMeshBuilder {
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DrawInfo[] normalParts, translucentParts;
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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 normalParts, arraysCount );
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Array.Resize( ref translucentParts, arraysCount );
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for( int i = 0; i < normalParts.Length; i++ ) {
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if( normalParts[i] != null ) continue;
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normalParts[i] = new DrawInfo();
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translucentParts[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 VertexP3fT2fC4b[] vertices;
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public DrawInfoFaceData vIndex, sIndex, vCount;
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public int iCount, spriteCount;
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public void ExpandToCapacity() {
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int vertCount = iCount / 6 * 4;
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if( vertices == null || (vertCount + 2) > vertices.Length ) {
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vertices = new VertexP3fT2fC4b[vertCount + 2];
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// ensure buffer is up to 64 bits aligned for last element
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}
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// Adjust for the fact that we group all vertices by face.
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sIndex.left = (spriteCount / 6) * 0;
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sIndex.right = (spriteCount / 6) * 1;
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sIndex.front = (spriteCount / 6) * 2;
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sIndex.back = (spriteCount / 6) * 3;
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vIndex.left = (spriteCount / 6) * 4;
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vIndex.right = vIndex.left + vCount.left / 6 * 4;
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vIndex.front = vIndex.right + vCount.right / 6 * 4;
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vIndex.back = vIndex.front + vCount.front / 6 * 4;
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vIndex.bottom = vIndex.back + vCount.back / 6 * 4;
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vIndex.top = vIndex.bottom + vCount.bottom / 6 * 4;
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}
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public void ResetState() {
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iCount = 0; spriteCount = 0;
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vIndex = new DrawInfoFaceData();
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vCount = new DrawInfoFaceData();
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sIndex = new DrawInfoFaceData();
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}
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}
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Vector3 minBB, maxBB;
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public void RenderTile( int index, int x, int y, int z ) {
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X = x; Y = y; Z = z;
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if( info.IsSprite[curBlock] ) {
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fullBright = info.FullBright[curBlock];
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int count = counts[index + Side.Top];
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if( count != 0 )
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DrawSprite( count );
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return;
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}
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int leftCount = counts[index++], rightCount = counts[index++],
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frontCount = counts[index++], backCount = counts[index++],
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bottomCount = counts[index++], topCount = counts[index++];
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if( leftCount == 0 && rightCount == 0 && frontCount == 0 &&
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backCount == 0 && bottomCount == 0 && topCount == 0 ) return;
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fullBright = info.FullBright[curBlock];
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isTranslucent = info.IsTranslucent[curBlock];
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lightFlags = info.LightOffset[curBlock];
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Vector3 min = info.MinBB[curBlock], max = info.MaxBB[curBlock];
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x1 = x + min.X; y1 = y + min.Y; z1 = z + min.Z;
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x2 = x + max.X; y2 = y + max.Y; z2 = z + max.Z;
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if( curBlock >= Block.Water && curBlock <= Block.StillLava ) {
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x1 -= 0.1f/16; x2 -= 0.1f/16f;
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z1 -= 0.1f/16f; z2 -= 0.1f/16f;
