mirror of
https://github.com/ClassiCube/ClassiCube.git
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486 lines
23 KiB
C#
486 lines
23 KiB
C#
// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
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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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using BlockID = System.UInt16;
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namespace ClassicalSharp {
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public unsafe sealed class AdvLightingMeshBuilder : ChunkMeshBuilder {
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Vector3 minBB, maxBB;
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bool isTranslucent;
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int initBitFlags, lightFlags;
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float x1, y1, z1, x2, y2, z2;
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protected override int StretchXLiquid(int countIndex, int x, int y, int z, int chunkIndex, BlockID block) {
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if (OccludedLiquid(chunkIndex)) return 0;
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initBitFlags = ComputeLightFlags(x, y, z, chunkIndex);
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bitFlags[chunkIndex] = initBitFlags;
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int count = 1;
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x++;
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chunkIndex++;
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countIndex += Side.Sides;
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bool stretchTile = (BlockInfo.CanStretch[block] & (1 << Side.Top)) != 0;
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while (x < chunkEndX && stretchTile && CanStretch(block, chunkIndex, x, y, z, Side.Top) && !OccludedLiquid(chunkIndex)) {
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counts[countIndex] = 0;
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count++;
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x++;
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chunkIndex++;
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countIndex += Side.Sides;
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}
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return count;
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}
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protected override int StretchX(int countIndex, int x, int y, int z, int chunkIndex, BlockID block, int face) {
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initBitFlags = ComputeLightFlags(x, y, z, chunkIndex);
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bitFlags[chunkIndex] = initBitFlags;
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int count = 1;
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x++;
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chunkIndex++;
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countIndex += Side.Sides;
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bool stretchTile = (BlockInfo.CanStretch[block] & (1 << face)) != 0;
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while (x < chunkEndX && stretchTile && CanStretch(block, chunkIndex, x, y, z, face)) {
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counts[countIndex] = 0;
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count++;
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x++;
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chunkIndex++;
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countIndex += Side.Sides;
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}
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return count;
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}
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protected override int StretchZ(int countIndex, int x, int y, int z, int chunkIndex, BlockID block, int face) {
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initBitFlags = ComputeLightFlags(x, y, z, chunkIndex);
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bitFlags[chunkIndex] = initBitFlags;
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int count = 1;
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z++;
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chunkIndex += extChunkSize;
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countIndex += chunkSize * Side.Sides;
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bool stretchTile = (BlockInfo.CanStretch[block] & (1 << face)) != 0;
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while (z < chunkEndZ && stretchTile && CanStretch(block, chunkIndex, x, y, z, face)) {
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counts[countIndex] = 0;
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count++;
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z++;
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chunkIndex += extChunkSize;
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countIndex += chunkSize * Side.Sides;
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}
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return count;
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}
