2017-09-13 14:20:11 +10:00

174 lines
6.0 KiB
C#

// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
using System;
using System.Runtime.InteropServices;
using ClassicalSharp.GraphicsAPI;
using ClassicalSharp.Textures;
using OpenTK;
#if USE16_BIT
using BlockID = System.UInt16;
#else
using BlockID = System.Byte;
#endif
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], vCount = new int[6];
public int spriteCount, sIndex, sAdvance;
public int VerticesCount() {
int count = spriteCount;
for (int i = 0; i < vCount.Length; i++) { count += vCount[i]; }
return count;
}
public void ExpandToCapacity() {
int vertsCount = VerticesCount();
if (vertices == null || (vertsCount + 2) > vertices.Length) {
vertices = new VertexP3fT2fC4b[vertsCount + 2];
// ensure buffer is up to 64 bits aligned for last element
}
sIndex = 0;
sAdvance = spriteCount / 4;
vIndex[Side.Left] = spriteCount;
vIndex[Side.Right] = vIndex[Side.Left] + vCount[Side.Left];
vIndex[Side.Front] = vIndex[Side.Right] + vCount[Side.Right];
vIndex[Side.Back] = vIndex[Side.Front] + vCount[Side.Front];
vIndex[Side.Bottom] = vIndex[Side.Back] + vCount[Side.Back];
vIndex[Side.Top] = vIndex[Side.Bottom] + vCount[Side.Bottom];
}
public void ResetState() {
spriteCount = 0; sIndex = 0; sAdvance = 0;
for (int i = 0; i < Side.Sides; i++) {
vIndex[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(BlockID block) {
int i = atlas.Get1DIndex(BlockInfo.GetTextureLoc(block, Side.Left));
DrawInfo part = normalParts[i];
part.spriteCount += 4 * 4;
}
void AddVertices(BlockID block, int face) {
int i = atlas.Get1DIndex(BlockInfo.GetTextureLoc(block, face));
DrawInfo part = BlockInfo.Draw[block] == DrawType.Translucent ? translucentParts[i] : normalParts[i];
part.vCount[face] += 4;
}
protected virtual void DrawSprite(int count) {
int texId = BlockInfo.textures[curBlock * Side.Sides + Side.Right];
int i = texId / elementsPerAtlas1D;
float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize;
float x1 = X + 2.50f/16, y1 = Y, z1 = Z + 2.5f/16;
float x2 = X + 13.5f/16, y2 = Y + 1, z2 = Z + 13.5f/16;
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 : light.LightCol_Sprite_Fast(X, Y, Z);
if (tinted) col = TintBlock(curBlock, col);
VertexP3fT2fC4b v; v.Colour = col;
// Draw Z axis
int index = part.sIndex;
v.X = x1; v.Y = y1; v.Z = z1; v.U = u2; v.V = v2; part.vertices[index + 0] = v;
v.Y = y2; v.V = v1; part.vertices[index + 1] = v;
v.X = x2; v.Z = z2; v.U = u1; part.vertices[index + 2] = v;
v.Y = y1; v.V = v2; part.vertices[index + 3] = v;
// Draw Z axis mirrored
index += part.sAdvance;
v.X = x2; v.Y = y1; v.Z = z2; v.U = u2; part.vertices[index + 0] = v;
v.Y = y2; v.V = v1; part.vertices[index + 1] = v;
v.X = x1; v.Z = z1; v.U = u1; part.vertices[index + 2] = v;
v.Y = y1; v.V = v2; part.vertices[index + 3] = v;
// Draw X axis
index += part.sAdvance;
v.X = x1; v.Y = y1; v.Z = z2; v.U = u2; part.vertices[index + 0] = v;
v.Y = y2; v.V = v1; part.vertices[index + 1] = v;
v.X = x2; v.Z = z1; v.U = u1; part.vertices[index + 2] = v;
v.Y = y1; v.V = v2; part.vertices[index + 3] = v;
// Draw X axis mirrored
index += part.sAdvance;
v.X = x2; v.Y = y1; v.Z = z1; v.U = u2; part.vertices[index + 0] = v;
v.Y = y2; v.V = v1; part.vertices[index + 1] = v;
v.X = x1; v.Z = z2; v.U = u1; part.vertices[index + 2] = v;
v.Y = y1; v.V = v2; part.vertices[index + 3] = v;
part.sIndex += 4;
}
protected int TintBlock(BlockID curBlock, int col) {
FastColour fogCol = BlockInfo.FogColour[curBlock];
FastColour newCol = FastColour.Unpack(col);
newCol *= fogCol;
return newCol.Pack();
}
}
}