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y1 -= 1.5f/16; y2 -= 1.5f/16;
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} else if( isTranslucent && info.Collide[curBlock] != CollideType.Solid ) {
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x1 += 0.1f/16; x2 += 0.1f/16f;
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z1 += 0.1f/16f; z2 += 0.1f/16f;
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y1 -= 0.1f/16; y2 -= 0.1f/16f;
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}
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this.minBB = min; this.maxBB = max;
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minBB.Y = 1 - minBB.Y; maxBB.Y = 1 - maxBB.Y;
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if( leftCount != 0 ) DrawLeftFace( leftCount );
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if( rightCount != 0 ) DrawRightFace( rightCount );
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if( frontCount != 0 ) DrawFrontFace( frontCount );
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if( backCount != 0 ) DrawBackFace( backCount );
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if( bottomCount != 0 ) DrawBottomFace( bottomCount );
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if( topCount != 0 ) DrawTopFace( topCount );
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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( normalParts == null ) {
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normalParts = new DrawInfo[arraysCount];
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translucentParts = new DrawInfo[arraysCount];
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for( int i = 0; i < normalParts.Length; i++ ) {
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normalParts[i] = new DrawInfo();
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translucentParts[i] = new DrawInfo();
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}
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} else {
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for( int i = 0; i < normalParts.Length; i++ ) {
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normalParts[i].ResetState();
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translucentParts[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 < normalParts.Length; i++ ) {
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normalParts[i].ExpandToCapacity();
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translucentParts[i].ExpandToCapacity();
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}
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}
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void AddSpriteVertices( byte block ) {
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int i = atlas.Get1DIndex( info.GetTextureLoc( block, Side.Left ) );
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DrawInfo part = normalParts[i];
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part.spriteCount += 6 * 4;
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part.iCount += 6 * 4;
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}
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unsafe void AddVertices( byte block, int count, int face ) {
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int i = atlas.Get1DIndex( info.GetTextureLoc( block, face ) );
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DrawInfo part = info.IsTranslucent[block] ? translucentParts[i] : normalParts[i];
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part.iCount += 6;
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DrawInfoFaceData counts = part.vCount;
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*(&counts.left + face) += 6;
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part.vCount = counts;
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}
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void DrawLeftFace( int count ) {
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int texId = info.textures[curBlock * Side.Sides + Side.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 >> Side.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 ? translucentParts[i] : normalParts[i];
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FastColour col = fullBright ? FastColour.White :
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X >= offset ? (Y > map.heightmap[(Z * width) + (X - offset)] ? env.SunlightXSide : env.ShadowlightXSide) : env.SunlightXSide;
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//part.vertices[part.vIndex.left++] = new VertexP3fT2fC4b( x1, y2, z2 + (count - 1), u2, v1, col );
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//part.vertices[part.vIndex.left++] = new VertexP3fT2fC4b( x1, y2, z1, u1, v1, col );
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//part.vertices[part.vIndex.left++] = new VertexP3fT2fC4b( x1, y1, z1, u1, v2, col );
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//part.vertices[part.vIndex.left++] = new VertexP3fT2fC4b( x1, y1, z2 + (count - 1), u2, v2, col );
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int offsetX = -1;
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int offsetY = -1;
