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