UnknownShadow200 f17fb36f06 Last few fixes
2018-04-01 21:50:41 +10:00

344 lines
12 KiB
C#

// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
//#define DEBUG_OCCLUSION
using System;
using ClassicalSharp.GraphicsAPI;
using ClassicalSharp.Map;
using ClassicalSharp.Renderers;
using OpenTK;
using BlockID = System.UInt16;
using BlockRaw = System.Byte;
namespace ClassicalSharp {
/// <summary> Class responsible for converting a 16x16x16 into an optimised mesh of vertices. </summary>
/// <remarks> This class is heavily optimised and as such may suffer from slightly unreadable code. </remarks>
public unsafe abstract partial class ChunkMeshBuilder {
protected int X, Y, Z;
protected BlockID curBlock;
protected World map;
protected IWorldLighting light;
protected WorldEnv env;
protected Game game;
protected const int chunkSize = 16, extChunkSize = 18;
protected const int chunkSize2 = 16 * 16, extChunkSize2 = 18 * 18;
protected const int chunkSize3 = 16 * 16 * 16, extChunkSize3 = 18 * 18 * 18;
public void Init(Game game) {
this.game = game;
game.Events.TerrainAtlasChanged += TerrainAtlasChanged;
}
protected internal int width, length, height, sidesLevel, edgeLevel;
protected int maxX, maxY, maxZ, chunkEndX, chunkEndZ;
protected int cIndex;
protected BlockID* chunk;
protected byte* counts;
protected int* bitFlags;
protected bool useBitFlags;
bool BuildChunk(int x1, int y1, int z1, ref bool allAir) {
light = game.Lighting;
PreStretchTiles(x1, y1, z1);
BlockID* chunkPtr = stackalloc BlockID[extChunkSize3]; chunk = chunkPtr;
byte* countsPtr = stackalloc byte[chunkSize3 * Side.Sides]; counts = countsPtr;
int* bitsPtr = stackalloc int[extChunkSize3]; bitFlags = bitsPtr;
MemUtils.memset((IntPtr)chunkPtr, 0, 0, extChunkSize3 * sizeof(BlockID));
bool allSolid = false;
fixed (BlockRaw* mapPtr = map.blocks) {
#if !ONLY_8BIT
if (BlockInfo.MaxDefined >= 256) {
ReadChunkData_16Bit(x1, y1, z1, mapPtr, ref allAir, ref allSolid);
} else {
ReadChunkData_8Bit(x1, y1, z1, mapPtr, ref allAir, ref allSolid);
}
#else
ReadChunkData_8Bit(x1, y1, z1, mapPtr, ref allAir, ref allSolid);
#endif
if (x1 == 0 || y1 == 0 || z1 == 0 || x1 + chunkSize >= width ||
y1 + chunkSize >= height || z1 + chunkSize >= length) allSolid = false;
if (allAir || allSolid) return false;
light.LightHint(x1 - 1, z1 - 1, mapPtr);
}
MemUtils.memset((IntPtr)countsPtr, 1, 0, chunkSize3 * Side.Sides);
int xMax = Math.Min(width, x1 + chunkSize);
int yMax = Math.Min(height, y1 + chunkSize);
int zMax = Math.Min(length, z1 + chunkSize);
chunkEndX = xMax; chunkEndZ = zMax;
Stretch(x1, y1, z1);
PostStretchTiles(x1, y1, z1);
for (int y = y1, yy = 0; y < yMax; y++, yy++) {
for (int z = z1, zz = 0; z < zMax; z++, zz++) {
int chunkIndex = (yy + 1) * extChunkSize2 + (zz + 1) * extChunkSize + (0 + 1);
for (int x = x1, xx = 0; x < xMax; x++, xx++) {
curBlock = chunk[chunkIndex];
if (BlockInfo.Draw[curBlock] != DrawType.Gas) {
int index = ((yy << 8) | (zz << 4) | xx) * Side.Sides;
X = x; Y = y; Z = z;
cIndex = chunkIndex;
RenderTile(index);
}
chunkIndex++;
}
}
}
return true;
}
void ReadChunkData_8Bit(int x1, int y1, int z1, BlockRaw* mapPtr, ref bool outAllAir, ref bool outAllSolid) { // only assign this variable once
bool allAir = true, allSolid = true;
for (int yy = -1; yy < 17; yy++) {
int y = yy + y1;
if (y < 0) continue;
if (y >= height) break;
for (int zz = -1; zz < 17; zz++) {
int z = zz + z1;
if (z < 0) continue;
if (z >= length) break;
int index = (y * length + z) * width + (x1 - 1 - 1);
int chunkIndex = (yy + 1) * extChunkSize2 + (zz + 1) * extChunkSize + (-1 + 1) - 1;
for (int xx = -1; xx < 17; xx++) {
int x = xx + x1;
index++;
chunkIndex++;
if (x < 0) continue;
