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https://github.com/ClassiCube/ClassiCube.git
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317 lines
12 KiB
C#
317 lines
12 KiB
C#
// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
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//#define DEBUG_OCCLUSION
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using System;
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using ClassicalSharp.GraphicsAPI;
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using ClassicalSharp.Map;
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using OpenTK;
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namespace ClassicalSharp {
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/// <summary> Class responsible for converting a 16x16x16 into an optimised mesh of vertices. </summary>
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/// <remarks> This class is heavily optimised and as such may suffer from slightly unreadable code. </remarks>
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public unsafe abstract partial class ChunkMeshBuilder {
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protected int X, Y, Z;
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protected float x1, y1, z1, x2, y2, z2;
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protected byte curBlock;
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protected BlockInfo info;
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protected World map;
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protected WorldEnv env;
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protected Game game;
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protected IGraphicsApi gfx;
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protected const int chunkSize = 16, extChunkSize = 18;
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protected const int chunkSize2 = 16 * 16, extChunkSize2 = 18 * 18;
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protected const int chunkSize3 = 16 * 16 * 16, extChunkSize3 = 18 * 18 * 18;
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public void Init( Game game ) {
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this.game = game;
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gfx = game.Graphics;
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info = game.BlockInfo;
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game.Events.TerrainAtlasChanged += TerrainAtlasChanged;
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}
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internal int width, length, height, sidesLevel, edgeLevel;
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protected int maxX, maxY, maxZ;
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protected int cIndex;
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protected byte* chunk, counts;
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protected int* bitFlags;
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protected bool useBitFlags;
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bool BuildChunk( int x1, int y1, int z1 ) {
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PreStretchTiles( x1, y1, z1 );
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byte* chunkPtr = stackalloc byte[extChunkSize3]; chunk = chunkPtr;
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byte* countsPtr = stackalloc byte[chunkSize3 * Side.Sides]; counts = countsPtr;
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int* bitsPtr = stackalloc int[extChunkSize3]; bitFlags = bitsPtr;
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MemUtils.memset( (IntPtr)chunkPtr, 0, 0, extChunkSize3 );
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if( ReadChunkData( x1, y1, z1 ) ) return false;
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MemUtils.memset( (IntPtr)countsPtr, 1, 0, chunkSize3 * Side.Sides );
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Stretch( x1, y1, z1 );
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PostStretchTiles( x1, y1, z1 );
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int xMax = Math.Min( width, x1 + chunkSize );
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int yMax = Math.Min( height, y1 + chunkSize );
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int zMax = Math.Min( length, z1 + chunkSize );
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for( int y = y1, yy = 0; y < yMax; y++, yy++ ) {
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for( int z = z1, zz = 0; z < zMax; z++, zz++ ) {
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int chunkIndex = (yy + 1) * extChunkSize2 + (zz + 1) * extChunkSize + (0 + 1);
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for( int x = x1, xx = 0; x < xMax; x++, xx++ ) {
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curBlock = chunk[chunkIndex];
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if( !info.IsAir[curBlock] ) {
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int index = ((yy << 8) | (zz << 4) | xx) * Side.Sides;
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X = x; Y = y; Z = z;
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cIndex = chunkIndex;
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RenderTile( index );
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}
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chunkIndex++;
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}
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}
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}
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return true;
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}
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bool ReadChunkData( int x1, int y1, int z1 ) {
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bool allAir = true, allSolid = true;
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fixed( byte* mapPtr = map.blocks ) {
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for( int yy = -1; yy < 17; yy++ ) {
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int y = yy + y1;
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if( y < 0 ) continue;
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if( y >= height ) break;
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for( int zz = -1; zz < 17; zz++ ) {
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int z = zz + z1;
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if( z < 0 ) continue;
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if( z >= length ) break;
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int index = (y * length + z) * width + (x1 - 1 - 1);
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int chunkIndex = (yy + 1) * extChunkSize2 + (zz + 1) * extChunkSize + (-1 + 1) - 1;
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for( int xx = -1; xx < 17; xx++ ) {
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int x = xx + x1;