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bool CanStretch(BlockID initialBlock, int chunkIndex, int x, int y, int z, int face) {
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BlockID rawBlock = chunk[chunkIndex];
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bitFlags[chunkIndex] = ComputeLightFlags(x, y, z, chunkIndex);
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return rawBlock == initialBlock
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&& !BlockInfo.IsFaceHidden(rawBlock, chunk[chunkIndex + offsets[face]], face)
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&& (initBitFlags == bitFlags[chunkIndex]
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// Check that this face is either fully bright or fully in shadow
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&& (initBitFlags == 0 || (initBitFlags & masks[face]) == masks[face]));
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}
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protected override void RenderTile(int index) {
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if (BlockInfo.Draw[curBlock] == DrawType.Sprite) {
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fullBright = BlockInfo.FullBright[curBlock];
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tinted = BlockInfo.Tinted[curBlock];
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int count = counts[index + Side.Top];
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if (count != 0) DrawSprite(count);
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return;
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}
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int leftCount = counts[index++], rightCount = counts[index++],
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frontCount = counts[index++], backCount = counts[index++],
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bottomCount = counts[index++], topCount = counts[index++];
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if (leftCount == 0 && rightCount == 0 && frontCount == 0 &&
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backCount == 0 && bottomCount == 0 && topCount == 0) return;
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fullBright = BlockInfo.FullBright[curBlock];
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isTranslucent = BlockInfo.Draw[curBlock] == DrawType.Translucent;
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lightFlags = BlockInfo.LightOffset[curBlock];
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tinted = BlockInfo.Tinted[curBlock];
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Vector3 min = BlockInfo.RenderMinBB[curBlock], max = BlockInfo.RenderMaxBB[curBlock];
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x1 = X + min.X; y1 = Y + min.Y; z1 = Z + min.Z;
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x2 = X + max.X; y2 = Y + max.Y; z2 = Z + max.Z;
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this.minBB = BlockInfo.MinBB[curBlock]; this.maxBB = BlockInfo.MaxBB[curBlock];
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minBB.Y = 1 - minBB.Y; maxBB.Y = 1 - maxBB.Y;
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if (leftCount != 0) DrawLeftFace(leftCount);
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if (rightCount != 0) DrawRightFace(rightCount);
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if (frontCount != 0) DrawFrontFace(frontCount);
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if (backCount != 0) DrawBackFace(backCount);
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if (bottomCount != 0) DrawBottomFace(bottomCount);
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if (topCount != 0) DrawTopFace(topCount);
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}
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void DrawLeftFace(int count) {
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int texId = BlockInfo.textures[curBlock * Side.Sides + Side.Left];
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int i = texId / elementsPerAtlas1D;
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float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize;
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int offset = (lightFlags >> Side.Left) & 1;
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float u1 = minBB.Z, u2 = (count - 1) + maxBB.Z * 15.99f/16f;
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float v1 = vOrigin + maxBB.Y * invVerElementSize;
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float v2 = vOrigin + minBB.Y * invVerElementSize * 15.99f/16f;
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DrawInfo part = isTranslucent ? translucentParts[i] : normalParts[i];
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int F = bitFlags[cIndex];
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int aY0_Z0 = ((F >> xM1_yM1_zM1) & 1) + ((F >> xM1_yCC_zM1) & 1) + ((F >> xM1_yM1_zCC) & 1) + ((F >> xM1_yCC_zCC) & 1);
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int aY0_Z1 = ((F >> xM1_yM1_zP1) & 1) + ((F >> xM1_yCC_zP1) & 1) + ((F >> xM1_yM1_zCC) & 1) + ((F >> xM1_yCC_zCC) & 1);
