mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-22 12:03:01 -04:00
181 lines
6.5 KiB
C#
181 lines
6.5 KiB
C#
// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
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using System;
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using ClassicalSharp.Generator;
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using ClassicalSharp.GraphicsAPI;
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using ClassicalSharp.Textures;
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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 partial class ChunkMeshBuilder {
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protected DrawInfo[] normalParts, translucentParts;
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protected int arraysCount = 0;
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protected bool fullBright, tinted;
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protected float invVerElementSize;
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protected int elementsPerAtlas1D;
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void TerrainAtlasChanged(object sender, EventArgs e) {
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int newArraysCount = TerrainAtlas1D.TexIds.Length;
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if (arraysCount == newArraysCount) return;
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arraysCount = newArraysCount;
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Array.Resize(ref normalParts, arraysCount);
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Array.Resize(ref translucentParts, arraysCount);
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for (int i = 0; i < normalParts.Length; i++) {
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if (normalParts[i] != null) continue;
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normalParts[i] = new DrawInfo();
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translucentParts[i] = new DrawInfo();
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}
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}
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public void Dispose() {
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game.Events.TerrainAtlasChanged -= TerrainAtlasChanged;
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}
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protected class DrawInfo {
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public VertexP3fT2fC4b[] vertices;
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public int[] vIndex = new int[6], vCount = new int[6];
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public int spriteCount, sIndex, sAdvance;
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public int VerticesCount() {
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int count = spriteCount;
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for (int i = 0; i < vCount.Length; i++) { count += vCount[i]; }
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return count;
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}
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public void ExpandToCapacity() {
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int vertsCount = VerticesCount();
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if (vertices == null || (vertsCount + 2) > vertices.Length) {
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vertices = new VertexP3fT2fC4b[vertsCount + 2];
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// ensure buffer is up to 64 bits aligned for last element
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}
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sIndex = 0;
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sAdvance = spriteCount / 4;
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vIndex[Side.Left] = spriteCount;
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vIndex[Side.Right] = vIndex[Side.Left] + vCount[Side.Left];
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vIndex[Side.Front] = vIndex[Side.Right] + vCount[Side.Right];
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vIndex[Side.Back] = vIndex[Side.Front] + vCount[Side.Front];
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vIndex[Side.Bottom] = vIndex[Side.Back] + vCount[Side.Back];
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vIndex[Side.Top] = vIndex[Side.Bottom] + vCount[Side.Bottom];
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}
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public void ResetState() {
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spriteCount = 0; sIndex = 0; sAdvance = 0;
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for (int i = 0; i < Side.Sides; i++) {
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vIndex[i] = 0; vCount[i] = 0;
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}
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}
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}
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protected abstract void RenderTile(int index);
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protected virtual void PreStretchTiles(int x1, int y1, int z1) {
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invVerElementSize = TerrainAtlas1D.invElementSize;
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elementsPerAtlas1D = TerrainAtlas1D.elementsPerAtlas1D;
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arraysCount = TerrainAtlas1D.TexIds.Length;
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if (normalParts == null) {
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normalParts = new DrawInfo[arraysCount];
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translucentParts = new DrawInfo[arraysCount];
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for (int i = 0; i < normalParts.Length; i++) {
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normalParts[i] = new DrawInfo();
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translucentParts[i] = new DrawInfo();
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}
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} else {
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for (int i = 0; i < normalParts.Length; i++) {
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normalParts[i].ResetState();
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translucentParts[i].ResetState();
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}
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}
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}
