Fixed multiple issues with lighting

This commit is contained in:
William Moorehouse 2015-11-24 12:15:07 -05:00
parent 7e2d657393
commit b7603a8ca1
8 changed files with 150 additions and 19 deletions

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@ -1,9 +1,10 @@
using System; using System;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework;
using TrueCraft.Core.Logic;
using TrueCraft.API.Logic;
using System.Linq; using System.Linq;
using Microsoft.Xna.Framework;
using TrueCraft.API.Logic;
using TrueCraft.API.World;
using TrueCraft.Core.World;
using Coordinates3D = TrueCraft.API.Coordinates3D;
namespace TrueCraft.Client.Rendering namespace TrueCraft.Client.Rendering
{ {
@ -37,15 +38,26 @@ namespace TrueCraft.Client.Rendering
texCoords, texCoords,
texCoords + Vector2.UnitX texCoords + Vector2.UnitX
}; };
for (int i = 0; i < texture.Length; i++) for (int i = 0; i < texture.Length; i++)
texture[i] *= new Vector2(16f / 256f); texture[i] *= new Vector2(16f / 256f);
return CreateUniformCube(offset, texture, faces, indiciesOffset, out indicies, Color.White, descriptor.BlockLight);
var lighting = new int[6];
for (int i = 0; i < 6; i++)
{
var coords = (descriptor.Coordinates + FaceCoords[i]);
lighting[i] = GetLight(descriptor.Chunk, coords);
}
return CreateUniformCube(offset, texture, faces, indiciesOffset, out indicies, Color.White, lighting);
} }
public static VertexPositionNormalColorTexture[] CreateUniformCube(Vector3 offset, Vector2[] texture, public static VertexPositionNormalColorTexture[] CreateUniformCube(Vector3 offset, Vector2[] texture,
VisibleFaces faces, int indiciesOffset, out int[] indicies, Color color, int light = 15) VisibleFaces faces, int indiciesOffset, out int[] indicies, Color color, int[] lighting = null)
{ {
faces = VisibleFaces.All; // Temporary faces = VisibleFaces.All; // Temporary
if (lighting == null)
lighting = DefaultLighting;
int totalFaces = 0; int totalFaces = 0;
uint f = (uint)faces; uint f = (uint)faces;
@ -68,9 +80,11 @@ namespace TrueCraft.Client.Rendering
textureIndex += 4; textureIndex += 4;
continue; continue;
} }
var lightColor = LightColor.ToVector3() * CubeBrightness[lighting[_side]];
var side = (CubeFace)_side; var side = (CubeFace)_side;
var quad = CreateQuad(side, offset, texture, textureIndex % texture.Length, indiciesOffset, var quad = CreateQuad(side, offset, texture, textureIndex % texture.Length, indiciesOffset,
out _indicies, new Color(color.ToVector3() * CubeBrightness[light])); out _indicies, new Color(lightColor * color.ToVector3()));
Array.Copy(quad, 0, verticies, sidesSoFar * 4, 4); Array.Copy(quad, 0, verticies, sidesSoFar * 4, 4);
Array.Copy(_indicies, 0, indicies, sidesSoFar * 6, 6); Array.Copy(_indicies, 0, indicies, sidesSoFar * 6, 6);
textureIndex += 4; textureIndex += 4;
@ -96,6 +110,28 @@ namespace TrueCraft.Client.Rendering
return quad; return quad;
} }
#region Lighting
/// <summary>
/// The per-vertex light color to apply to blocks.
/// </summary>
protected static readonly Color LightColor =
new Color(245, 245, 225);
/// <summary>
/// The default lighting information for rendering a block;
/// i.e. when the lighting param to CreateUniformCube == null.
/// </summary>
protected static readonly int[] DefaultLighting =
new int[]
{
0, 0, 0,
0, 0, 0
};
/// <summary>
/// The per-face brightness modifier for lighting.
/// </summary>
protected static readonly float[] FaceBrightness = protected static readonly float[] FaceBrightness =
new float[] new float[]
{ {
@ -104,6 +140,20 @@ namespace TrueCraft.Client.Rendering
1.0f, 0.5f // Top / Bottom 1.0f, 0.5f // Top / Bottom
}; };
/// <summary>
/// The offset coordinates used to get the position of a block for a face.
/// </summary>
protected static readonly Coordinates3D[] FaceCoords =
new Coordinates3D[]
{
Coordinates3D.South, Coordinates3D.North,
Coordinates3D.East, Coordinates3D.West,
Coordinates3D.Up, Coordinates3D.Down
};
/// <summary>
/// Maps a light level [0..15] to a brightness modifier for lighting.
/// </summary>
protected static readonly float[] CubeBrightness = protected static readonly float[] CubeBrightness =
new float[] new float[]
{ {
@ -113,6 +163,37 @@ namespace TrueCraft.Client.Rendering
0.525f, 0.638f, 0.789f, 1.000f // [12..15] 0.525f, 0.638f, 0.789f, 1.000f // [12..15]
}; };
/// <summary>
///
/// </summary>
/// <param name="chunk"></param>
/// <param name="coords"></param>
/// <returns></returns>
protected static int GetLight(IChunk chunk, Coordinates3D coords)
{
// Handle icon renderer.
if (chunk == null)
return 15;
// Handle top (and bottom) of the world.
if (coords.Y < 0)
return 0;
if (coords.Y >= Chunk.Height)
return 15;
// Handle coordinates outside the chunk.
if ((coords.X < 0) || (coords.X >= Chunk.Width) ||
(coords.Z < 0) || (coords.Z >= Chunk.Depth))
{
// TODO: Handle chunk boundaries properly.
return 0;
}
return Math.Min(chunk.GetBlockLight(coords) + chunk.GetSkyLight(coords), 15);
}
#endregion
protected enum CubeFace protected enum CubeFace
{ {
PositiveZ = 0, PositiveZ = 0,