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int a0_0 = Count( Lit( X +offsetX, Y +offsetY, Z +1 ), Lit( X +offsetX, Y +1 +offsetY, Z +1 ), Lit( X +offsetX, Y +1 +offsetY, Z ) ) + (Lit( X +offsetX, Y +offsetY, Z ) ? 1 : 0);
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int a0_1 = Count( Lit( X +offsetX, Y +offsetY, Z -1 ), Lit( X +offsetX, Y +1 +offsetY, Z -1 ), Lit( X +offsetX, Y +1 +offsetY, Z ) ) + (Lit( X +offsetX, Y +offsetY, Z ) ? 1 : 0);
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int a1_1 = Count( Lit( X +offsetX, Y +offsetY, Z -1 ), Lit( X +offsetX, Y -1 +offsetY, Z -1 ), Lit( X +offsetX, Y -1 +offsetY, Z ) ) + (Lit( X +offsetX, Y +offsetY, Z ) ? 1 : 0);
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int a1_0 = Count( Lit( X +offsetX, Y -1 +offsetY, Z ), Lit( X +offsetX, Y -1 +offsetY, Z +1 ), Lit( X +offsetX, Y +offsetY, Z +1 ) ) + (Lit( X +offsetX, Y +offsetY, Z ) ? 1 : 0);
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FastColour col0_0 = fullBright ? FastColour.White : MakeXSide( a0_0 ), col1_0 = fullBright ? FastColour.White : MakeXSide( a1_0 );
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FastColour col1_1 = fullBright ? FastColour.White : MakeXSide( a1_1 ), col0_1 = fullBright ? FastColour.White : MakeXSide( a0_1 );
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if( a0_0 + a1_1 > a0_1 + a1_0 ) {
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part.vertices[part.vIndex.left++] = new VertexP3fT2fC4b( x1, y2, z2, u2, v1, col0_0 );
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part.vertices[part.vIndex.left++] = new VertexP3fT2fC4b( x1, y2, z1 + (count - 1), u1, v1, col0_1 );
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part.vertices[part.vIndex.left++] = new VertexP3fT2fC4b( x1, y1, z1 + (count - 1), u1, v2, col1_1 );
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part.vertices[part.vIndex.left++] = new VertexP3fT2fC4b( x1, y1, z2, u2, v2, col1_0 );
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} else {
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part.vertices[part.vIndex.left++] = new VertexP3fT2fC4b( x1, y2, z2, u2, v1, col0_0 );
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part.vertices[part.vIndex.left++] = new VertexP3fT2fC4b( x1, y2, z1 + (count - 1), u1, v1, col0_1 );
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part.vertices[part.vIndex.left++] = new VertexP3fT2fC4b( x1, y1, z1 + (count - 1), u1, v2, col1_1 );
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part.vertices[part.vIndex.left++] = new VertexP3fT2fC4b( x1, y1, z2, u2, v2, col1_0 );
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}
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}
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void DrawRightFace( int count ) {
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int texId = info.textures[curBlock * Side.Sides + Side.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 >> Side.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 ? translucentParts[i] : normalParts[i];
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FastColour col = fullBright ? FastColour.White :
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X <= (maxX - offset) ? (Y > map.heightmap[(Z * width) + (X + offset)] ? env.SunlightXSide : env.ShadowlightXSide) : env.SunlightXSide;
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//part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b( x2, y2, z1, u2, v1, col );
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//part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b( x2, y2, z2 + (count - 1), u1, v1, col );
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//part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b( x2, y1, z2 + (count - 1), u1, v2, col );
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//part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b( x2, y1, z1, u2, v2, col );
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int offsetX = +1;
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int offsetY = -1;
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int a0_1 = Count( Lit( X +offsetX, Y +offsetY, Z +1 ), Lit( X +offsetX, Y +1 +offsetY, Z +1 ), Lit( X +offsetX, Y +1 +offsetY, Z ) ) + (Lit( X +offsetX, Y +offsetY, Z ) ? 1 : 0);
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int a0_0 = Count( Lit( X +offsetX, Y +offsetY, Z -1 ), Lit( X +offsetX, Y +1 +offsetY, Z -1 ), Lit( X +offsetX, Y +1 +offsetY, Z ) ) + (Lit( X +offsetX, Y +offsetY, Z ) ? 1 : 0);
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int a1_0 = Count( Lit( X +offsetX, Y +offsetY, Z -1 ), Lit( X +offsetX, Y -1 +offsetY, Z -1 ), Lit( X +offsetX, Y -1 +offsetY, Z ) ) + (Lit( X +offsetX, Y +offsetY, Z ) ? 1 : 0);
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int a1_1 = Count( Lit( X +offsetX, Y -1 +offsetY, Z ), Lit( X +offsetX, Y -1 +offsetY, Z +1 ), Lit( X +offsetX, Y +offsetY, Z +1 ) ) + (Lit( X +offsetX, Y +offsetY, Z ) ? 1 : 0);
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FastColour col0_0 = fullBright ? FastColour.White : MakeXSide( a0_0 ), col1_0 = fullBright ? FastColour.White : MakeXSide( a1_0 );
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FastColour col1_1 = fullBright ? FastColour.White : MakeXSide( a1_1 ), col0_1 = fullBright ? FastColour.White : MakeXSide( a0_1 );
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if( a0_0 + a1_1 > a0_1 + a1_0 ) {
