ClassiCube/MeshBuilders/ChunkMeshBuilder.cs
2015-04-06 12:34:22 +10:00

396 lines
No EOL
11 KiB
C#

using System;
using ClassicalSharp.GraphicsAPI;
namespace ClassicalSharp {
public abstract class ChunkMeshBuilder {
protected int X, Y, Z;
protected byte tile;
public BlockInfo BlockInfo;
protected Map map;
public Game Window;
public OpenGLApi Graphics;
public ChunkMeshBuilder( Game window ) {
Window = window;
Graphics = window.Graphics;
BlockInfo = window.BlockInfo;
}
protected int width, length, height;
protected int maxX, maxY, maxZ;
protected byte[] counts = new byte[16 * 16 * 16 * 6];
protected byte[] chunk = new byte[( 16 + 2 ) * ( 16 + 2 ) * ( 16 + 2 )];
public virtual bool UsesLighting {
get { return false; }
}
bool BuildChunk( int x1, int y1, int z1 ) {
PreStretchTiles( x1, y1, z1 );
if( ReadChunkData( x1, y1, z1 ) ) return true;
Stretch( x1, y1, z1 );
PostStretchTiles( x1, y1, z1 );
int xMax = Math.Min( width, x1 + 16 );
int yMax = Math.Min( height, y1 + 16 );
int zMax = Math.Min( length, z1 + 16 );
for( int y = y1, yy = 0; y < yMax; y++, yy++ ) {
for( int z = z1, zz = 0; z < zMax; z++, zz++ ) {
int chunkIndex = ( yy + 1 ) * 324 + ( zz + 1 ) * 18 + ( -1 + 1 );
for( int x = x1, xx = 0; x < xMax; x++, xx++ ) {
chunkIndex++;
RenderTile( chunkIndex, xx, yy, zz, x, y, z );
}
}
}
return false;
}
unsafe bool ReadChunkData( int x1, int y1, int z1 ) {
bool allAir = true, allSolid = true;
fixed( byte* chunkPtr = chunk, mapPtr = map.mapData ) {
int* chunkIntPtr = (int*)chunkPtr;
for( int i = 0; i < ( 18 * 18 * 18 ) / 4; i++ ) {
*chunkIntPtr++ = 0;
}
for( int yy = -1; yy < 17; yy++ ) {
int y = yy + y1;
if( y < 0 ) continue;
if( y > maxY ) break;
for( int zz = -1; zz < 17; zz++ ) {
int z = zz + z1;
if( z < 0 ) continue;
if( z > maxZ ) break;
int index = ( y * length + z ) * width + ( x1 - 1 - 1 );
int chunkIndex = ( yy + 1 ) * 324 + ( zz + 1 ) * 18 + ( -1 );
for( int xx = -1; xx < 17; xx++ ) {
int x = xx + x1;
index++;
chunkIndex++;
if( x < 0 ) continue;
if( x > maxX ) break;
byte block = mapPtr[index];
if( block == 9 ) block = 8; // Still water --> Water
if( block == 11 ) block = 10; // Still lava --> Lava
if( allAir && block != 0 ) allAir = false;
if( allSolid && !BlockInfo.IsOpaque( block ) ) allSolid = false;
chunkPtr[chunkIndex] = block;
}
}
}
}
return allAir || allSolid;
}
public ChunkDrawInfo GetDrawInfo( int x, int y, int z ) {
return BuildChunk( x, y, z ) ? null : GetChunkInfo( x, y, z );
}
protected virtual void PreStretchTiles( int x1, int y1, int z1 ) {
}
protected virtual void PostStretchTiles( int x1, int y1, int z1 ) {
}
protected virtual void PreRenderTile() {
}
public void RenderTile( int chunkIndex, int xx, int yy, int zz, int x, int y, int z ) {
tile = chunk[chunkIndex];
if( tile == 0 ) return;
X = x;
Y = y;
Z = z;
PreRenderTile();
int index = ( ( yy << 8 ) + ( zz << 4 ) + xx ) * 6;
int count = 0;
if( BlockInfo.IsSprite( tile ) ) {
count = counts[index + TileSide.Top];
if( count != 0 ) {
DrawSprite( count );
}
return;
}
count = counts[index + TileSide.Left];
if( count != 0 ) {
DrawLeftFace( count );
}
count = counts[index + TileSide.Right];
if( count != 0 ) {
DrawRightFace( count );
}
count = counts[index + TileSide.Front];
if( count != 0 ) {
DrawFrontFace( count );
}
count = counts[index + TileSide.Back];
if( count != 0 ) {
DrawBackFace( count );
}