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int aY1_Z0 = ((F >> xM1_yP1_zM1) & 1) + ((F >> xM1_yCC_zM1) & 1) + ((F >> xM1_yP1_zCC) & 1) + ((F >> xM1_yCC_zCC) & 1);
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int aY1_Z1 = ((F >> xM1_yP1_zP1) & 1) + ((F >> xM1_yCC_zP1) & 1) + ((F >> xM1_yP1_zCC) & 1) + ((F >> xM1_yCC_zCC) & 1);
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int col0_0 = fullBright ? FastColour.WhitePacked : lerpX[aY0_Z0], col1_0 = fullBright ? FastColour.WhitePacked : lerpX[aY1_Z0];
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int col1_1 = fullBright ? FastColour.WhitePacked : lerpX[aY1_Z1], col0_1 = fullBright ? FastColour.WhitePacked : lerpX[aY0_Z1];
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if (tinted) {
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FastColour tint = BlockInfo.FogColour[curBlock];
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col0_0 = Utils.Tint(col0_0, tint);
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col1_0 = Utils.Tint(col1_0, tint);
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col1_1 = Utils.Tint(col1_1, tint);
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col0_1 = Utils.Tint(col0_1, tint);
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}
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int index = part.vIndex[Side.Left];
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if (aY0_Z0 + aY1_Z1 > aY0_Z1 + aY1_Z0) {
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part.vertices[index ] = new VertexP3fT2fC4b(x1, y2, z1, u1, v1, col1_0);
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part.vertices[index + 1] = new VertexP3fT2fC4b(x1, y1, z1, u1, v2, col0_0);
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part.vertices[index + 2] = new VertexP3fT2fC4b(x1, y1, z2 + (count - 1), u2, v2, col0_1);
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part.vertices[index + 3] = new VertexP3fT2fC4b(x1, y2, z2 + (count - 1), u2, v1, col1_1);
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} else {
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part.vertices[index ] = new VertexP3fT2fC4b(x1, y2, z2 + (count - 1), u2, v1, col1_1);
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part.vertices[index + 1] = new VertexP3fT2fC4b(x1, y2, z1, u1, v1, col1_0);
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part.vertices[index + 2] = new VertexP3fT2fC4b(x1, y1, z1, u1, v2, col0_0);
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part.vertices[index + 3] = new VertexP3fT2fC4b(x1, y1, z2 + (count - 1), u2, v2, col0_1);
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}
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part.vIndex[Side.Left] += 4;
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}
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void DrawRightFace(int count) {
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int texId = BlockInfo.textures[curBlock * Side.Sides + Side.Right];
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int i = texId / elementsPerAtlas1D;
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float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize;
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int offset = (lightFlags >> Side.Right) & 1;
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float u1 = (count - minBB.Z), u2 = (1 - maxBB.Z) * 15.99f/16f;
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float v1 = vOrigin + maxBB.Y * invVerElementSize;
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float v2 = vOrigin + minBB.Y * invVerElementSize * 15.99f/16f;
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DrawInfo part = isTranslucent ? translucentParts[i] : normalParts[i];
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int F = bitFlags[cIndex];
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int aY0_Z0 = ((F >> xP1_yM1_zM1) & 1) + ((F >> xP1_yCC_zM1) & 1) + ((F >> xP1_yM1_zCC) & 1) + ((F >> xP1_yCC_zCC) & 1);
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int aY0_Z1 = ((F >> xP1_yM1_zP1) & 1) + ((F >> xP1_yCC_zP1) & 1) + ((F >> xP1_yM1_zCC) & 1) + ((F >> xP1_yCC_zCC) & 1);
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int aY1_Z0 = ((F >> xP1_yP1_zM1) & 1) + ((F >> xP1_yCC_zM1) & 1) + ((F >> xP1_yP1_zCC) & 1) + ((F >> xP1_yCC_zCC) & 1);
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int aY1_Z1 = ((F >> xP1_yP1_zP1) & 1) + ((F >> xP1_yCC_zP1) & 1) + ((F >> xP1_yP1_zCC) & 1) + ((F >> xP1_yCC_zCC) & 1);
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int col0_0 = fullBright ? FastColour.WhitePacked : lerpX[aY0_Z0], col1_0 = fullBright ? FastColour.WhitePacked : lerpX[aY1_Z0];
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int col1_1 = fullBright ? FastColour.WhitePacked : lerpX[aY1_Z1], col0_1 = fullBright ? FastColour.WhitePacked : lerpX[aY0_Z1];
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if (tinted) {
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FastColour tint = BlockInfo.FogColour[curBlock];
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col0_0 = Utils.Tint(col0_0, tint);
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col1_0 = Utils.Tint(col1_0, tint);
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col1_1 = Utils.Tint(col1_1, tint);
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col0_1 = Utils.Tint(col0_1, tint);
