ClassiCube/ClassicalSharp/MeshBuilder/AdvLightingBuilder.cs
2018-03-27 13:58:00 +11:00

486 lines
23 KiB
C#

// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
using System;
using ClassicalSharp.GraphicsAPI;
using ClassicalSharp.Map;
using OpenTK;
using BlockID = System.UInt16;
namespace ClassicalSharp {
public unsafe sealed class AdvLightingMeshBuilder : ChunkMeshBuilder {
Vector3 minBB, maxBB;
bool isTranslucent;
int initBitFlags, lightFlags;
float x1, y1, z1, x2, y2, z2;
protected override int StretchXLiquid(int countIndex, int x, int y, int z, int chunkIndex, BlockID block) {
if (OccludedLiquid(chunkIndex)) return 0;
initBitFlags = ComputeLightFlags(x, y, z, chunkIndex);
bitFlags[chunkIndex] = initBitFlags;
int count = 1;
x++;
chunkIndex++;
countIndex += Side.Sides;
bool stretchTile = (BlockInfo.CanStretch[block] & (1 << Side.Top)) != 0;
while (x < chunkEndX && stretchTile && CanStretch(block, chunkIndex, x, y, z, Side.Top) && !OccludedLiquid(chunkIndex)) {
counts[countIndex] = 0;
count++;
x++;
chunkIndex++;
countIndex += Side.Sides;
}
return count;
}
protected override int StretchX(int countIndex, int x, int y, int z, int chunkIndex, BlockID block, int face) {
initBitFlags = ComputeLightFlags(x, y, z, chunkIndex);
bitFlags[chunkIndex] = initBitFlags;
int count = 1;
x++;
chunkIndex++;
countIndex += Side.Sides;
bool stretchTile = (BlockInfo.CanStretch[block] & (1 << face)) != 0;
while (x < chunkEndX && stretchTile && CanStretch(block, chunkIndex, x, y, z, face)) {
counts[countIndex] = 0;
count++;
x++;
chunkIndex++;
countIndex += Side.Sides;
}
return count;
}
protected override int StretchZ(int countIndex, int x, int y, int z, int chunkIndex, BlockID block, int face) {
initBitFlags = ComputeLightFlags(x, y, z, chunkIndex);
bitFlags[chunkIndex] = initBitFlags;
int count = 1;
z++;
chunkIndex += extChunkSize;
countIndex += chunkSize * Side.Sides;
bool stretchTile = (BlockInfo.CanStretch[block] & (1 << face)) != 0;
while (z < chunkEndZ && stretchTile && CanStretch(block, chunkIndex, x, y, z, face)) {
counts[countIndex] = 0;
count++;
z++;
chunkIndex += extChunkSize;
countIndex += chunkSize * Side.Sides;
}
return count;
}
bool CanStretch(BlockID initialBlock, int chunkIndex, int x, int y, int z, int face) {
BlockID rawBlock = chunk[chunkIndex];
bitFlags[chunkIndex] = ComputeLightFlags(x, y, z, chunkIndex);
return rawBlock == initialBlock
&& !BlockInfo.IsFaceHidden(rawBlock, chunk[chunkIndex + offsets[face]], face)
&& (initBitFlags == bitFlags[chunkIndex]
// Check that this face is either fully bright or fully in shadow
&& (initBitFlags == 0 || (initBitFlags & masks[face]) == masks[face]));
}