if (x >= width) break;
BlockID rawBlock = mapPtr[index];
allAir = allAir && BlockInfo.Draw[rawBlock] == DrawType.Gas;
allSolid = allSolid && BlockInfo.FullOpaque[rawBlock];
chunk[chunkIndex] = rawBlock;
}
}
outAllAir = allAir; outAllSolid = allSolid;
}
}
#if !ONLY_8BIT
void ReadChunkData_16Bit(int x1, int y1, int z1, BlockRaw* mapPtr, ref bool outAllAir, ref bool outAllSolid) { // only assign this variable once
bool allAir = true, allSolid = true;
fixed (BlockRaw* mapPtr2 = map.blocks2) {
for (int yy = -1; yy < 17; yy++) {
int y = yy + y1;
if (y < 0) continue;
if (y >= height) break;
for (int zz = -1; zz < 17; zz++) {
int z = zz + z1;
if (z < 0) continue;
if (z >= length) break;
int index = (y * length + z) * width + (x1 - 1 - 1);
int chunkIndex = (yy + 1) * extChunkSize2 + (zz + 1) * extChunkSize + (-1 + 1) - 1;
for (int xx = -1; xx < 17; xx++) {
int x = xx + x1;
index++;
chunkIndex++;
if (x < 0) continue;
if (x >= width) break;
BlockID rawBlock = (BlockID)(mapPtr[index] | (mapPtr2[index] << 8));
allAir = allAir && BlockInfo.Draw[rawBlock] == DrawType.Gas;
allSolid = allSolid && BlockInfo.FullOpaque[rawBlock];
chunk[chunkIndex] = rawBlock;
}
}
outAllAir = allAir; outAllSolid = allSolid;
}
}
}
#endif
public void MakeChunk(ChunkInfo info) {
int x = info.CentreX - 8, y = info.CentreY - 8, z = info.CentreZ - 8;
if (!BuildChunk(x, y, z, ref info.AllAir)) return;
for (int i = 0; i < arraysCount; i++) {
SetPartInfo(normalParts[i], i, ref info.NormalParts);
SetPartInfo(translucentParts[i], i, ref info.TranslucentParts);
}
#if OCCLUSION
if (info.NormalParts != null || info.TranslucentParts != null)
info.occlusionFlags = (byte)ComputeOcclusion();
#endif
}
void SetPartInfo(DrawInfo part, int i, ref ChunkPartInfo[] parts) {
int vertCount = part.VerticesCount();
if (vertCount == 0) return;
ChunkPartInfo info;
fixed (VertexP3fT2fC4b* ptr = part.vertices) {
// add an extra element to fix crashing on some GPUs
info.VbId = game.Graphics.CreateVb((IntPtr)ptr, VertexFormat.P3fT2fC4b, vertCount + 1);
}
info.VerticesCount = vertCount;
info.LeftCount = (ushort)part.vCount[Side.Left];
info.RightCount = (ushort)part.vCount[Side.Right];
info.FrontCount = (ushort)part.vCount[Side.Front];
info.BackCount = (ushort)part.vCount[Side.Back];
info.BottomCount = (ushort)part.vCount[Side.Bottom];
info.TopCount = (ushort)part.vCount[Side.Top];
info.SpriteCount = part.spriteCount;
// Lazy initalize part arrays so we can save time in MapRenderer for chunks that only contain 1 or 2 part types.
if (parts == null)
parts = new ChunkPartInfo[arraysCount];
parts[i] = info;
}
void Stretch(int x1, int y1, int z1) {
int xMax = Math.Min(width, x1 + chunkSize);
int yMax = Math.Min(height, y1 + chunkSize);
int zMax = Math.Min(length, z1 + chunkSize);
#if OCCLUSION
int flags = ComputeOcclusion();
#endif
#if DEBUG_OCCLUSION
FastColour col = new FastColour(60, 60, 60, 255);
if ((flags & 1) != 0) col.R = 255; // x
if ((flags & 4) != 0) col.G = 255; // y
if ((flags & 2) != 0) col.B = 255; // z
map.Sunlight = map.Shadowlight = col;
map.SunlightXSide = map.ShadowlightXSide = col;
map.SunlightZSide = map.ShadowlightZSide = col;
map.SunlightYBottom = map.ShadowlightYBottom = col;
#endif
byte[] hidden = BlockInfo.hidden;
for (int y = y1, yy = 0; y < yMax; y++, yy++) {
for (int z = z1, zz = 0; z < zMax; z++, zz++) {
int cIndex = (yy + 1) * extChunkSize2 + (zz + 1) * extChunkSize + (-1 + 1);
for (int x = x1, xx = 0; x < xMax; x++, xx++) {
cIndex++;
BlockID b = chunk[cIndex];
if (BlockInfo.Draw[b] == DrawType.Gas) continue;
int index = ((yy << 8) | (zz << 4) | xx) * Side.Sides;
// Sprites only use one face to indicate stretching count, so we can take a shortcut here.
