mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-10-06 20:46:21 -04:00
316 lines
13 KiB
C#
316 lines
13 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 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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void TerrainAtlasChanged( object sender, EventArgs e ) {
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int newArraysCount = Window.TerrainAtlas1D.TexIds.Length;
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if( arraysCount > 0 && arraysCount != newArraysCount ) {
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Array.Resize( ref drawInfoNormal, newArraysCount );
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Array.Resize( ref drawInfoTranslucent, newArraysCount );
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for( int i = arraysCount; 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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}
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arraysCount = newArraysCount;
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}
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public void Dispose() {
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Window.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 > vertices.Length ) {
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vertices = new VertexPos3fTex2fCol4b[vCount];
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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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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 && !BlockInfo.IsFaceHidden( tile, GetNeighbour( chunkIndex, face ), face ) &&
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( IsLit( X, Y, Z, face ) == IsLit( x, y, z, face ) );
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}
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bool IsLit( int x, int y, int z, int face ) {
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switch( face ) {
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case TileSide.Left:
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return x <= 0 || y > map.heightmap[( z * width ) + (x - 1)];
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case TileSide.Right:
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return x >= maxX || y > map.heightmap[( z * width ) + (x + 1)];
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case TileSide.Front:
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return z <= 0 || y > map.heightmap[( (z - 1) * width ) + x];
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case TileSide.Back:
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return z >= maxZ || y > map.heightmap[( (z + 1) * width ) + x];
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case TileSide.Bottom:
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return y <= 0 || (y - 1) > map.heightmap[( z * width ) + x];
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case TileSide.Top:
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return y >= maxY || (y + 1) > 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 );
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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 blockHeight;
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float invVerElementSize;
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void PreStretchTiles( int x1, int y1, int z1 ) {
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invVerElementSize = Window.TerrainAtlas1D.invElementSize;
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arraysCount = Window.TerrainAtlas1D.TexIds.Length;
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atlas = Window.TerrainAtlas1D;
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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( BlockInfo.GetOptimTextureLoc( 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( BlockInfo.GetOptimTextureLoc( tile, face ) );
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DrawInfo part = BlockInfo.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 = BlockInfo.GetOptimTextureLoc( tile, TileSide.Left );
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int i;
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TextureRectangle rec = atlas.GetTexRec( texId, count, out i );
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FastColour col = X > 0 ? ( Y > map.heightmap[( Z * width ) + (X - 1)] ? map.SunlightXSide : map.ShadowlightXSide )
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: map.SunlightXSide;
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if( blockHeight == -1 ) {
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blockHeight = BlockInfo.BlockHeight( tile );
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isTranslucent = BlockInfo.IsTranslucent( tile );
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}
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if( blockHeight != 1 ) {
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rec.V2 = rec.V1 + blockHeight * invVerElementSize;
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}
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DrawInfo part = isTranslucent ? drawInfoTranslucent[i] : drawInfoNormal[i];
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part.vertices[part.vIndex.left++] = new VertexPos3fTex2fCol4b( X, Y + blockHeight, Z + count, rec.U2, rec.V1, col );
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part.vertices[part.vIndex.left++] = new VertexPos3fTex2fCol4b( X, Y + blockHeight, Z, rec.U1, rec.V1, col );
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part.vertices[part.vIndex.left++] = new VertexPos3fTex2fCol4b( X, Y, Z, rec.U1, rec.V2, col );
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part.vertices[part.vIndex.left++] = new VertexPos3fTex2fCol4b( X, Y, Z + count, rec.U2, rec.V2, col );
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}
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void DrawRightFace( int count ) {
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int texId = BlockInfo.GetOptimTextureLoc( tile, TileSide.Right );