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}
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int index = part.vIndex[Side.Right];
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if (aY0_Z0 + aY1_Z1 > aY0_Z1 + aY1_Z0) {
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part.vertices[index ] = new VertexP3fT2fC4b(x2, y2, z1, u1, v1, col1_0);
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part.vertices[index + 1] = new VertexP3fT2fC4b(x2, y2, z2 + (count - 1), u2, v1, col1_1);
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part.vertices[index + 2] = new VertexP3fT2fC4b(x2, y1, z2 + (count - 1), u2, v2, col0_1);
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part.vertices[index + 3] = new VertexP3fT2fC4b(x2, y1, z1, u1, v2, col0_0);
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} else {
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part.vertices[index ] = new VertexP3fT2fC4b(x2, y2, z2 + (count - 1), u2, v1, col1_1);
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part.vertices[index + 1] = new VertexP3fT2fC4b(x2, y1, z2 + (count - 1), u2, v2, col0_1);
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part.vertices[index + 2] = new VertexP3fT2fC4b(x2, y1, z1, u1, v2, col0_0);
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part.vertices[index + 3] = new VertexP3fT2fC4b(x2, y2, z1, u1, v1, col1_0);
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}
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part.vIndex[Side.Right] += 4;
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}
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void DrawFrontFace(int count) {
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int texId = BlockInfo.textures[curBlock * Side.Sides + Side.Front];
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int i = texId / elementsPerAtlas1D;
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float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize;
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int offset = (lightFlags >> Side.Front) & 1;
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float u1 = (count - minBB.X), u2 = (1 - maxBB.X) * 15.99f/16f;
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float v1 = vOrigin + maxBB.Y * invVerElementSize;
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float v2 = vOrigin + minBB.Y * invVerElementSize * 15.99f/16f;
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DrawInfo part = isTranslucent ? translucentParts[i] : normalParts[i];
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int F = bitFlags[cIndex];
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int aX0_Y0 = ((F >> xM1_yM1_zM1) & 1) + ((F >> xM1_yCC_zM1) & 1) + ((F >> xCC_yM1_zM1) & 1) + ((F >> xCC_yCC_zM1) & 1);
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int aX0_Y1 = ((F >> xM1_yP1_zM1) & 1) + ((F >> xM1_yCC_zM1) & 1) + ((F >> xCC_yP1_zM1) & 1) + ((F >> xCC_yCC_zM1) & 1);
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int aX1_Y0 = ((F >> xP1_yM1_zM1) & 1) + ((F >> xP1_yCC_zM1) & 1) + ((F >> xCC_yM1_zM1) & 1) + ((F >> xCC_yCC_zM1) & 1);
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int aX1_Y1 = ((F >> xP1_yP1_zM1) & 1) + ((F >> xP1_yCC_zM1) & 1) + ((F >> xCC_yP1_zM1) & 1) + ((F >> xCC_yCC_zM1) & 1);
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int col0_0 = fullBright ? FastColour.WhitePacked : lerpZ[aX0_Y0], col1_0 = fullBright ? FastColour.WhitePacked : lerpZ[aX1_Y0];
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int col1_1 = fullBright ? FastColour.WhitePacked : lerpZ[aX1_Y1], col0_1 = fullBright ? FastColour.WhitePacked : lerpZ[aX0_Y1];
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if (tinted) {
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FastColour tint = BlockInfo.FogColour[curBlock];
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col0_0 = Utils.Tint(col0_0, tint);
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col1_0 = Utils.Tint(col1_0, tint);
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col1_1 = Utils.Tint(col1_1, tint);
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col0_1 = Utils.Tint(col0_1, tint);
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}
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int index = part.vIndex[Side.Front];
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if (aX1_Y1 + aX0_Y0 > aX0_Y1 + aX1_Y0) {
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part.vertices[index ] = new VertexP3fT2fC4b(x2 + (count - 1), y1, z1, u2, v2, col1_0);
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part.vertices[index + 1] = new VertexP3fT2fC4b(x1, y1, z1, u1, v2, col0_0);
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part.vertices[index + 2] = new VertexP3fT2fC4b(x1, y2, z1, u1, v1, col0_1);
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part.vertices[index + 3] = new VertexP3fT2fC4b(x2 + (count - 1), y2, z1, u2, v1, col1_1);
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} else {
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part.vertices[index ] = new VertexP3fT2fC4b(x1, y1, z1, u1, v2, col0_0);
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part.vertices[index + 1] = new VertexP3fT2fC4b(x1, y2, z1, u1, v1, col0_1);