protected override void RenderTile(int index) {
if (BlockInfo.Draw[curBlock] == DrawType.Sprite) {
fullBright = BlockInfo.FullBright[curBlock];
tinted = BlockInfo.Tinted[curBlock];
int count = counts[index + Side.Top];
if (count != 0) DrawSprite(count);
return;
}
int leftCount = counts[index++], rightCount = counts[index++],
frontCount = counts[index++], backCount = counts[index++],
bottomCount = counts[index++], topCount = counts[index++];
if (leftCount == 0 && rightCount == 0 && frontCount == 0 &&
backCount == 0 && bottomCount == 0 && topCount == 0) return;
fullBright = BlockInfo.FullBright[curBlock];
isTranslucent = BlockInfo.Draw[curBlock] == DrawType.Translucent;
lightFlags = BlockInfo.LightOffset[curBlock];
tinted = BlockInfo.Tinted[curBlock];
Vector3 min = BlockInfo.RenderMinBB[curBlock], max = BlockInfo.RenderMaxBB[curBlock];
x1 = X + min.X; y1 = Y + min.Y; z1 = Z + min.Z;
x2 = X + max.X; y2 = Y + max.Y; z2 = Z + max.Z;
this.minBB = BlockInfo.MinBB[curBlock]; this.maxBB = BlockInfo.MaxBB[curBlock];
minBB.Y = 1 - minBB.Y; maxBB.Y = 1 - maxBB.Y;
if (leftCount != 0) DrawLeftFace(leftCount);
if (rightCount != 0) DrawRightFace(rightCount);
if (frontCount != 0) DrawFrontFace(frontCount);
if (backCount != 0) DrawBackFace(backCount);
if (bottomCount != 0) DrawBottomFace(bottomCount);
if (topCount != 0) DrawTopFace(topCount);
}
void DrawLeftFace(int count) {
int texId = BlockInfo.textures[curBlock * Side.Sides + Side.Left];
int i = texId / elementsPerAtlas1D;
float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize;
int offset = (lightFlags >> Side.Left) & 1;
float u1 = minBB.Z, u2 = (count - 1) + maxBB.Z * 15.99f/16f;
float v1 = vOrigin + maxBB.Y * invVerElementSize;
float v2 = vOrigin + minBB.Y * invVerElementSize * 15.99f/16f;
DrawInfo part = isTranslucent ? translucentParts[i] : normalParts[i];
int F = bitFlags[cIndex];
int aY0_Z0 = ((F >> xM1_yM1_zM1) & 1) + ((F >> xM1_yCC_zM1) & 1) + ((F >> xM1_yM1_zCC) & 1) + ((F >> xM1_yCC_zCC) & 1);
int aY0_Z1 = ((F >> xM1_yM1_zP1) & 1) + ((F >> xM1_yCC_zP1) & 1) + ((F >> xM1_yM1_zCC) & 1) + ((F >> xM1_yCC_zCC) & 1);
int aY1_Z0 = ((F >> xM1_yP1_zM1) & 1) + ((F >> xM1_yCC_zM1) & 1) + ((F >> xM1_yP1_zCC) & 1) + ((F >> xM1_yCC_zCC) & 1);
int aY1_Z1 = ((F >> xM1_yP1_zP1) & 1) + ((F >> xM1_yCC_zP1) & 1) + ((F >> xM1_yP1_zCC) & 1) + ((F >> xM1_yCC_zCC) & 1);
int col0_0 = fullBright ? FastColour.WhitePacked : lerpX[aY0_Z0], col1_0 = fullBright ? FastColour.WhitePacked : lerpX[aY1_Z0];
int col1_1 = fullBright ? FastColour.WhitePacked : lerpX[aY1_Z1], col0_1 = fullBright ? FastColour.WhitePacked : lerpX[aY0_Z1];
if (tinted) {
FastColour tint = BlockInfo.FogColour[curBlock];