// Note that sprites are not drawn with any of the DrawXFace, they are drawn using DrawSprite.
if (BlockInfo.Draw[b] == DrawType.Sprite) {
index += Side.Top;
if (counts[index] != 0) {
X = x; Y = y; Z = z;
AddSpriteVertices(b);
counts[index] = 1;
}
continue;
}
X = x; Y = y; Z = z;
fullBright = BlockInfo.FullBright[b];
int tileIdx = b * BlockInfo.Count;
// All of these function calls are inlined as they can be called tens of millions to hundreds of millions of times.
if (counts[index] == 0 ||
(x == 0 && (y < sidesLevel || (b >= Block.Water && b <= Block.StillLava && y < edgeLevel))) ||
(x != 0 && (hidden[tileIdx + chunk[cIndex - 1]] & (1 << Side.Left)) != 0)) {
counts[index] = 0;
} else {
int count = StretchZ(index, x, y, z, cIndex, b, Side.Left);
AddVertices(b, Side.Left); counts[index] = (byte)count;
}
index++;
if (counts[index] == 0 ||
(x == maxX && (y < sidesLevel || (b >= Block.Water && b <= Block.StillLava && y < edgeLevel))) ||
(x != maxX && (hidden[tileIdx + chunk[cIndex + 1]] & (1 << Side.Right)) != 0)) {
counts[index] = 0;
} else {
int count = StretchZ(index, x, y, z, cIndex, b, Side.Right);
AddVertices(b, Side.Right); counts[index] = (byte)count;
}
index++;
if (counts[index] == 0 ||
(z == 0 && (y < sidesLevel || (b >= Block.Water && b <= Block.StillLava && y < edgeLevel))) ||
(z != 0 && (hidden[tileIdx + chunk[cIndex - 18]] & (1 << Side.Front)) != 0)) {
counts[index] = 0;
} else {
int count = StretchX(index, x, y, z, cIndex, b, Side.Front);
AddVertices(b, Side.Front); counts[index] = (byte)count;
}
index++;
if (counts[index] == 0 ||
(z == maxZ && (y < sidesLevel || (b >= Block.Water && b <= Block.StillLava && y < edgeLevel))) ||
(z != maxZ && (hidden[tileIdx + chunk[cIndex + 18]] & (1 << Side.Back)) != 0)) {
counts[index] = 0;
} else {
int count = StretchX(index, x, y, z, cIndex, b, Side.Back);
AddVertices(b, Side.Back); counts[index] = (byte)count;
}
index++;
if (counts[index] == 0 || y == 0 ||
(hidden[tileIdx + chunk[cIndex - 324]] & (1 << Side.Bottom)) != 0) {
counts[index] = 0;
} else {
int count = StretchX(index, x, y, z, cIndex, b, Side.Bottom);
AddVertices(b, Side.Bottom); counts[index] = (byte)count;
}
index++;
if (counts[index] == 0 ||
(hidden[tileIdx + chunk[cIndex + 324]] & (1 << Side.Top)) != 0) {
counts[index] = 0;
} else if (b < Block.Water || b > Block.StillLava) {
int count = StretchX(index, x, y, z, cIndex, b, Side.Top);
AddVertices(b, Side.Top); counts[index] = (byte)count;
} else {
int count = StretchXLiquid(index, x, y, z, cIndex, b);
if (count > 0) AddVertices(b, Side.Top);
counts[index] = (byte)count;
}
}
}
}
}
protected abstract int StretchXLiquid(int countIndex, int x, int y, int z, int chunkIndex, BlockID block);
protected abstract int StretchX(int countIndex, int x, int y, int z, int chunkIndex, BlockID block, int face);
protected abstract int StretchZ(int countIndex, int x, int y, int z, int chunkIndex, BlockID block, int face);
protected static int[] offsets = { -1, 1, -extChunkSize, extChunkSize, -extChunkSize2, extChunkSize2 };
protected bool OccludedLiquid(int chunkIndex) {
chunkIndex += 324;
return
BlockInfo.FullOpaque[chunk[chunkIndex]]
&& BlockInfo.Draw[chunk[chunkIndex - 18]] != DrawType.Gas
&& BlockInfo.Draw[chunk[chunkIndex - 1]] != DrawType.Gas
&& BlockInfo.Draw[chunk[chunkIndex + 1]] != DrawType.Gas
&& BlockInfo.Draw[chunk[chunkIndex + 18]] != DrawType.Gas;
}
public void OnNewMapLoaded() {
map = game.World;
env = game.World.Env;
width = map.Width; height = map.Height; length = map.Length;
maxX = width - 1; maxY = height - 1; maxZ = length - 1;
sidesLevel = Math.Max(0, game.World.Env.SidesHeight);
edgeLevel = Math.Max(0, game.World.Env.EdgeHeight);
}
}
public struct ChunkPartInfo {
public int VbId, VerticesCount, SpriteCount;
public ushort LeftCount, RightCount, FrontCount, BackCount, BottomCount, TopCount;
}
}