count = counts[index + TileSide.Bottom];
if( count != 0 ) {
DrawBottomFace( count );
}
count = counts[index + TileSide.Top];
if( count != 0 ) {
DrawTopFace( count );
}
}
void Stretch( int x1, int y1, int z1 ) {
for( int i = 0; i < counts.Length; i++ ) {
counts[i] = 1;
}
int xMax = Math.Min( width, x1 + 16 );
int yMax = Math.Min( height, y1 + 16 );
int zMax = Math.Min( length, z1 + 16 );
for( int y = y1, yy = 0; y < yMax; y++, yy++ ) {
for( int z = z1, zz = 0; z < zMax; z++, zz++ ) {
int chunkIndex = ( yy + 1 ) * 324 + ( zz + 1 ) * 18 + ( -1 + 1 );
for( int x = x1, xx = 0; x < xMax; x++, xx++ ) {
chunkIndex++;
byte tile = chunk[chunkIndex];
if( tile == 0 ) continue;
int countIndex = ( ( yy << 8 ) + ( zz << 4 ) + xx ) * 6;
// Sprites only use the top 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.IsSprite( tile ) ) {
if( counts[countIndex + TileSide.Top] != 0 ) {
startX = x;
startY = y;
startZ = z;
int count = StretchX( xx, countIndex, x, y, z, chunkIndex, tile, TileSide.Top );
AddSpriteVertices( tile, count );
counts[countIndex + TileSide.Top] = (byte)count;
}
} else { // Do the full calculation for all six faces.
DoStretchTerrain( xx, yy, zz, x, y, z, countIndex, tile, chunkIndex );
}
}
}
}
}
protected virtual void AddSpriteVertices( byte tile, int count ) {
}
protected virtual void AddVertices( byte tile, int count, int face ) {
}
protected int startX, startY, startZ;
void DoStretchTerrain( int xx, int yy, int zz, int x, int y, int z, int index, byte tile, int chunkIndex ) {
startX = x;
startY = y;
startZ = z;
if( x == 0 ) {
counts[index + TileSide.Left] = 0;
} else if( counts[index + TileSide.Left] != 0 ) {
byte left = chunk[chunkIndex - 1]; // x - 1
if( BlockInfo.IsFaceHidden( tile, left, TileSide.Left ) ) {
counts[index + TileSide.Left] = 0;
} else {
int count = StretchZ( zz, index, x, y, z, chunkIndex, tile, TileSide.Left );
AddVertices( tile, count, TileSide.Left );
counts[index + TileSide.Left] = (byte)count;
}
}
if( x == maxX ) {
counts[index + TileSide.Right] = 0;
} else if( counts[index + TileSide.Right] != 0 ) {
byte right = chunk[chunkIndex + 1]; // x + 1
if( BlockInfo.IsFaceHidden( tile, right, TileSide.Right ) ) {
counts[index + TileSide.Right] = 0;
} else {
int count = StretchZ( zz, index, x, y, z, chunkIndex, tile, TileSide.Right );
AddVertices( tile, count, TileSide.Right );
counts[index + TileSide.Right] = (byte)count;
}
}
if( z == 0 ) {
counts[index + TileSide.Front] = 0;
} else if( counts[index + TileSide.Front] != 0 ) {
byte front = chunk[chunkIndex - 18]; // z - 1
if( BlockInfo.IsFaceHidden( tile, front, TileSide.Front ) ) {
counts[index + TileSide.Front] = 0;
} else {
int count = StretchX( xx, index, x, y, z, chunkIndex, tile, TileSide.Front );
AddVertices( tile, count, TileSide.Front );
counts[index + TileSide.Front] = (byte)count;
}
}
if( z == maxZ ) {
counts[index + TileSide.Back] = 0;
} else if( counts[index + TileSide.Back] != 0 ) {
byte back = chunk[chunkIndex + 18]; // z + 1
if( BlockInfo.IsFaceHidden( tile, back, TileSide.Right ) ) {
counts[index + TileSide.Back] = 0;
} else {
int count = StretchX( xx, index, x, y, z, chunkIndex, tile, TileSide.Back );
AddVertices( tile, count, TileSide.Back );
counts[index + TileSide.Back] = (byte)count;
}
}
if( y == 0 ) {
counts[index + TileSide.Bottom] = 0;
} else if( counts[index + TileSide.Bottom] != 0 ) {