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part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b( x2, y2, z1, u2, v1, col0_0 );
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part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b( x2, y2, z2 + (count - 1), u1, v1, col0_1 );
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part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b( x2, y1, z2 + (count - 1), u1, v2, col1_1 );
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part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b( x2, y1, z1, u2, v2, col1_0 );
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} else {
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part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b( x2, y2, z1, u2, v1, col0_0 );
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part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b( x2, y2, z2 + (count - 1), u1, v1, col0_1 );
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part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b( x2, y1, z2 + (count - 1), u1, v2, col1_1 );
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part.vertices[part.vIndex.right++] = new VertexP3fT2fC4b( x2, y1, z1, u2, v2, col1_0 );
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}
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}
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void DrawFrontFace( int count ) {
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int texId = info.textures[curBlock * Side.Sides + Side.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 >> Side.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 ? translucentParts[i] : normalParts[i];
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FastColour col = fullBright ? FastColour.White :
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Z >= offset ? (Y > map.heightmap[((Z - offset) * width) + X] ? env.SunlightZSide : env.ShadowlightZSide) : env.SunlightZSide;
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//part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b( x2 + (count - 1), y1, z1, u1, v2, col );
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//part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b( x1, y1, z1, u2, v2, col );
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//part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b( x1, y2, z1, u2, v1, col );
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//part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b( x2 + (count - 1), y2, z1, u1, v1, col );
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int offsetZ = -1;
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int offsetY = -1;
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int a1_0 = Count( Lit( X + 1, Y +offsetY, Z +offsetZ ), Lit( X +1, Y + 1 +offsetY, Z +offsetZ), Lit( X, Y + 1 +offsetY, Z +offsetZ) ) + (Lit( X, Y +offsetY, Z +offsetZ ) ? 1 : 0);
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int a1_1 = Count( Lit( X, Y + 1 +offsetY, Z +offsetZ ), Lit( X -1, Y + 1 +offsetY, Z +offsetZ ), Lit( X -1, Y +offsetY, Z +offsetZ ) ) + (Lit( X, Y +offsetY, Z +offsetZ ) ? 1 : 0);
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int a0_1 = Count( Lit( X -1, Y +offsetY, Z +offsetZ ), Lit( X -1, Y -1 +offsetY, Z +offsetZ ), Lit( X, Y -1 +offsetY, Z +offsetZ ) ) + (Lit( X, Y +offsetY, Z +offsetZ ) ? 1 : 0);
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int a0_0 = Count( Lit( X, Y-1 +offsetY, Z +offsetZ ), Lit( X +1, Y -1 +offsetY, Z +offsetZ ), Lit( X + 1, Y +offsetY, Z +offsetZ ) ) + (Lit( X, Y +offsetY, Z +offsetZ ) ? 1 : 0);
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FastColour col0_0 = fullBright ? FastColour.White : MakeZSide( a0_0 ), col1_0 = fullBright ? FastColour.White : MakeZSide( a1_0 );
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FastColour col1_1 = fullBright ? FastColour.White : MakeZSide( a1_1 ), col0_1 = fullBright ? FastColour.White : MakeZSide( a0_1 );
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if( a0_0 + a1_1 > a0_1 + a1_0 ) {
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part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b( x2 + (count - 1), y1, z1, u1, v2, col0_0 );
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part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b( x1, y1, z1, u2, v2, col0_1 );
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part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b( x1, y2, z1, u2, v1, col1_1 );
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part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b( x2 + (count - 1), y2, z1, u1, v1, col1_0 );
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} else {
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part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b( x2 + (count - 1), y1, z1, u1, v2, col0_0 );
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part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b( x1, y1, z1, u2, v2, col0_1 );
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part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b( x1, y2, z1, u2, v1, col1_1 );
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part.vertices[part.vIndex.front++] = new VertexP3fT2fC4b( x2 + (count - 1), y2, z1, u1, v1, col1_0 );