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index++;
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chunkIndex++;
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if( x < 0 ) continue;
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if( x >= width ) break;
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byte rawBlock = mapPtr[index];
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allAir = allAir && rawBlock == 0;
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allSolid = allSolid && info.IsOpaque[rawBlock];
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chunk[chunkIndex] = rawBlock;
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}
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}
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}
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if( x1 == 0 || y1 == 0 || z1 == 0 || x1 + chunkSize >= width ||
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y1 + chunkSize >= height || z1 + chunkSize >= length ) allSolid = false;
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if( allAir || allSolid ) return true;
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map.HeightmapHint( x1 - 1, z1 - 1, mapPtr );
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return false;
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}
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}
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public void GetDrawInfo( int x, int y, int z, ref ChunkPartInfo[] nParts, ref ChunkPartInfo[] tParts ) {
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if( !BuildChunk( x, y, z ) ) return;
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for( int i = 0; i < arraysCount; i++ ) {
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SetPartInfo( normalParts[i], i, ref nParts );
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SetPartInfo( translucentParts[i], i, ref tParts );
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}
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#if OCCLUSION
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// , ref byte occlusionFlags
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if( normalParts != null || translucentParts != null )
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occlusionFlags = (byte)ComputeOcclusion();
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#endif
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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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int vertCount = (part.iCount / 6 * 4) + 2;
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info.VbId = gfx.CreateVb( part.vertices, VertexFormat.P3fT2fC4b, vertCount );
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info.IndicesCount = part.iCount;
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info.LeftCount = (ushort)part.vCount.left; info.RightCount = (ushort)part.vCount.right;
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info.FrontCount = (ushort)part.vCount.front; info.BackCount = (ushort)part.vCount.back;
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info.BottomCount = (ushort)part.vCount.bottom; info.TopCount = (ushort)part.vCount.top;
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info.SpriteCount = 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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void Stretch( int x1, int y1, int z1 ) {
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int xMax = Math.Min( width, x1 + chunkSize );
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int yMax = Math.Min( height, y1 + chunkSize );
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int zMax = Math.Min( length, z1 + chunkSize );
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#if OCCLUSION
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int flags = ComputeOcclusion();
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#endif
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#if DEBUG_OCCLUSION
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FastColour col = new FastColour( 60, 60, 60, 255 );
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if( (flags & 1) != 0 ) col.R = 255; // x
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if( (flags & 4) != 0 ) col.G = 255; // y
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if( (flags & 2) != 0 ) col.B = 255; // z
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map.Sunlight = map.Shadowlight = col;
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map.SunlightXSide = map.ShadowlightXSide = col;
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map.SunlightZSide = map.ShadowlightZSide = col;
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map.SunlightYBottom = map.ShadowlightYBottom = col;
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#endif
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byte[] hidden = game.BlockInfo.hidden;
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for( int y = y1, yy = 0; y < yMax; y++, yy++ ) {
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for( int z = z1, zz = 0; z < zMax; z++, zz++ ) {
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int cIndex = (yy + 1) * extChunkSize2 + (zz + 1) * extChunkSize + (-1 + 1);
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for( int x = x1, xx = 0; x < xMax; x++, xx++ ) {
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cIndex++;
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byte b = chunk[cIndex];
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if( info.IsAir[b] ) continue;
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int index = ((yy << 8) + (zz << 4) + xx) * Side.Sides;
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// Sprites only use one face to indicate stretching count, so we can take a shortcut here.
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// Note that sprites are not drawn with any of the DrawXFace, they are drawn using DrawSprite.
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if( info.IsSprite[b] ) {
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index += Side.Top;
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if( counts[index] != 0 ) {
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X = x; Y = y; Z = z;
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AddSpriteVertices( b );
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counts[index] = 1;
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}
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continue;
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}
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X = x; Y = y; Z = z;
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fullBright = info.FullBright[b];
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int tileIdx = b << 8;
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// All of these function calls are inlined as they can be called tens of millions to hundreds of millions of times.