col0_0 = Utils.Tint(col0_0, tint);
col1_0 = Utils.Tint(col1_0, tint);
col1_1 = Utils.Tint(col1_1, tint);
col0_1 = Utils.Tint(col0_1, tint);
}
int index = part.vIndex[Side.Left];
if (aY0_Z0 + aY1_Z1 > aY0_Z1 + aY1_Z0) {
part.vertices[index ] = new VertexP3fT2fC4b(x1, y2, z1, u1, v1, col1_0);
part.vertices[index + 1] = new VertexP3fT2fC4b(x1, y1, z1, u1, v2, col0_0);
part.vertices[index + 2] = new VertexP3fT2fC4b(x1, y1, z2 + (count - 1), u2, v2, col0_1);
part.vertices[index + 3] = new VertexP3fT2fC4b(x1, y2, z2 + (count - 1), u2, v1, col1_1);
} else {
part.vertices[index ] = new VertexP3fT2fC4b(x1, y2, z2 + (count - 1), u2, v1, col1_1);
part.vertices[index + 1] = new VertexP3fT2fC4b(x1, y2, z1, u1, v1, col1_0);
part.vertices[index + 2] = new VertexP3fT2fC4b(x1, y1, z1, u1, v2, col0_0);
part.vertices[index + 3] = new VertexP3fT2fC4b(x1, y1, z2 + (count - 1), u2, v2, col0_1);
}
part.vIndex[Side.Left] += 4;
}
void DrawRightFace(int count) {
int texId = BlockInfo.textures[curBlock * Side.Sides + Side.Right];
int i = texId / elementsPerAtlas1D;
float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize;
int offset = (lightFlags >> Side.Right) & 1;
float u1 = (count - minBB.Z), u2 = (1 - maxBB.Z) * 15.99f/16f;
float v1 = vOrigin + maxBB.Y * invVerElementSize;
float v2 = vOrigin + minBB.Y * invVerElementSize * 15.99f/16f;
DrawInfo part = isTranslucent ? translucentParts[i] : normalParts[i];
int F = bitFlags[cIndex];
int aY0_Z0 = ((F >> xP1_yM1_zM1) & 1) + ((F >> xP1_yCC_zM1) & 1) + ((F >> xP1_yM1_zCC) & 1) + ((F >> xP1_yCC_zCC) & 1);
int aY0_Z1 = ((F >> xP1_yM1_zP1) & 1) + ((F >> xP1_yCC_zP1) & 1) + ((F >> xP1_yM1_zCC) & 1) + ((F >> xP1_yCC_zCC) & 1);
int aY1_Z0 = ((F >> xP1_yP1_zM1) & 1) + ((F >> xP1_yCC_zM1) & 1) + ((F >> xP1_yP1_zCC) & 1) + ((F >> xP1_yCC_zCC) & 1);
int aY1_Z1 = ((F >> xP1_yP1_zP1) & 1) + ((F >> xP1_yCC_zP1) & 1) + ((F >> xP1_yP1_zCC) & 1) + ((F >> xP1_yCC_zCC) & 1);
int col0_0 = fullBright ? FastColour.WhitePacked : lerpX[aY0_Z0], col1_0 = fullBright ? FastColour.WhitePacked : lerpX[aY1_Z0];
int col1_1 = fullBright ? FastColour.WhitePacked : lerpX[aY1_Z1], col0_1 = fullBright ? FastColour.WhitePacked : lerpX[aY0_Z1];
if (tinted) {
FastColour tint = BlockInfo.FogColour[curBlock];
col0_0 = Utils.Tint(col0_0, tint);
col1_0 = Utils.Tint(col1_0, tint);
col1_1 = Utils.Tint(col1_1, tint);
col0_1 = Utils.Tint(col0_1, tint);
}
int index = part.vIndex[Side.Right];
if (aY0_Z0 + aY1_Z1 > aY0_Z1 + aY1_Z0) {
part.vertices[index ] = new VertexP3fT2fC4b(x2, y2, z1, u1, v1, col1_0);
part.vertices[index + 1] = new VertexP3fT2fC4b(x2, y2, z2 + (count - 1), u2, v1, col1_1);