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protected virtual void PostStretchTiles(int x1, int y1, int z1) {
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for (int i = 0; i < normalParts.Length; i++) {
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normalParts[i].ExpandToCapacity();
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translucentParts[i].ExpandToCapacity();
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}
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}
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void AddSpriteVertices(BlockID block) {
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int i = TerrainAtlas1D.Get1DIndex(BlockInfo.GetTextureLoc(block, Side.Left));
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DrawInfo part = normalParts[i];
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part.spriteCount += 4 * 4;
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}
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void AddVertices(BlockID block, int face) {
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int i = TerrainAtlas1D.Get1DIndex(BlockInfo.GetTextureLoc(block, face));
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DrawInfo part = BlockInfo.Draw[block] == DrawType.Translucent ? translucentParts[i] : normalParts[i];
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part.vCount[face] += 4;
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}
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static JavaRandom spriteRng = new JavaRandom(0);
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protected virtual void DrawSprite(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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float x1 = X + 2.50f/16, y1 = Y, z1 = Z + 2.50f/16;
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float x2 = X + 13.5f/16, y2 = Y + 1, z2 = Z + 13.5f/16;
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const float u1 = 0, u2 = 15.99f/16f;
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float v1 = vOrigin, v2 = vOrigin + invVerElementSize * 15.99f/16f;
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byte offsetType = BlockInfo.SpriteOffset[curBlock];
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if (offsetType >= 6 && offsetType <= 7) {
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spriteRng.SetSeed((X + 1217 * Z) & 0x7fffffff);
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float valX = spriteRng.Next(-3, 3 + 1) / 16.0f;
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float valY = spriteRng.Next(0, 3 + 1) / 16.0f;
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float valZ = spriteRng.Next(-3, 3 + 1) / 16.0f;
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const float stretch = 1.7f / 16.0f;
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x1 += valX - stretch; x2 += valX + stretch;
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z1 += valZ - stretch; z2 += valZ + stretch;
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if (offsetType == 7) { y1 -= valY; y2 -= valY; }
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}
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DrawInfo part = normalParts[i];
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int col = fullBright ? FastColour.WhitePacked : light.LightCol_Sprite_Fast(X, Y, Z);
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if (tinted) col = TintBlock(curBlock, col);
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VertexP3fT2fC4b v; v.Colour = col;
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// Draw Z axis
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int index = part.sIndex;
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v.X = x1; v.Y = y1; v.Z = z1; v.U = u2; v.V = v2; part.vertices[index + 0] = v;
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v.Y = y2; v.V = v1; part.vertices[index + 1] = v;
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v.X = x2; v.Z = z2; v.U = u1; part.vertices[index + 2] = v;
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v.Y = y1; v.V = v2; part.vertices[index + 3] = v;
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// Draw Z axis mirrored
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index += part.sAdvance;
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v.X = x2; v.Y = y1; v.Z = z2; v.U = u2; part.vertices[index + 0] = v;
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v.Y = y2; v.V = v1; part.vertices[index + 1] = v;
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v.X = x1; v.Z = z1; v.U = u1; part.vertices[index + 2] = v;
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v.Y = y1; v.V = v2; part.vertices[index + 3] = v;
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// Draw X axis
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index += part.sAdvance;
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v.X = x1; v.Y = y1; v.Z = z2; v.U = u2; part.vertices[index + 0] = v;
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v.Y = y2; v.V = v1; part.vertices[index + 1] = v;
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v.X = x2; v.Z = z1; v.U = u1; part.vertices[index + 2] = v;
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v.Y = y1; v.V = v2; part.vertices[index + 3] = v;
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// Draw X axis mirrored
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index += part.sAdvance;
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v.X = x2; v.Y = y1; v.Z = z1; v.U = u2; part.vertices[index + 0] = v;
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v.Y = y2; v.V = v1; part.vertices[index + 1] = v;
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v.X = x1; v.Z = z2; v.U = u1; part.vertices[index + 2] = v;
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v.Y = y1; v.V = v2; part.vertices[index + 3] = v;
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part.sIndex += 4;
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}
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protected int TintBlock(BlockID curBlock, int col) {
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FastColour fogCol = BlockInfo.FogColour[curBlock];
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FastColour newCol = FastColour.Unpack(col);
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newCol *= fogCol;
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return newCol.Pack();
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}
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}
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} |