Group all sprite vertices by face.

This commit is contained in:
UnknownShadow200 2016-04-28 08:50:55 +10:00
parent 781692963b
commit 8391d0ae79

View file

@ -39,31 +39,35 @@ namespace ClassicalSharp {
class DrawInfo {
public VertexP3fT2fC4b[] vertices;
public int vCount, iCount;
public DrawInfoFaceData vIndex;
public DrawInfoFaceData Count;
public int spriteIndex, spriteCount;
public DrawInfoFaceData vIndex, sIndex, vCount;
public int iCount, spriteCount;
public void ExpandToCapacity() {
vCount = iCount / 6 * 4;
if( vertices == null || (vCount + 2) > vertices.Length ) {
vertices = new VertexP3fT2fC4b[vCount + 2];
int vertCount = iCount / 6 * 4;
if( vertices == null || (vertCount + 2) > vertices.Length ) {
vertices = new VertexP3fT2fC4b[vertCount + 2];
// ensure buffer is up to 64 bits aligned for last element
}
vIndex.left = spriteCount / 6 * 4;
vIndex.right = vIndex.left + Count.left / 6 * 4;
vIndex.front = vIndex.right + Count.right / 6 * 4;
vIndex.back = vIndex.front + Count.front / 6 * 4;
vIndex.bottom = vIndex.back + Count.back / 6 * 4;
vIndex.top = vIndex.bottom + Count.bottom / 6 * 4;
}
// Adjust for the fact that we group all vertices by face.
sIndex.left = (spriteCount / 6) * 0;
sIndex.right = (spriteCount / 6) * 1;
sIndex.front = (spriteCount / 6) * 2;
sIndex.back = (spriteCount / 6) * 3;
vIndex.left = (spriteCount / 6) * 4;
vIndex.right = vIndex.left + vCount.left / 6 * 4;
vIndex.front = vIndex.right + vCount.right / 6 * 4;
vIndex.back = vIndex.front + vCount.front / 6 * 4;
vIndex.bottom = vIndex.back + vCount.back / 6 * 4;
vIndex.top = vIndex.bottom + vCount.bottom / 6 * 4;
}
public void ResetState() {
vCount = iCount = 0;
spriteIndex = spriteCount = 0;
iCount = 0; spriteCount = 0;
vIndex = new DrawInfoFaceData();
Count = new DrawInfoFaceData();
vCount = new DrawInfoFaceData();
sIndex = new DrawInfoFaceData();
}
}
@ -97,11 +101,12 @@ namespace ClassicalSharp {
if( part.iCount == 0 ) return;
ChunkPartInfo info;
info.VbId = graphics.CreateVb( part.vertices, VertexFormat.P3fT2fC4b, part.vCount + 2 );
int vertCount = (part.iCount / 6 * 4) + 2;
info.VbId = graphics.CreateVb( part.vertices, VertexFormat.P3fT2fC4b, vertCount );
info.IndicesCount = part.iCount;
info.LeftCount = (ushort)part.Count.left; info.RightCount = (ushort)part.Count.right;
info.FrontCount = (ushort)part.Count.front; info.BackCount = (ushort)part.Count.back;
info.BottomCount = (ushort)part.Count.bottom; info.TopCount = (ushort)part.Count.top;
info.LeftCount = (ushort)part.vCount.left; info.RightCount = (ushort)part.vCount.right;
info.FrontCount = (ushort)part.vCount.front; info.BackCount = (ushort)part.vCount.back;
info.BottomCount = (ushort)part.vCount.bottom; info.TopCount = (ushort)part.vCount.top;
info.SpriteCount = part.spriteCount;
info.LeftIndex = info.SpriteCount;
@ -161,9 +166,9 @@ namespace ClassicalSharp {
DrawInfo part = info.IsTranslucent[tile] ? drawInfoTranslucent[i] : drawInfoNormal[i];
part.iCount += 6;
DrawInfoFaceData counts = part.Count;
DrawInfoFaceData counts = part.vCount;
*(&counts.left + face) += 6;
part.Count = counts;
part.vCount = counts;
}
void DrawLeftFace( int count ) {
@ -290,28 +295,28 @@ namespace ClassicalSharp {
FastColour col = fullBright ? FastColour.White : (Y > map.heightmap[(Z * width) + X] ? map.Sunlight : map.Shadowlight);
// Draw Z axis
part.vertices[part.spriteIndex++] = new VertexP3fT2fC4b( X + 2.50f/16, Y, Z + 2.5f/16, u2, v2, col );