part.vertices[index + 2] = new VertexP3fT2fC4b(x2, y1, z2 + (count - 1), u2, v2, col0_1);
part.vertices[index + 3] = new VertexP3fT2fC4b(x2, y1, z1, u1, v2, col0_0);
} else {
part.vertices[index ] = new VertexP3fT2fC4b(x2, y2, z2 + (count - 1), u2, v1, col1_1);
part.vertices[index + 1] = new VertexP3fT2fC4b(x2, y1, z2 + (count - 1), u2, v2, col0_1);
part.vertices[index + 2] = new VertexP3fT2fC4b(x2, y1, z1, u1, v2, col0_0);
part.vertices[index + 3] = new VertexP3fT2fC4b(x2, y2, z1, u1, v1, col1_0);
}
part.vIndex[Side.Right] += 4;
}
void DrawFrontFace(int count) {
int texId = BlockInfo.textures[curBlock * Side.Sides + Side.Front];
int i = texId / elementsPerAtlas1D;
float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize;
int offset = (lightFlags >> Side.Front) & 1;
float u1 = (count - minBB.X), u2 = (1 - maxBB.X) * 15.99f/16f;
float v1 = vOrigin + maxBB.Y * invVerElementSize;
float v2 = vOrigin + minBB.Y * invVerElementSize * 15.99f/16f;
DrawInfo part = isTranslucent ? translucentParts[i] : normalParts[i];
int F = bitFlags[cIndex];
int aX0_Y0 = ((F >> xM1_yM1_zM1) & 1) + ((F >> xM1_yCC_zM1) & 1) + ((F >> xCC_yM1_zM1) & 1) + ((F >> xCC_yCC_zM1) & 1);
int aX0_Y1 = ((F >> xM1_yP1_zM1) & 1) + ((F >> xM1_yCC_zM1) & 1) + ((F >> xCC_yP1_zM1) & 1) + ((F >> xCC_yCC_zM1) & 1);
int aX1_Y0 = ((F >> xP1_yM1_zM1) & 1) + ((F >> xP1_yCC_zM1) & 1) + ((F >> xCC_yM1_zM1) & 1) + ((F >> xCC_yCC_zM1) & 1);
int aX1_Y1 = ((F >> xP1_yP1_zM1) & 1) + ((F >> xP1_yCC_zM1) & 1) + ((F >> xCC_yP1_zM1) & 1) + ((F >> xCC_yCC_zM1) & 1);
int col0_0 = fullBright ? FastColour.WhitePacked : lerpZ[aX0_Y0], col1_0 = fullBright ? FastColour.WhitePacked : lerpZ[aX1_Y0];
int col1_1 = fullBright ? FastColour.WhitePacked : lerpZ[aX1_Y1], col0_1 = fullBright ? FastColour.WhitePacked : lerpZ[aX0_Y1];
if (tinted) {
FastColour tint = BlockInfo.FogColour[curBlock];
col0_0 = Utils.Tint(col0_0, tint);
col1_0 = Utils.Tint(col1_0, tint);
col1_1 = Utils.Tint(col1_1, tint);
col0_1 = Utils.Tint(col0_1, tint);
}
int index = part.vIndex[Side.Front];
if (aX1_Y1 + aX0_Y0 > aX0_Y1 + aX1_Y0) {
part.vertices[index ] = new VertexP3fT2fC4b(x2 + (count - 1), y1, z1, u2, v2, col1_0);
part.vertices[index + 1] = new VertexP3fT2fC4b(x1, y1, z1, u1, v2, col0_0);
part.vertices[index + 2] = new VertexP3fT2fC4b(x1, y2, z1, u1, v1, col0_1);
part.vertices[index + 3] = new VertexP3fT2fC4b(x2 + (count - 1), y2, z1, u2, v1, col1_1);
} else {
part.vertices[index ] = new VertexP3fT2fC4b(x1, y1, z1, u1, v2, col0_0);
part.vertices[index + 1] = new VertexP3fT2fC4b(x1, y2, z1, u1, v1, col0_1);
part.vertices[index + 2] = new VertexP3fT2fC4b(x2 + (count - 1), y2, z1, u2, v1, col1_1);