byte below = chunk[chunkIndex - 324]; // y - 1
if( BlockInfo.IsFaceHidden( tile, below, TileSide.Bottom ) ) {
counts[index + TileSide.Bottom] = 0;
} else {
int count = StretchX( xx, index, x, y, z, chunkIndex, tile, TileSide.Bottom );
AddVertices( tile, count, TileSide.Bottom );
counts[index + TileSide.Bottom] = (byte)count;
}
}
if( counts[index + TileSide.Top] != 0 ) {
byte above = chunk[chunkIndex + 324]; // y + 1
if( BlockInfo.IsFaceHidden( tile, above, TileSide.Top ) ) {
counts[index + TileSide.Top] = 0;
} else {
int count = StretchX( xx, index, x, y, z, chunkIndex, tile, TileSide.Top );
AddVertices( tile, count, TileSide.Top );
counts[index + TileSide.Top] = (byte)count;
}
}
}
protected virtual bool CanStretch( byte initialTile, int chunkIndex, int x, int y, int z, int face ) {
byte tile = chunk[chunkIndex];
return tile == initialTile && !BlockInfo.IsFaceHidden( tile, GetNeighbour( chunkIndex, face ), face );
}
protected byte GetNeighbour( int chunkIndex, int face ) {
switch( face ) {
case TileSide.Left:
return chunk[chunkIndex - 1]; // x - 1
case TileSide.Right:
return chunk[chunkIndex + 1]; // x + 1
case TileSide.Front:
return chunk[chunkIndex - 18]; // z - 1
case TileSide.Back:
return chunk[chunkIndex + 18]; // z + 1
case TileSide.Bottom:
return chunk[chunkIndex - 324]; // y - 1
case TileSide.Top:
return chunk[chunkIndex + 324]; // y + 1
}
return 0;
}
int StretchX( int xx, int countIndex, int x, int y, int z, int chunkIndex, byte tile, int face ) {
int count = 1;
x++;
chunkIndex++;
countIndex += 6;
int max = 16 - xx;
while( count < max && x < width && CanStretch( tile, chunkIndex, x, y, z, face ) ) {
count++;
counts[countIndex + face] = 0;
x++;
chunkIndex++;
countIndex += 6;
}
return count;
}
int StretchZ( int zz, int countIndex, int x, int y, int z, int chunkIndex, byte tile, int face ) {
int count = 1;
z++;
chunkIndex += 18;
countIndex += 16 * 6;
int max = 16 - zz;
while( count < max && z < length && CanStretch( tile, chunkIndex, x, y, z, face ) ) {
count++;
counts[countIndex + face] = 0;
z++;
chunkIndex += 18;
countIndex += 16 * 6;
}
return count;
}
public abstract void Render( ChunkPartInfo drawInfo );
public abstract void RenderLiquidDepthPass( ChunkPartInfo drawInfo );
public virtual void OnNewMap() {
}
public virtual void OnNewMapLoaded() {
map = Window.Map;
width = map.Width;
height = map.Height;
length = map.Length;
maxX = width - 1;
maxY = height - 1;
maxZ = length - 1;
}
protected abstract ChunkDrawInfo GetChunkInfo( int x, int y, int z );
protected abstract void DrawTopFace( int count );
protected abstract void DrawBottomFace( int count );
protected abstract void DrawBackFace( int count );
protected abstract void DrawFrontFace( int count );
protected abstract void DrawLeftFace( int count );
protected abstract void DrawRightFace( int count );
protected abstract void DrawSprite( int count );
}
public class ChunkDrawInfo {
public ChunkPartInfo[] SolidParts;
public ChunkPartInfo[] TranslucentParts;
public ChunkPartInfo[] SpriteParts;
public ChunkDrawInfo( int partsCount ) {
SolidParts = new ChunkPartInfo[partsCount];
TranslucentParts = new ChunkPartInfo[partsCount];
SpriteParts = new ChunkPartInfo[partsCount];
}
}
public struct ChunkPartInfo {
public IndexedVbInfo Id;
public int IndicesCount;
public ChunkPartInfo( IndexedVbInfo id, int indices ) {
Id = id;
IndicesCount = indices;
}
}
}