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@ -56,7 +56,14 @@ namespace TrueCraft.Client.Rendering.Blocks
public override VertexPositionNormalColorTexture[] Render(BlockDescriptor descriptor, Vector3 offset, public override VertexPositionNormalColorTexture[] Render(BlockDescriptor descriptor, Vector3 offset,
VisibleFaces faces, Tuple<int, int> textureMap, int indiciesOffset, out int[] indicies) VisibleFaces faces, Tuple<int, int> textureMap, int indiciesOffset, out int[] indicies)
{ {
return CreateUniformCube(offset, Texture, faces, indiciesOffset, out indicies, Color.White); var lighting = new int[6];
for (int i = 0; i < 6; i++)
{
var coords = (descriptor.Coordinates + FaceCoords[i]);
lighting[i] = GetLight(descriptor.Chunk, coords);
}
return CreateUniformCube(offset, Texture, faces, indiciesOffset, out indicies, Color.White, lighting);
} }
} }
} }

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@ -97,8 +97,15 @@ namespace TrueCraft.Client.Rendering.Blocks
if (descriptor.Metadata == (byte)FarmlandBlock.MoistureLevel.Moist) if (descriptor.Metadata == (byte)FarmlandBlock.MoistureLevel.Moist)
texture = MoistTexture; texture = MoistTexture;
var lighting = new int[6];
for (int i = 0; i < 6; i++)
{
var coords = (descriptor.Coordinates + FaceCoords[i]);
lighting[i] = GetLight(descriptor.Chunk, coords);
}
var overhead = new Vector3(0.5f, 0.5f, 0.5f); var overhead = new Vector3(0.5f, 0.5f, 0.5f);
var cube = CreateUniformCube(overhead, texture, faces, indiciesOffset, out indicies, Color.White); var cube = CreateUniformCube(overhead, texture, faces, indiciesOffset, out indicies, Color.White, lighting);
for (int i = 0; i < cube.Length; i++) for (int i = 0; i < cube.Length; i++)
{ {
if (cube[i].Position.Y > 0) if (cube[i].Position.Y > 0)

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@ -103,7 +103,15 @@ namespace TrueCraft.Client.Rendering.Blocks
texture = SnowTexture; texture = SnowTexture;
} }
} }
var cube = CreateUniformCube(offset, texture, faces, indiciesOffset, out indicies, Color.White);
var lighting = new int[6];
for (int i = 0; i < 6; i++)
{
var coords = (descriptor.Coordinates + FaceCoords[i]);
lighting[i] = GetLight(descriptor.Chunk, coords);
}
var cube = CreateUniformCube(offset, texture, faces, indiciesOffset, out indicies, Color.White, lighting);
// Apply biome colors to top of cube // Apply biome colors to top of cube
for (int i = (int)(CubeFace.PositiveY) * 4; i < (int)(CubeFace.PositiveY) * 4 + 4; i++) for (int i = (int)(CubeFace.PositiveY) * 4; i < (int)(CubeFace.PositiveY) * 4 + 4; i++)
{ {

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@ -38,18 +38,25 @@ namespace TrueCraft.Client.Rendering.Blocks
public override VertexPositionNormalColorTexture[] Render(BlockDescriptor descriptor, Vector3 offset, public override VertexPositionNormalColorTexture[] Render(BlockDescriptor descriptor, Vector3 offset,
VisibleFaces faces, Tuple<int, int> textureMap, int indiciesOffset, out int[] indicies) VisibleFaces faces, Tuple<int, int> textureMap, int indiciesOffset, out int[] indicies)
{ {
var lighting = new int[6];
for (int i = 0; i < 6; i++)
{
var coords = (descriptor.Coordinates + FaceCoords[i]);
lighting[i] = GetLight(descriptor.Chunk, coords);
}
switch ((WoodBlock.WoodType)descriptor.Metadata) switch ((WoodBlock.WoodType)descriptor.Metadata)
{ {
case WoodBlock.WoodType.Spruce: case WoodBlock.WoodType.Spruce:
return CreateUniformCube(offset, SpruceTextures, VisibleFaces.All, return CreateUniformCube(offset, SpruceTextures, VisibleFaces.All,
indiciesOffset, out indicies, GrassRenderer.BiomeColor); indiciesOffset, out indicies, GrassRenderer.BiomeColor, lighting);
case WoodBlock.WoodType.Birch: case WoodBlock.WoodType.Birch:
return CreateUniformCube(offset, BaseTextures, VisibleFaces.All, return CreateUniformCube(offset, BaseTextures, VisibleFaces.All,
indiciesOffset, out indicies, GrassRenderer.BiomeColor); indiciesOffset, out indicies, GrassRenderer.BiomeColor, lighting);
case WoodBlock.WoodType.Oak: case WoodBlock.WoodType.Oak:
default: default:
return CreateUniformCube(offset, BaseTextures, VisibleFaces.All, return CreateUniformCube(offset, BaseTextures, VisibleFaces.All,
indiciesOffset, out indicies, GrassRenderer.BiomeColor); indiciesOffset, out indicies, GrassRenderer.BiomeColor, lighting);
} }
} }
} }