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if (counts[index] == 0 ||
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(x == 0 && (Y < sidesLevel || (b >= Block.Water && b <= Block.StillLava && Y < edgeLevel))) ||
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(x != 0 && (hidden[tileIdx + chunk[cIndex - 1]] & (1 << Side.Left)) != 0)) {
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counts[index] = 0;
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} else {
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int count = StretchZ( zz, index, X, Y, Z, cIndex, b, Side.Left );
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AddVertices( b, count, Side.Left ); counts[index] = (byte)count;
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}
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index++;
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if (counts[index] == 0 ||
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(x == maxX && (Y < sidesLevel || (b >= Block.Water && b <= Block.StillLava && Y < edgeLevel))) ||
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(x != maxX && (hidden[tileIdx + chunk[cIndex + 1]] & (1 << Side.Right)) != 0)) {
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counts[index] = 0;
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} else {
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int count = StretchZ( zz, index, X, Y, Z, cIndex, b, Side.Right );
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AddVertices( b, count, Side.Right ); counts[index] = (byte)count;
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}
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index++;
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if (counts[index] == 0 ||
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(z == 0 && (Y < sidesLevel || (b >= Block.Water && b <= Block.StillLava && Y < edgeLevel))) ||
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(z != 0 && (hidden[tileIdx + chunk[cIndex - 18]] & (1 << Side.Front)) != 0)) {
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counts[index] = 0;
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} else {
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int count = StretchX( xx, index, X, Y, Z, cIndex, b, Side.Front );
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AddVertices( b, count, Side.Front ); counts[index] = (byte)count;
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}
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index++;
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if (counts[index] == 0 ||
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(z == maxZ && (Y < sidesLevel || (b >= Block.Water && b <= Block.StillLava && Y < edgeLevel))) ||
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(z != maxZ && (hidden[tileIdx + chunk[cIndex + 18]] & (1 << Side.Back)) != 0)) {
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counts[index] = 0;
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} else {
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int count = StretchX( xx, index, X, Y, Z, cIndex, b, Side.Back );
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AddVertices( b, count, Side.Back ); counts[index] = (byte)count;
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}
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index++;
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if (counts[index] == 0 || y == 0 ||
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(hidden[tileIdx + chunk[cIndex - 324]] & (1 << Side.Bottom)) != 0) {
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counts[index] = 0;
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} else {
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int count = StretchX( xx, index, X, Y, Z, cIndex, b, Side.Bottom );
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AddVertices( b, count, Side.Bottom ); counts[index] = (byte)count;
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}
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index++;
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if (counts[index] == 0 ||
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(hidden[tileIdx + chunk[cIndex + 324]] & (1 << Side.Top)) != 0) {
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counts[index] = 0;
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} else if( b < Block.Water || b > Block.StillLava ) {
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int count = StretchX( xx, index, X, Y, Z, cIndex, b, Side.Top );
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AddVertices( b, count, Side.Top ); counts[index] = (byte)count;
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} else {
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int count = StretchXLiquid( xx, index, X, Y, Z, cIndex, b );
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if( count > 0 ) AddVertices( b, count, Side.Top );
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counts[index] = (byte)count;
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}
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}
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}
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}
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}
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protected abstract int StretchXLiquid( int xx, int countIndex, int x, int y, int z, int chunkIndex, byte block );
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protected abstract int StretchX( int xx, int countIndex, int x, int y, int z, int chunkIndex, byte block, int face );
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protected abstract int StretchZ( int zz, int countIndex, int x, int y, int z, int chunkIndex, byte block, int face );
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protected static int[] offsets = { -1, 1, -extChunkSize, extChunkSize, -extChunkSize2, extChunkSize2 };
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protected bool OccludedLiquid( int chunkIndex ) {
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return info.IsOpaque[chunk[chunkIndex + 324]] && !info.IsAir[chunk[chunkIndex + 324 - 18]] &&
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!info.IsAir[chunk[chunkIndex + 324 - 1]] && !info.IsAir[chunk[chunkIndex + 324 + 1]] &&
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!info.IsAir[chunk[chunkIndex + 324 + 18]];
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}
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protected bool IsLit( int x, int y, int z, int face, byte type ) {
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int offset = (info.LightOffset[type] >> face) & 1;
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switch( face ) {
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case Side.Left:
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return x < offset || y > map.heightmap[(z * width) + (x - offset)];
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case Side.Right:
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return x > (maxX - offset) || y > map.heightmap[(z * width) + (x + offset)];
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case Side.Front:
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return z < offset || y > map.heightmap[((z - offset) * width) + x];
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case Side.Back:
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return z > (maxZ - offset) || y > map.heightmap[((z + offset) * width) + x];
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case Side.Bottom:
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return y <= 0 || (y - 1 - offset) >= (map.heightmap[(z * width) + x]);
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case Side.Top:
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return y >= maxY || (y - offset) >= (map.heightmap[(z * width) + x]);
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}
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return true;
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}
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public void OnNewMapLoaded() {
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map = game.World;
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env = game.World.Env;
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width = map.Width; height = map.Height; length = map.Length;
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maxX = width - 1; maxY = height - 1; maxZ = length - 1;
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sidesLevel = Math.Max( 0, game.World.Env.SidesHeight );
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edgeLevel = Math.Max( 0, game.World.Env.EdgeHeight );
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}
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}
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public struct ChunkPartInfo {
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public int VbId, IndicesCount, SpriteCount;
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public int LeftIndex, RightIndex, FrontIndex,
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BackIndex, BottomIndex, TopIndex;
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public ushort LeftCount, RightCount, FrontCount,
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BackCount, BottomCount, TopCount;
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}
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} |