part.vertices[index + 3] = new VertexP3fT2fC4b(x2 + (count - 1), y1, z1, u2, v2, col1_0);
}
part.vIndex[Side.Front] += 4;
}
void DrawBackFace(int count) {
int texId = BlockInfo.textures[curBlock * Side.Sides + Side.Back];
int i = texId / elementsPerAtlas1D;
float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize;
int offset = (lightFlags >> Side.Back) & 1;
float u1 = minBB.X, u2 = (count - 1) + maxBB.X * 15.99f/16f;
float v1 = vOrigin + maxBB.Y * invVerElementSize;
float v2 = vOrigin + minBB.Y * invVerElementSize * 15.99f/16f;
DrawInfo part = isTranslucent ? translucentParts[i] : normalParts[i];
int F = bitFlags[cIndex];
int aX0_Y0 = ((F >> xM1_yM1_zP1) & 1) + ((F >> xM1_yCC_zP1) & 1) + ((F >> xCC_yM1_zP1) & 1) + ((F >> xCC_yCC_zP1) & 1);
int aX1_Y0 = ((F >> xP1_yM1_zP1) & 1) + ((F >> xP1_yCC_zP1) & 1) + ((F >> xCC_yM1_zP1) & 1) + ((F >> xCC_yCC_zP1) & 1);
int aX0_Y1 = ((F >> xM1_yP1_zP1) & 1) + ((F >> xM1_yCC_zP1) & 1) + ((F >> xCC_yP1_zP1) & 1) + ((F >> xCC_yCC_zP1) & 1);
int aX1_Y1 = ((F >> xP1_yP1_zP1) & 1) + ((F >> xP1_yCC_zP1) & 1) + ((F >> xCC_yP1_zP1) & 1) + ((F >> xCC_yCC_zP1) & 1);
int col1_1 = fullBright ? FastColour.WhitePacked : lerpZ[aX1_Y1], col1_0 = fullBright ? FastColour.WhitePacked : lerpZ[aX1_Y0];
int col0_0 = fullBright ? FastColour.WhitePacked : lerpZ[aX0_Y0], col0_1 = fullBright ? FastColour.WhitePacked : lerpZ[aX0_Y1];
if (tinted) {
FastColour tint = BlockInfo.FogColour[curBlock];
col0_0 = Utils.Tint(col0_0, tint);
col1_0 = Utils.Tint(col1_0, tint);
col1_1 = Utils.Tint(col1_1, tint);
col0_1 = Utils.Tint(col0_1, tint);
}
int index = part.vIndex[Side.Back];
if (aX1_Y1 + aX0_Y0 > aX0_Y1 + aX1_Y0) {
part.vertices[index ] = new VertexP3fT2fC4b(x1, y2, z2, u1, v1, col0_1);
part.vertices[index + 1] = new VertexP3fT2fC4b(x1, y1, z2, u1, v2, col0_0);
part.vertices[index + 2] = new VertexP3fT2fC4b(x2 + (count - 1), y1, z2, u2, v2, col1_0);
part.vertices[index + 3] = new VertexP3fT2fC4b(x2 + (count - 1), y2, z2, u2, v1, col1_1);
} else {
part.vertices[index ] = new VertexP3fT2fC4b(x2 + (count - 1), y2, z2, u2, v1, col1_1);
part.vertices[index + 1] = new VertexP3fT2fC4b(x1, y2, z2, u1, v1, col0_1);
part.vertices[index + 2] = new VertexP3fT2fC4b(x1, y1, z2, u1, v2, col0_0);
part.vertices[index + 3] = new VertexP3fT2fC4b(x2 + (count - 1), y1, z2, u2, v2, col1_0);
}
part.vIndex[Side.Back] += 4;
}
void DrawBottomFace(int count) {
int texId = BlockInfo.textures[curBlock * Side.Sides + Side.Bottom];
int i = texId / elementsPerAtlas1D;
float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize;
int offset = (lightFlags >> Side.Bottom) & 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];