part.vertices[part.spriteIndex++] = new VertexP3fT2fC4b( X + 2.50f/16, Y + blockHeight, Z + 2.5f/16, u2, v1, col );
part.vertices[part.spriteIndex++] = new VertexP3fT2fC4b( X + 13.5f/16, Y + blockHeight, Z + 13.5f/16, u1, v1, col );
part.vertices[part.spriteIndex++] = new VertexP3fT2fC4b( X + 13.5f/16, Y, Z + 13.5f/16, u1, v2, col );
part.vertices[part.sIndex.left++] = new VertexP3fT2fC4b( X + 2.50f/16, Y, Z + 2.5f/16, u2, v2, col );
part.vertices[part.sIndex.left++] = new VertexP3fT2fC4b( X + 2.50f/16, Y + blockHeight, Z + 2.5f/16, u2, v1, col );
part.vertices[part.sIndex.left++] = new VertexP3fT2fC4b( X + 13.5f/16, Y + blockHeight, Z + 13.5f/16, u1, v1, col );
part.vertices[part.sIndex.left++] = new VertexP3fT2fC4b( X + 13.5f/16, Y, Z + 13.5f/16, u1, v2, col );
// Draw Z axis mirrored
part.vertices[part.spriteIndex++] = new VertexP3fT2fC4b( X + 13.5f/16, Y, Z + 13.5f/16, u2, v2, col );
part.vertices[part.spriteIndex++] = new VertexP3fT2fC4b( X + 13.5f/16, Y + blockHeight, Z + 13.5f/16, u2, v1, col );
part.vertices[part.spriteIndex++] = new VertexP3fT2fC4b( X + 2.50f/16, Y + blockHeight, Z + 2.5f/16, u1, v1, col );
part.vertices[part.spriteIndex++] = new VertexP3fT2fC4b( X + 2.50f/16, Y, Z + 2.5f/16, u1, v2, col );
part.vertices[part.sIndex.right++] = new VertexP3fT2fC4b( X + 13.5f/16, Y, Z + 13.5f/16, u2, v2, col );
part.vertices[part.sIndex.right++] = new VertexP3fT2fC4b( X + 13.5f/16, Y + blockHeight, Z + 13.5f/16, u2, v1, col );
part.vertices[part.sIndex.right++] = new VertexP3fT2fC4b( X + 2.50f/16, Y + blockHeight, Z + 2.5f/16, u1, v1, col );
part.vertices[part.sIndex.right++] = new VertexP3fT2fC4b( X + 2.50f/16, Y, Z + 2.5f/16, u1, v2, col );
// Draw X axis
part.vertices[part.spriteIndex++] = new VertexP3fT2fC4b( X + 2.50f/16, Y, Z + 13.5f/16, u2, v2, col );
part.vertices[part.spriteIndex++] = new VertexP3fT2fC4b( X + 2.50f/16, Y + blockHeight, Z + 13.5f/16, u2, v1, col );
part.vertices[part.spriteIndex++] = new VertexP3fT2fC4b( X + 13.5f/16, Y + blockHeight, Z + 2.5f/16, u1, v1, col );
part.vertices[part.spriteIndex++] = new VertexP3fT2fC4b( X + 13.5f/16, Y, Z + 2.5f/16, u1, v2, col );
part.vertices[part.sIndex.front++] = new VertexP3fT2fC4b( X + 2.50f/16, Y, Z + 13.5f/16, u2, v2, col );
part.vertices[part.sIndex.front++] = new VertexP3fT2fC4b( X + 2.50f/16, Y + blockHeight, Z + 13.5f/16, u2, v1, col );
part.vertices[part.sIndex.front++] = new VertexP3fT2fC4b( X + 13.5f/16, Y + blockHeight, Z + 2.5f/16, u1, v1, col );
part.vertices[part.sIndex.front++] = new VertexP3fT2fC4b( X + 13.5f/16, Y, Z + 2.5f/16, u1, v2, col );
// Draw X axis mirrored
part.vertices[part.spriteIndex++] = new VertexP3fT2fC4b( X + 13.5f/16, Y, Z + 2.5f/16, u2, v2, col );
part.vertices[part.spriteIndex++] = new VertexP3fT2fC4b( X + 13.5f/16, Y + blockHeight, Z + 2.5f/16, u2, v1, col );
part.vertices[part.spriteIndex++] = new VertexP3fT2fC4b( X + 2.50f/16, Y + blockHeight, Z + 13.5f/16, u1, v1, col );
part.vertices[part.spriteIndex++] = new VertexP3fT2fC4b( X + 2.50f/16, Y, Z + 13.5f/16, u1, v2, col );
part.vertices[part.sIndex.back++] = new VertexP3fT2fC4b( X + 13.5f/16, Y, Z + 2.5f/16, u2, v2, col );
part.vertices[part.sIndex.back++] = new VertexP3fT2fC4b( X + 13.5f/16, Y + blockHeight, Z + 2.5f/16, u2, v1, col );
part.vertices[part.sIndex.back++] = new VertexP3fT2fC4b( X + 2.50f/16, Y + blockHeight, Z + 13.5f/16, u1, v1, col );
part.vertices[part.sIndex.back++] = new VertexP3fT2fC4b( X + 2.50f/16, Y, Z + 13.5f/16, u1, v2, col );
}
}
}