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int i;
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TextureRectangle rec = atlas.GetTexRec( texId, count, out i );
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FastColour col = X < maxX ? ( Y > map.heightmap[( Z * width ) + (X + 1)] ? map.SunlightXSide : map.ShadowlightXSide )
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: map.SunlightXSide;
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if( blockHeight == -1 ) {
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blockHeight = BlockInfo.BlockHeight( tile );
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isTranslucent = BlockInfo.IsTranslucent( tile );
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}
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if( blockHeight != 1 ) {
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rec.V2 = rec.V1 + blockHeight * invVerElementSize;
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}
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DrawInfo part = isTranslucent ? drawInfoTranslucent[i] : drawInfoNormal[i];
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part.vertices[part.vIndex.right++] = new VertexPos3fTex2fCol4b( X + 1, Y + blockHeight, Z, rec.U2, rec.V1, col );
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part.vertices[part.vIndex.right++] = new VertexPos3fTex2fCol4b( X + 1, Y + blockHeight, Z + count, rec.U1, rec.V1, col );
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part.vertices[part.vIndex.right++] = new VertexPos3fTex2fCol4b( X + 1, Y, Z + count, rec.U1, rec.V2, col );
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part.vertices[part.vIndex.right++] = new VertexPos3fTex2fCol4b( X + 1, Y, Z, rec.U2, rec.V2, col );
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}
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void DrawBackFace( int count ) {
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int texId = BlockInfo.GetOptimTextureLoc( tile, TileSide.Back );
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int i;
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TextureRectangle rec = atlas.GetTexRec( texId, count, out i );
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FastColour col = Z < maxZ ? ( Y > map.heightmap[( (Z + 1) * width ) + X] ? map.SunlightZSide : map.ShadowlightZSide )
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: map.SunlightZSide;
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if( blockHeight == -1 ) {
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blockHeight = BlockInfo.BlockHeight( tile );
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isTranslucent = BlockInfo.IsTranslucent( tile );
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}
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if( blockHeight != 1 ) {
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rec.V2 = rec.V1 + blockHeight * invVerElementSize;
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}
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DrawInfo part = isTranslucent ? drawInfoTranslucent[i] : drawInfoNormal[i];
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part.vertices[part.vIndex.back++] = new VertexPos3fTex2fCol4b( X + count, Y + blockHeight, Z + 1, rec.U2, rec.V1, col );
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part.vertices[part.vIndex.back++] = new VertexPos3fTex2fCol4b( X, Y + blockHeight, Z + 1, rec.U1, rec.V1, col );
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part.vertices[part.vIndex.back++] = new VertexPos3fTex2fCol4b( X, Y, Z + 1, rec.U1, rec.V2, col );
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part.vertices[part.vIndex.back++] = new VertexPos3fTex2fCol4b( X + count, Y, Z + 1, rec.U2, rec.V2, col );
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}
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void DrawFrontFace( int count ) {
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int texId = BlockInfo.GetOptimTextureLoc( tile, TileSide.Front );
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int i;
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TextureRectangle rec = atlas.GetTexRec( texId, count, out i );
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FastColour col = Z > 0 ? ( Y > map.heightmap[( (Z - 1) * width ) + X] ? map.SunlightZSide : map.ShadowlightZSide )
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: map.SunlightZSide;
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if( blockHeight == -1 ) {
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blockHeight = BlockInfo.BlockHeight( tile );
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isTranslucent = BlockInfo.IsTranslucent( tile );
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}
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if( blockHeight != 1 ) {
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rec.V2 = rec.V1 + blockHeight * invVerElementSize;
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}
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DrawInfo part = isTranslucent ? drawInfoTranslucent[i] : drawInfoNormal[i];
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part.vertices[part.vIndex.front++] = new VertexPos3fTex2fCol4b( X + count, Y, Z, rec.U1, rec.V2, col );
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part.vertices[part.vIndex.front++] = new VertexPos3fTex2fCol4b( X, Y, Z, rec.U2, rec.V2, col );
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part.vertices[part.vIndex.front++] = new VertexPos3fTex2fCol4b( X, Y + blockHeight, Z, rec.U2, rec.V1, col );
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part.vertices[part.vIndex.front++] = new VertexPos3fTex2fCol4b( X + count, Y + blockHeight, Z, rec.U1, rec.V1, col );
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}
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void DrawBottomFace( int count ) {
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int texId = BlockInfo.GetOptimTextureLoc( tile, TileSide.Bottom );
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int i;