int F = bitFlags[cIndex];
int aX0_Z0 = ((F >> xM1_yM1_zM1) & 1) + ((F >> xM1_yM1_zCC) & 1) + ((F >> xCC_yM1_zM1) & 1) + ((F >> xCC_yM1_zCC) & 1);
int aX1_Z0 = ((F >> xP1_yM1_zM1) & 1) + ((F >> xP1_yM1_zCC) & 1) + ((F >> xCC_yM1_zM1) & 1) + ((F >> xCC_yM1_zCC) & 1);
int aX0_Z1 = ((F >> xM1_yM1_zP1) & 1) + ((F >> xM1_yM1_zCC) & 1) + ((F >> xCC_yM1_zP1) & 1) + ((F >> xCC_yM1_zCC) & 1);
int aX1_Z1 = ((F >> xP1_yM1_zP1) & 1) + ((F >> xP1_yM1_zCC) & 1) + ((F >> xCC_yM1_zP1) & 1) + ((F >> xCC_yM1_zCC) & 1);
int col0_1 = fullBright ? FastColour.WhitePacked : lerpY[aX0_Z1], col1_1 = fullBright ? FastColour.WhitePacked : lerpY[aX1_Z1];
int col1_0 = fullBright ? FastColour.WhitePacked : lerpY[aX1_Z0], col0_0 = fullBright ? FastColour.WhitePacked : lerpY[aX0_Z0];
if (tinted) {
FastColour tint = BlockInfo.FogColour[curBlock];
col0_0 = Utils.Tint(col0_0, tint);
col1_0 = Utils.Tint(col1_0, tint);
col1_1 = Utils.Tint(col1_1, tint);
col0_1 = Utils.Tint(col0_1, tint);
}
int index = part.vIndex[Side.Bottom];
if (aX0_Z1 + aX1_Z0 > aX0_Z0 + aX1_Z1) {
part.vertices[index ] = new VertexP3fT2fC4b(x2 + (count - 1), y1, z2, u2, v2, col1_1);
part.vertices[index + 1] = new VertexP3fT2fC4b(x1, y1, z2, u1, v2, col0_1);
part.vertices[index + 2] = new VertexP3fT2fC4b(x1, y1, z1, u1, v1, col0_0);
part.vertices[index + 3] = new VertexP3fT2fC4b(x2 + (count - 1), y1, z1, u2, v1, col1_0);
} else {
part.vertices[index ] = new VertexP3fT2fC4b(x1, y1, z2, u1, v2, col0_1);
part.vertices[index + 1] = new VertexP3fT2fC4b(x1, y1, z1, u1, v1, col0_0);
part.vertices[index + 2] = new VertexP3fT2fC4b(x2 + (count - 1), y1, z1, u2, v1, col1_0);
part.vertices[index + 3] = new VertexP3fT2fC4b(x2 + (count - 1), y1, z2, u2, v2, col1_1);
}
part.vIndex[Side.Bottom] += 4;
}
void DrawTopFace(int count) {
int texId = BlockInfo.textures[curBlock * Side.Sides + Side.Top];
int i = texId / elementsPerAtlas1D;
float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize;
int offset = (lightFlags >> Side.Top) & 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];
int F = bitFlags[cIndex];
int aX0_Z0 = ((F >> xM1_yP1_zM1) & 1) + ((F >> xM1_yP1_zCC) & 1) + ((F >> xCC_yP1_zM1) & 1) + ((F >> xCC_yP1_zCC) & 1);
int aX1_Z0 = ((F >> xP1_yP1_zM1) & 1) + ((F >> xP1_yP1_zCC) & 1) + ((F >> xCC_yP1_zM1) & 1) + ((F >> xCC_yP1_zCC) & 1);
int aX0_Z1 = ((F >> xM1_yP1_zP1) & 1) + ((F >> xM1_yP1_zCC) & 1) + ((F >> xCC_yP1_zP1) & 1) + ((F >> xCC_yP1_zCC) & 1);
int aX1_Z1 = ((F >> xP1_yP1_zP1) & 1) + ((F >> xP1_yP1_zCC) & 1) + ((F >> xCC_yP1_zP1) & 1) + ((F >> xCC_yP1_zCC) & 1);
int col0_0 = fullBright ? FastColour.WhitePacked : lerp[aX0_Z0], col1_0 = fullBright ? FastColour.WhitePacked : lerp[aX1_Z0];