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}
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}
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void DrawBackFace( int count ) {
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int texId = info.textures[curBlock * Side.Sides + Side.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 >> Side.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 ? translucentParts[i] : normalParts[i];
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FastColour col = fullBright ? FastColour.White :
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Z <= (maxZ - offset) ? (Y > map.heightmap[((Z + offset) * width) + X] ? env.SunlightZSide : env.ShadowlightZSide) : env.SunlightZSide;
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//part.vertices[part.vIndex.back++] = new VertexP3fT2fC4b( x2 + (count - 1), y2, z2, u2, v1, col );
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//part.vertices[part.vIndex.back++] = new VertexP3fT2fC4b( x1, y2, z2, u1, v1, col );
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//part.vertices[part.vIndex.back++] = new VertexP3fT2fC4b( x1, y1, z2, u1, v2, col );
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//part.vertices[part.vIndex.back++] = new VertexP3fT2fC4b( x2 + (count - 1), y1, z2, u2, v2, col );
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|
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int offsetZ = +1;
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int offsetY = -1;
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|
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|
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int a0_0 = Count( Lit( X + 1, Y +offsetY, Z +offsetZ ), Lit( X +1, Y + 1 +offsetY, Z +offsetZ), Lit( X, Y + 1 +offsetY, Z +offsetZ) ) + (Lit( X, Y +offsetY, Z +offsetZ ) ? 1 : 0);
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int a0_1 = Count( Lit( X, Y + 1 +offsetY, Z +offsetZ ), Lit( X -1, Y + 1 +offsetY, Z +offsetZ ), Lit( X -1, Y +offsetY, Z +offsetZ ) ) + (Lit( X, Y +offsetY, Z +offsetZ ) ? 1 : 0);
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int a1_1 = Count( Lit( X -1, Y +offsetY, Z +offsetZ ), Lit( X -1, Y -1 +offsetY, Z +offsetZ ), Lit( X, Y -1 +offsetY, Z +offsetZ ) ) + (Lit( X, Y +offsetY, Z +offsetZ ) ? 1 : 0);
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int a1_0 = Count( Lit( X, Y-1 +offsetY, Z +offsetZ ), Lit( X +1, Y -1 +offsetY, Z +offsetZ ), Lit( X + 1, Y +offsetY, Z +offsetZ ) ) + (Lit( X, Y +offsetY, Z +offsetZ ) ? 1 : 0);
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FastColour col0_0 = fullBright ? FastColour.White : MakeZSide( a0_0 ), col1_0 = fullBright ? FastColour.White : MakeZSide( a1_0 );
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FastColour col1_1 = fullBright ? FastColour.White : MakeZSide( a1_1 ), col0_1 = fullBright ? FastColour.White : MakeZSide( a0_1 );
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if( a0_0 + a1_1 > a0_1 + a1_0 ) {
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part.vertices[part.vIndex.back++] = new VertexP3fT2fC4b( x2 + (count - 1), y2, z2, u2, v1, col0_0 );
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part.vertices[part.vIndex.back++] = new VertexP3fT2fC4b( x1, y2, z2, u1, v1, col0_1 );
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part.vertices[part.vIndex.back++] = new VertexP3fT2fC4b( x1, y1, z2, u1, v2, col1_1 );
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part.vertices[part.vIndex.back++] = new VertexP3fT2fC4b( x2 + (count - 1), y1, z2, u2, v2, col1_0 );
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} else {
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part.vertices[part.vIndex.back++] = new VertexP3fT2fC4b( x2 + (count - 1), y2, z2, u2, v1, col0_0 );
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part.vertices[part.vIndex.back++] = new VertexP3fT2fC4b( x1, y2, z2, u1, v1, col0_1 );
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part.vertices[part.vIndex.back++] = new VertexP3fT2fC4b( x1, y1, z2, u1, v2, col1_1 );
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part.vertices[part.vIndex.back++] = new VertexP3fT2fC4b( x2 + (count - 1), y1, z2, u2, v2, col1_0 );
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}
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}
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void DrawBottomFace( int count ) {
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int texId = info.textures[curBlock * Side.Sides + Side.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 >> Side.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 ? translucentParts[i] : normalParts[i];
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FastColour col = fullBright ? FastColour.White : ((Y - 1 - offset) >= map.heightmap[(Z * width) + X] ? env.SunlightYBottom : env.ShadowlightYBottom);
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//part.vertices[part.vIndex.bottom++] = new VertexP3fT2fC4b( x2 + (count - 1), y1, z2, u2, v2, col );
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//part.vertices[part.vIndex.bottom++] = new VertexP3fT2fC4b( x1, y1, z2, u1, v2, col );
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//part.vertices[part.vIndex.bottom++] = new VertexP3fT2fC4b( x1, y1, z1, u1, v1, col );