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TextureRectangle rec = atlas.GetTexRec( texId, count, out i );
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FastColour col = Y > 0 ? ( (Y - 1) > map.heightmap[( Z * width ) + X] ? map.SunlightYBottom : map.ShadowlightYBottom )
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: map.SunlightYBottom;
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if( blockHeight == -1 ) {
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blockHeight = BlockInfo.BlockHeight( tile );
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isTranslucent = BlockInfo.IsTranslucent( tile );
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}
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DrawInfo part = isTranslucent ? drawInfoTranslucent[i] : drawInfoNormal[i];
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part.vertices[part.vIndex.bottom++] = new VertexPos3fTex2fCol4b( X + count, Y, Z + 1, rec.U2, rec.V2, col );
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part.vertices[part.vIndex.bottom++] = new VertexPos3fTex2fCol4b( X, Y, Z + 1, rec.U1, rec.V2, col );
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part.vertices[part.vIndex.bottom++] = new VertexPos3fTex2fCol4b( X, Y, Z, rec.U1, rec.V1, col );
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part.vertices[part.vIndex.bottom++] = new VertexPos3fTex2fCol4b( X + count, Y, Z, rec.U2, rec.V1, col );
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}
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void DrawTopFace( int count ) {
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int texId = BlockInfo.GetOptimTextureLoc( tile, TileSide.Top );
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int i;
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TextureRectangle rec = atlas.GetTexRec( texId, count, out i );
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FastColour col = Y < maxY ? ( (Y + 1) > map.heightmap[( Z * width ) + X] ? map.Sunlight : map.Shadowlight )
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: map.Sunlight;
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if( blockHeight == -1 ) {
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blockHeight = BlockInfo.BlockHeight( tile );
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isTranslucent = BlockInfo.IsTranslucent( tile );
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}
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DrawInfo part = isTranslucent ? drawInfoTranslucent[i] : drawInfoNormal[i];
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part.vertices[part.vIndex.top++] = new VertexPos3fTex2fCol4b( X + count, Y + blockHeight, Z, rec.U2, rec.V1, col );
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part.vertices[part.vIndex.top++] = new VertexPos3fTex2fCol4b( X, Y + blockHeight, Z, rec.U1, rec.V1, col );
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part.vertices[part.vIndex.top++] = new VertexPos3fTex2fCol4b( X, Y + blockHeight, Z + 1, rec.U1, rec.V2, col );
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part.vertices[part.vIndex.top++] = new VertexPos3fTex2fCol4b( X + count, Y + blockHeight, Z + 1, rec.U2, rec.V2, col );
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}
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void DrawSprite( int count ) {
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int texId = BlockInfo.GetOptimTextureLoc( tile, TileSide.Right );
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int i;
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TextureRectangle rec = atlas.GetTexRec( texId, count, out i );
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FastColour col = Y < maxY ? ( (Y + 1) > map.heightmap[( Z * width ) + X] ? map.Sunlight : map.Shadowlight )
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: map.Sunlight;
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if( blockHeight == -1 ) {
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blockHeight = BlockInfo.BlockHeight( tile );
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}
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DrawInfo part = drawInfoNormal[i];
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// Draw stretched Z axis
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part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X, Y, Z + 0.5f, rec.U2, rec.V2, col );
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part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X, Y + blockHeight, Z + 0.5f, rec.U2, rec.V1, col );
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part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + count, Y + blockHeight, Z + 0.5f, rec.U1, rec.V1, col );
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part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + count, Y, Z + 0.5f, rec.U1, rec.V2, col );
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// Draw X axis
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rec.U2 = 1;
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int startX = X;
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for( int j = 0; j < count; j++ ) {
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part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 0.5f, Y, Z, rec.U1, rec.V2, col );
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part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 0.5f, Y + blockHeight, Z, rec.U1, rec.V1, col );
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part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 0.5f, Y + blockHeight, Z + 1, rec.U2, rec.V1, col );
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part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 0.5f, Y, Z + 1, rec.U2, rec.V2, col );
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X++;
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}
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X = startX;
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}
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}
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} |