int col1_1 = fullBright ? FastColour.WhitePacked : lerp[aX1_Z1], col0_1 = fullBright ? FastColour.WhitePacked : lerp[aX0_Z1];
if (tinted) {
FastColour tint = BlockInfo.FogColour[curBlock];
col0_0 = Utils.Tint(col0_0, tint);
col1_0 = Utils.Tint(col1_0, tint);
col1_1 = Utils.Tint(col1_1, tint);
col0_1 = Utils.Tint(col0_1, tint);
}
int index = part.vIndex[Side.Top];
if (aX0_Z0 + aX1_Z1 > aX0_Z1 + aX1_Z0) {
part.vertices[index ] = new VertexP3fT2fC4b(x2 + (count - 1), y2, z1, u2, v1, col1_0);
part.vertices[index + 1] = new VertexP3fT2fC4b(x1, y2, z1, u1, v1, col0_0);
part.vertices[index + 2] = new VertexP3fT2fC4b(x1, y2, z2, u1, v2, col0_1);
part.vertices[index + 3] = new VertexP3fT2fC4b(x2 + (count - 1), y2, z2, u2, v2, col1_1);
} else {
part.vertices[index ] = new VertexP3fT2fC4b(x1, y2, z1, u1, v1, col0_0);
part.vertices[index + 1] = new VertexP3fT2fC4b(x1, y2, z2, u1, v2, col0_1);
part.vertices[index + 2] = new VertexP3fT2fC4b(x2 + (count - 1), y2, z2, u2, v2, col1_1);
part.vertices[index + 3] = new VertexP3fT2fC4b(x2 + (count - 1), y2, z1, u2, v1, col1_0);
}
part.vIndex[Side.Top] += 4;
}
int[] lerp = new int[5], lerpX = new int[5], lerpZ = new int[5], lerpY = new int[5];
protected override void PreStretchTiles(int x1, int y1, int z1) {
base.PreStretchTiles(x1, y1, z1);
for (int i = 0; i <= 4; i++) {
lerp[i] = Lerp(env.Shadow, env.Sun, i / 4f);
lerpX[i] = Lerp(env.ShadowXSide, env.SunXSide, i / 4f);
lerpZ[i] = Lerp(env.ShadowZSide, env.SunZSide, i / 4f);
lerpY[i] = Lerp(env.ShadowYBottom, env.SunYBottom, i / 4f);
}
}
static int Lerp(int a, int b, float t) {
int c = FastColour.BlackPacked;
c |= (byte)Utils.Lerp((a & 0xFF0000) >> 16, (b & 0xFF0000) >> 16, t) << 16;
c |= (byte)Utils.Lerp((a & 0x00FF00) >> 8, (b & 0x00FF00) >> 8, t) << 8;
c |= (byte)Utils.Lerp(a & 0x0000FF, b & 0x0000FF, t);
return c;
}
#region Light computation
int ComputeLightFlags(int x, int y, int z, int cIndex) {
if (fullBright) return (1 << xP1_yP1_zP1) - 1; // all faces fully bright
return
Lit(x - 1, y, z - 1, cIndex - 1 - 18) << xM1_yM1_zM1 |
Lit(x - 1, y, z, cIndex - 1) << xM1_yM1_zCC |
Lit(x - 1, y, z + 1, cIndex - 1 + 18) << xM1_yM1_zP1 |
Lit(x, y, z - 1, cIndex + 0 - 18) << xCC_yM1_zM1 |
Lit(x, y, z, cIndex + 0) << xCC_yM1_zCC |
Lit(x, y, z + 1 , cIndex + 0 + 18) << xCC_yM1_zP1 |
Lit(x + 1, y, z - 1, cIndex + 1 - 18) << xP1_yM1_zM1 |
Lit(x + 1, y, z, cIndex + 1) << xP1_yM1_zCC |
Lit(x + 1, y, z + 1, cIndex + 1 + 18) << xP1_yM1_zP1 ;
}
const int xM1_yM1_zM1 = 0, xM1_yCC_zM1 = 1, xM1_yP1_zM1 = 2;
const int xCC_yM1_zM1 = 3, xCC_yCC_zM1 = 4, xCC_yP1_zM1 = 5;
const int xP1_yM1_zM1 = 6, xP1_yCC_zM1 = 7, xP1_yP1_zM1 = 8;