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part.vertices[index + 2] = new VertexP3fT2fC4b(x2 + (count - 1), y2, z1, u2, v1, col1_1);
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part.vertices[index + 3] = new VertexP3fT2fC4b(x2 + (count - 1), y1, z1, u2, v2, col1_0);
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}
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part.vIndex[Side.Front] += 4;
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}
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void DrawBackFace(int count) {
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int texId = BlockInfo.textures[curBlock * Side.Sides + Side.Back];
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int i = texId / elementsPerAtlas1D;
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float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize;
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int offset = (lightFlags >> Side.Back) & 1;
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float u1 = minBB.X, u2 = (count - 1) + maxBB.X * 15.99f/16f;
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float v1 = vOrigin + maxBB.Y * invVerElementSize;
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float v2 = vOrigin + minBB.Y * invVerElementSize * 15.99f/16f;
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DrawInfo part = isTranslucent ? translucentParts[i] : normalParts[i];
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int F = bitFlags[cIndex];
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int aX0_Y0 = ((F >> xM1_yM1_zP1) & 1) + ((F >> xM1_yCC_zP1) & 1) + ((F >> xCC_yM1_zP1) & 1) + ((F >> xCC_yCC_zP1) & 1);
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int aX1_Y0 = ((F >> xP1_yM1_zP1) & 1) + ((F >> xP1_yCC_zP1) & 1) + ((F >> xCC_yM1_zP1) & 1) + ((F >> xCC_yCC_zP1) & 1);
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int aX0_Y1 = ((F >> xM1_yP1_zP1) & 1) + ((F >> xM1_yCC_zP1) & 1) + ((F >> xCC_yP1_zP1) & 1) + ((F >> xCC_yCC_zP1) & 1);
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int aX1_Y1 = ((F >> xP1_yP1_zP1) & 1) + ((F >> xP1_yCC_zP1) & 1) + ((F >> xCC_yP1_zP1) & 1) + ((F >> xCC_yCC_zP1) & 1);
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int col1_1 = fullBright ? FastColour.WhitePacked : lerpZ[aX1_Y1], col1_0 = fullBright ? FastColour.WhitePacked : lerpZ[aX1_Y0];
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int col0_0 = fullBright ? FastColour.WhitePacked : lerpZ[aX0_Y0], col0_1 = fullBright ? FastColour.WhitePacked : lerpZ[aX0_Y1];
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if (tinted) {
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FastColour tint = BlockInfo.FogColour[curBlock];
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col0_0 = Utils.Tint(col0_0, tint);
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col1_0 = Utils.Tint(col1_0, tint);
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col1_1 = Utils.Tint(col1_1, tint);
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col0_1 = Utils.Tint(col0_1, tint);
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}
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int index = part.vIndex[Side.Back];
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if (aX1_Y1 + aX0_Y0 > aX0_Y1 + aX1_Y0) {
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part.vertices[index ] = new VertexP3fT2fC4b(x1, y2, z2, u1, v1, col0_1);
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part.vertices[index + 1] = new VertexP3fT2fC4b(x1, y1, z2, u1, v2, col0_0);
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part.vertices[index + 2] = new VertexP3fT2fC4b(x2 + (count - 1), y1, z2, u2, v2, col1_0);
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part.vertices[index + 3] = new VertexP3fT2fC4b(x2 + (count - 1), y2, z2, u2, v1, col1_1);
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} else {
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part.vertices[index ] = new VertexP3fT2fC4b(x2 + (count - 1), y2, z2, u2, v1, col1_1);
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part.vertices[index + 1] = new VertexP3fT2fC4b(x1, y2, z2, u1, v1, col0_1);
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part.vertices[index + 2] = new VertexP3fT2fC4b(x1, y1, z2, u1, v2, col0_0);
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part.vertices[index + 3] = new VertexP3fT2fC4b(x2 + (count - 1), y1, z2, u2, v2, col1_0);
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}
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part.vIndex[Side.Back] += 4;
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}
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void DrawBottomFace(int count) {
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int texId = BlockInfo.textures[curBlock * Side.Sides + Side.Bottom];
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int i = texId / elementsPerAtlas1D;
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float vOrigin = (texId % elementsPerAtlas1D) * invVerElementSize;
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int offset = (lightFlags >> Side.Bottom) & 1;
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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
|
|
}
|
|
} |