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//part.vertices[part.vIndex.bottom++] = new VertexP3fT2fC4b( x2 + (count - 1), y1, z1, u2, v1, col );
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int offsetY = -1;
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int a1_1 = Count( Lit( X +1, Y +offsetY, Z ), Lit( X +1, Y +offsetY, Z -1 ), Lit( X, Y +offsetY, Z -1 ) ) + (Lit( X, Y +offsetY, Z ) ? 1 : 0);
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int a0_1 = Count( Lit( X , Y +offsetY, Z -1 ), Lit( X -1, Y +offsetY, Z -1 ), Lit( X -1, Y +offsetY, Z ) ) + (Lit( X, Y +offsetY, Z ) ? 1 : 0);
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int a0_0 = Count( Lit( X -1, Y +offsetY, Z ), Lit( X -1, Y +offsetY, Z +1 ), Lit( X, Y +offsetY, Z +1 ) ) + (Lit( X, Y +offsetY, Z ) ? 1 : 0);
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int a1_0 = Count( Lit( X , Y +offsetY, Z +1 ), Lit( X +1, Y +offsetY, Z +1 ), Lit( X+1, Y +offsetY, Z ) ) + (Lit( X, Y +offsetY, Z ) ? 1 : 0);
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FastColour col0_0 = fullBright ? FastColour.White : MakeYSide( a0_0 ), col1_0 = fullBright ? FastColour.White : MakeYSide( a1_0 );
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FastColour col1_1 = fullBright ? FastColour.White : MakeYSide( a1_1 ), col0_1 = fullBright ? FastColour.White : MakeYSide( a0_1 );
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if( a0_0 + a1_1 > a0_1 + a1_0 ) {
|
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part.vertices[part.vIndex.bottom++] = new VertexP3fT2fC4b( x2 + (count - 1), y1, z2, u2, v2, col1_0 );
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part.vertices[part.vIndex.bottom++] = new VertexP3fT2fC4b( x1, y1, z2, u1, v2, col0_0 );
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part.vertices[part.vIndex.bottom++] = new VertexP3fT2fC4b( x1, y1, z1, u1, v1, col0_1 );
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part.vertices[part.vIndex.bottom++] = new VertexP3fT2fC4b( x2 + (count - 1), y1, z1, u2, v1, col1_1 );
|
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} else {
|
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part.vertices[part.vIndex.bottom++] = new VertexP3fT2fC4b( x2 + (count - 1), y1, z2, u2, v2, col1_0 );
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part.vertices[part.vIndex.bottom++] = new VertexP3fT2fC4b( x1, y1, z2, u1, v2, col0_0 );
|
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part.vertices[part.vIndex.bottom++] = new VertexP3fT2fC4b( x1, y1, z1, u1, v1, col0_1 );
|
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part.vertices[part.vIndex.bottom++] = new VertexP3fT2fC4b( x2 + (count - 1), y1, z1, u2, v1, col1_1 );
|
|
}
|
|
}
|
|
|
|
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;
|
|
const float blockHeight = 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);
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|
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int a0_0 = Count( Lit( X - 1, Y, Z ), Lit( X - 1, Y, Z - 1 ), Lit( X, Y, Z - 1 ) ) + (Lit( X, Y, Z ) ? 1 : 0);
|
|
int a1_0 = Count( Lit( X + 1, Y, Z ), Lit( X + 1, Y, Z - 1 ), Lit( X, Y, Z - 1 ) ) + (Lit( X, Y, Z ) ? 1 : 0);
|
|
int a0_1 = Count( Lit( X - 1, Y, Z ), Lit( X - 1, Y, Z + 1 ), Lit( X, Y, Z + 1 ) ) + (Lit( X, Y, Z ) ? 1 : 0);
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|
int a1_1 = Count( Lit( X + 1, Y, Z ), Lit( X + 1, Y, Z + 1 ), Lit( X, Y, Z + 1 ) ) + (Lit( X, Y, Z ) ? 1 : 0);
|
|
FastColour col0_0 = fullBright ? FastColour.White : Make( a0_0 ), col1_0 = fullBright ? FastColour.White : Make( a1_0 );
|
|
FastColour col1_1 = fullBright ? FastColour.White : Make( a1_1 ), col0_1 = fullBright ? FastColour.White : Make( a0_1 );
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|
|
|
if( a0_0 + a1_1 > a0_1 + a1_0 ) {
|
|
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 );
|
|
} 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 Count( bool side1, bool corner, bool side2 ) {
|
|
///if( side1 && side2 ) return 3;
|
|
return ((side1 ? 1 : 0) + (side2 ? 1 : 0) + (corner ? 1 : 0));
|
|
}
|
|
|
|
FastColour Make( int count ) {
|
|
return Lerp( env. Shadowlight, env.Sunlight, count / 4f );
|
|
}
|
|
FastColour MakeZSide( int count ) {
|
|
return Lerp( env.ShadowlightZSide, env.SunlightZSide, count / 4f );
|
|
}
|
|
FastColour MakeXSide( int count ) {
|
|
return Lerp( env.ShadowlightXSide, env.SunlightXSide, count / 4f );
|
|
}
|
|
FastColour MakeYSide( int count ) {
|
|
return Lerp( env.ShadowlightYBottom, env.SunlightYBottom, count / 4f );
|
|
}
|
|
|
|
static FastColour Lerp( FastColour a, FastColour b, float t ) {
|
|
return new FastColour((byte)Utils.Lerp( a.R, b.R, t ),(byte)Utils.Lerp( a.G, b.G, t ),(byte)Utils.Lerp( a.B, b.B, t ) );
|
|
}
|
|
|
|
bool Lit( int x, int y, int z ) {
|
|
return fullBright || y >= maxY || x < 0 || z < 0 || x >= width || z >= length || y > map.heightmap[( z * width ) + x];
|
|
}
|
|
void DrawSprite( int count ) {
|
|
int texId = info.textures[curBlock * Side.Sides + Side.Right];
|
|
int i = texId / elementsPerAtlas1D;
|
|
float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize;
|
|
const float blockHeight = 1;
|
|
|
|
const float u1 = 0, u2 = 15.99f/16f;
|
|
float v1 = vOrigin, v2 = vOrigin + invVerElementSize * 15.99f/16f;
|
|
DrawInfo part = normalParts[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 );
|
|
}
|
|
}
|
|
} |