const int xM1_yM1_zCC = 9, xM1_yCC_zCC = 10, xM1_yP1_zCC = 11;
const int xCC_yM1_zCC = 12, xCC_yCC_zCC = 13, xCC_yP1_zCC = 14;
const int xP1_yM1_zCC = 15, xP1_yCC_zCC = 16, xP1_yP1_zCC = 17;
const int xM1_yM1_zP1 = 18, xM1_yCC_zP1 = 19, xM1_yP1_zP1 = 20;
const int xCC_yM1_zP1 = 21, xCC_yCC_zP1 = 22, xCC_yP1_zP1 = 23;
const int xP1_yM1_zP1 = 24, xP1_yCC_zP1 = 25, xP1_yP1_zP1 = 26;
int Lit(int x, int y, int z, int cIndex) {
if (y < 0 || y >= height) return 7; // all faces lit
// TODO: check sides height (if sides > edges), check if edge block casts a shadow
if (x < 0 || z < 0 || x >= width || z >= length) {
return y >= edgeLevel ? 7 : y == (edgeLevel - 1) ? 6 : 0;
}
int flags = 0;
BlockID block = chunk[cIndex];
int lightHeight = light.heightmap[(z * width) + x];
lightFlags = BlockInfo.LightOffset[block];
// Use fact Light(Y.Bottom) == Light((Y - 1).Top)
int offset = (lightFlags >> Side.Bottom) & 1;
flags |= ((y - offset) > lightHeight ? 1 : 0);
// Light is same for all the horizontal faces
flags |= (y > lightHeight ? 2 : 0);
// Use fact Light((Y + 1).Bottom) == Light(Y.Top)
offset = (lightFlags >> Side.Top) & 1;
flags |= ((y - offset) >= lightHeight ? 4 : 0);
// Dynamic lighting
if (BlockInfo.FullBright[block]) flags |= 5;
if (BlockInfo.FullBright[chunk[cIndex + 324]]) flags |= 4;
if (BlockInfo.FullBright[chunk[cIndex - 324]]) flags |= 1;
return flags;
}
static int[] masks = new int[] {
// Left face
(1 << xM1_yM1_zM1) | (1 << xM1_yM1_zCC) | (1 << xM1_yM1_zP1) |
(1 << xM1_yCC_zM1) | (1 << xM1_yCC_zCC) | (1 << xM1_yCC_zP1) |
(1 << xM1_yP1_zM1) | (1 << xM1_yP1_zCC) | (1 << xM1_yP1_zP1),
// Right face
(1 << xP1_yM1_zM1) | (1 << xP1_yM1_zCC) | (1 << xP1_yM1_zP1) |
(1 << xP1_yP1_zM1) | (1 << xP1_yP1_zCC) | (1 << xP1_yP1_zP1) |
(1 << xP1_yCC_zM1) | (1 << xP1_yCC_zCC) | (1 << xP1_yCC_zP1),
// Front face
(1 << xM1_yM1_zM1) | (1 << xCC_yM1_zM1) | (1 << xP1_yM1_zM1) |
(1 << xM1_yCC_zM1) | (1 << xCC_yCC_zM1) | (1 << xP1_yCC_zM1) |
(1 << xM1_yP1_zM1) | (1 << xCC_yP1_zM1) | (1 << xP1_yP1_zM1),
// Back face
(1 << xM1_yM1_zP1) | (1 << xCC_yM1_zP1) | (1 << xP1_yM1_zP1) |
(1 << xM1_yCC_zP1) | (1 << xCC_yCC_zP1) | (1 << xP1_yCC_zP1) |
(1 << xM1_yP1_zP1) | (1 << xCC_yP1_zP1) | (1 << xP1_yP1_zP1),
// Bottom face
(1 << xM1_yM1_zM1) | (1 << xM1_yM1_zCC) | (1 << xM1_yM1_zP1) |
(1 << xCC_yM1_zM1) | (1 << xCC_yM1_zCC) | (1 << xCC_yM1_zP1) |
(1 << xP1_yM1_zM1) | (1 << xP1_yM1_zCC) | (1 << xP1_yM1_zP1),
// Top face
(1 << xM1_yP1_zM1) | (1 << xM1_yP1_zCC) | (1 << xM1_yP1_zP1) |
(1 << xCC_yP1_zM1) | (1 << xCC_yP1_zCC) | (1 << xCC_yP1_zP1) |
(1 << xP1_yP1_zM1) | (1 << xP1_yP1_zCC) | (1 << xP1_yP1_zP1),
};
#endregion
}
}