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@ -126,15 +126,22 @@ namespace TrueCraft.Client.Rendering.Blocks
public override VertexPositionNormalColorTexture[] Render(BlockDescriptor descriptor, Vector3 offset, public override VertexPositionNormalColorTexture[] Render(BlockDescriptor descriptor, Vector3 offset,
VisibleFaces faces, Tuple<int, int> textureMap, int indiciesOffset, out int[] indicies) VisibleFaces faces, Tuple<int, int> textureMap, int indiciesOffset, out int[] indicies)
{ {
var lighting = new int[6];
for (int i = 0; i < 6; i++)
{
var coords = (descriptor.Coordinates + FaceCoords[i]);
lighting[i] = GetLight(descriptor.Chunk, coords);
}
switch ((WoodBlock.WoodType)descriptor.Metadata) switch ((WoodBlock.WoodType)descriptor.Metadata)
{ {
case WoodBlock.WoodType.Spruce: case WoodBlock.WoodType.Spruce:
return CreateUniformCube(offset, SpruceTexture, faces, indiciesOffset, out indicies, Color.White); return CreateUniformCube(offset, SpruceTexture, faces, indiciesOffset, out indicies, Color.White, lighting);
case WoodBlock.WoodType.Birch: case WoodBlock.WoodType.Birch:
return CreateUniformCube(offset, BirchTexture, faces, indiciesOffset, out indicies, Color.White); return CreateUniformCube(offset, BirchTexture, faces, indiciesOffset, out indicies, Color.White, lighting);
case WoodBlock.WoodType.Oak: case WoodBlock.WoodType.Oak:
default: default:
return CreateUniformCube(offset, BaseTexture, faces, indiciesOffset, out indicies, Color.White); return CreateUniformCube(offset, BaseTexture, faces, indiciesOffset, out indicies, Color.White, lighting);
} }
} }
} }

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@ -55,7 +55,14 @@ namespace TrueCraft.Client.Rendering.Blocks
public override VertexPositionNormalColorTexture[] Render(BlockDescriptor descriptor, Vector3 offset, public override VertexPositionNormalColorTexture[] Render(BlockDescriptor descriptor, Vector3 offset,
VisibleFaces faces, Tuple<int, int> textureMap, int indiciesOffset, out int[] indicies) VisibleFaces faces, Tuple<int, int> textureMap, int indiciesOffset, out int[] indicies)
{ {
return CreateUniformCube(offset, Texture, faces, indiciesOffset, out indicies, Color.White); var lighting = new int[6];
for (int i = 0; i < 6; i++)
{
var coords = (descriptor.Coordinates + FaceCoords[i]);
lighting[i] = GetLight(descriptor.Chunk, coords);
}
return CreateUniformCube(offset, Texture, faces, indiciesOffset, out indicies, Color.White, lighting);
} }
} }
} }

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@ -28,9 +28,16 @@ namespace TrueCraft.Client.Rendering.Blocks
public override VertexPositionNormalColorTexture[] Render(BlockDescriptor descriptor, Vector3 offset, public override VertexPositionNormalColorTexture[] Render(BlockDescriptor descriptor, Vector3 offset,
VisibleFaces faces, Tuple<int, int> textureMap, int indiciesOffset, out int[] indicies) VisibleFaces faces, Tuple<int, int> textureMap, int indiciesOffset, out int[] indicies)
{ {
var lighting = new int[6];
for (int i = 0; i < 6; i++)
{
var coords = (descriptor.Coordinates + FaceCoords[i]);
lighting[i] = GetLight(descriptor.Chunk, coords);
}
// TODO: Rest of water rendering (shape and level and so on) // TODO: Rest of water rendering (shape and level and so on)
var overhead = new Vector3(0.5f, 0.5f, 0.5f); var overhead = new Vector3(0.5f, 0.5f, 0.5f);
var cube = CreateUniformCube(overhead, Texture, faces, indiciesOffset, out indicies, Color.Blue); var cube = CreateUniformCube(overhead, Texture, faces, indiciesOffset, out indicies, Color.Blue, lighting);
for (int i = 0; i < cube.Length; i++) for (int i = 0; i < cube.Length; i++)
{ {
if (cube[i].Position.Y > 0) if (cube[i].Position.Y > 0)