2017-02-07 22:53:54 +11:00

159 lines
6.2 KiB
C#

// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
using System;
using System.Runtime.InteropServices;
using ClassicalSharp.GraphicsAPI;
using ClassicalSharp.Textures;
using OpenTK;
namespace ClassicalSharp {
public unsafe partial class ChunkMeshBuilder {
protected DrawInfo[] normalParts, translucentParts;
protected TerrainAtlas1D atlas;
protected int arraysCount = 0;
protected bool fullBright, tinted;
protected float invVerElementSize;
protected int elementsPerAtlas1D;
void TerrainAtlasChanged(object sender, EventArgs e) {
int newArraysCount = game.TerrainAtlas1D.TexIds.Length;
if (arraysCount == newArraysCount) return;
arraysCount = newArraysCount;
Array.Resize(ref normalParts, arraysCount);
Array.Resize(ref translucentParts, arraysCount);
for (int i = 0; i < normalParts.Length; i++) {
if (normalParts[i] != null) continue;
normalParts[i] = new DrawInfo();
translucentParts[i] = new DrawInfo();
}
}
public void Dispose() {
game.Events.TerrainAtlasChanged -= TerrainAtlasChanged;
}
protected class DrawInfo {
public VertexP3fT2fC4b[] vertices;
public int[] vIndex = new int[6], sIndex = new int[6], vCount = new int[6];
public int iCount, spriteCount;
public void ExpandToCapacity() {
int vertCount = iCount / 6 * 4;
if (vertices == null || (vertCount + 2) > vertices.Length) {
vertices = new VertexP3fT2fC4b[vertCount + 2];
// ensure buffer is up to 64 bits aligned for last element
}
// Adjust for the fact that we group all vertices by face.
sIndex[Side.Left] = (spriteCount / 6) * 0;
sIndex[Side.Right] = (spriteCount / 6) * 1;
sIndex[Side.Front] = (spriteCount / 6) * 2;
sIndex[Side.Back] = (spriteCount / 6) * 3;
vIndex[Side.Left] = (spriteCount / 6) * 4;
vIndex[Side.Right] = vIndex[Side.Left] + (vCount[Side.Left] / 6) * 4;
vIndex[Side.Front] = vIndex[Side.Right] + (vCount[Side.Right] / 6) * 4;
vIndex[Side.Back] = vIndex[Side.Front] + (vCount[Side.Front] / 6) * 4;
vIndex[Side.Bottom] = vIndex[Side.Back] + (vCount[Side.Back] / 6) * 4;
vIndex[Side.Top] = vIndex[Side.Bottom] + (vCount[Side.Bottom] / 6) * 4;
}
public void ResetState() {
iCount = 0; spriteCount = 0;
for (int i = 0; i < Side.Sides; i++) {
vIndex[i] = 0; sIndex[i] = 0; vCount[i] = 0;
}
}
}
protected abstract void RenderTile(int index);
protected virtual void PreStretchTiles(int x1, int y1, int z1) {
atlas = game.TerrainAtlas1D;
invVerElementSize = atlas.invElementSize;
elementsPerAtlas1D = atlas.elementsPerAtlas1D;
arraysCount = atlas.TexIds.Length;
if (normalParts == null) {
normalParts = new DrawInfo[arraysCount];
translucentParts = new DrawInfo[arraysCount];
for (int i = 0; i < normalParts.Length; i++) {
normalParts[i] = new DrawInfo();
translucentParts[i] = new DrawInfo();
}
} else {
for (int i = 0; i < normalParts.Length; i++) {
normalParts[i].ResetState();
translucentParts[i].ResetState();
}
}
}
protected virtual void PostStretchTiles(int x1, int y1, int z1) {
for (int i = 0; i < normalParts.Length; i++) {
normalParts[i].ExpandToCapacity();
translucentParts[i].ExpandToCapacity();
}
}
void AddSpriteVertices(byte block) {
int i = atlas.Get1DIndex(info.GetTextureLoc(block, Side.Left));
DrawInfo part = normalParts[i];
part.spriteCount += 6 * 4;
part.iCount += 6 * 4;
}
void AddVertices(byte block, int count, int face) {
int i = atlas.Get1DIndex(info.GetTextureLoc(block, face));
DrawInfo part = info.Draw[block] == DrawType.Translucent ? translucentParts[i] : normalParts[i];
part.iCount += 6;
part.vCount[face] += 6;
}
protected 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];
int col = fullBright ? FastColour.WhitePacked : lighting.LightCol_Sprite_Fast(X, Y, Z);
if (tinted) col = TintBlock(curBlock, col);
// Draw Z axis
part.vertices[part.sIndex[0]++] = new VertexP3fT2fC4b(X + 2.50f/16, Y, Z + 2.5f/16, u2, v2, col);
part.vertices[part.sIndex[0]++] = new VertexP3fT2fC4b(X + 2.50f/16, Y + blockHeight, Z + 2.5f/16, u2, v1, col);
part.vertices[part.sIndex[0]++] = new VertexP3fT2fC4b(X + 13.5f/16, Y + blockHeight, Z + 13.5f/16, u1, v1, col);
part.vertices[part.sIndex[0]++] = new VertexP3fT2fC4b(X + 13.5f/16, Y, Z + 13.5f/16, u1, v2, col);
// Draw Z axis mirrored
part.vertices[part.sIndex[1]++] = new VertexP3fT2fC4b(X + 13.5f/16, Y, Z + 13.5f/16, u2, v2, col);
part.vertices[part.sIndex[1]++] = new VertexP3fT2fC4b(X + 13.5f/16, Y + blockHeight, Z + 13.5f/16, u2, v1, col);
part.vertices[part.sIndex[1]++] = new VertexP3fT2fC4b(X + 2.50f/16, Y + blockHeight, Z + 2.5f/16, u1, v1, col);
part.vertices[part.sIndex[1]++] = new VertexP3fT2fC4b(X + 2.50f/16, Y, Z + 2.5f/16, u1, v2, col);
// Draw X axis
part.vertices[part.sIndex[2]++] = new VertexP3fT2fC4b(X + 2.50f/16, Y, Z + 13.5f/16, u2, v2, col);
part.vertices[part.sIndex[2]++] = new VertexP3fT2fC4b(X + 2.50f/16, Y + blockHeight, Z + 13.5f/16, u2, v1, col);
part.vertices[part.sIndex[2]++] = new VertexP3fT2fC4b(X + 13.5f/16, Y + blockHeight, Z + 2.5f/16, u1, v1, col);
part.vertices[part.sIndex[2]++] = new VertexP3fT2fC4b(X + 13.5f/16, Y, Z + 2.5f/16, u1, v2, col);
// Draw X axis mirrored
part.vertices[part.sIndex[3]++] = new VertexP3fT2fC4b(X + 13.5f/16, Y, Z + 2.5f/16, u2, v2, col);
part.vertices[part.sIndex[3]++] = new VertexP3fT2fC4b(X + 13.5f/16, Y + blockHeight, Z + 2.5f/16, u2, v1, col);
part.vertices[part.sIndex[3]++] = new VertexP3fT2fC4b(X + 2.50f/16, Y + blockHeight, Z + 13.5f/16, u1, v1, col);
part.vertices[part.sIndex[3]++] = new VertexP3fT2fC4b(X + 2.50f/16, Y, Z + 13.5f/16, u1, v2, col);
}
protected int TintBlock(byte curBlock, int col) {
FastColour fogCol = info.FogColour[curBlock];
FastColour newCol = FastColour.Unpack(col);
newCol *= fogCol;
return newCol.Pack();
}
}
}