Beispiel #1
0
    public void Render(MeshBuildInfo current, World world, Vector3i chunkPos, int x, int y, int z)
    {
        SingleMeshBuildInfo transparent = current.transparent;
        float   height = amount * .85f;
        Vector3 center = new Vector3(.5f, height * .5f, .5f);
        Vector3 size   = new Vector3(1, height, 1);
        ushort  def    = Block.DIRT;

        byte[] l = new byte[9];

        Color blockColor = color;

        int xx, yy, zz;

        if (world.GetBlockAt(chunkPos, x, y + 1, z, def) != block)
        {
            if (smoothLighting)
            {
                for (zz = -1; zz <= 1; zz++)
                {
                    for (xx = -1; xx <= 1; xx++)
                    {
                        l [3 * (zz + 1) + (xx + 1)] = world.GetLightAt(chunkPos, xx + x, y + 1, -zz + z, 0);
                    }
                }
            }
            else
            {
                l [4] = world.GetLightAt(chunkPos, x, y + 1, z, 0);
            }
            CubeRenderHelper.CubeTop(transparent, x, y, z, layout, center, size, l, smoothLighting, blockColor);
        }

        if (world.GetBlockAt(chunkPos, x, y - 1, z, def) != block)
        {
            if (smoothLighting)
            {
                for (zz = -1; zz <= 1; zz++)
                {
                    for (xx = -1; xx <= 1; xx++)
                    {
                        l [3 * (zz + 1) + (xx + 1)] = world.GetLightAt(chunkPos, xx + x, y - 1, -zz + z, 0);
                    }
                }
            }
            else
            {
                l [4] = world.GetLightAt(chunkPos, x, y - 1, z, 0);
            }
            CubeRenderHelper.CubeBottom(transparent, x, y, z, layout, center, size, l, smoothLighting, blockColor);
        }

        if (world.GetBlockAt(chunkPos, x + 1, y, z, def) != block)
        {
            if (smoothLighting)
            {
                for (zz = -1; zz <= 1; zz++)
                {
                    for (yy = -1; yy <= 1; yy++)
                    {
                        l [3 * (zz + 1) + (yy + 1)] = world.GetLightAt(chunkPos, x + 1, yy + y, -zz + z, 0);
                    }
                }
            }
            else
            {
                l [4] = world.GetLightAt(chunkPos, x + 1, y, z, 0);
            }
            CubeRenderHelper.CubeEast(transparent, x, y, z, layout, center, size, l, smoothLighting, blockColor);
        }

        if (world.GetBlockAt(chunkPos, x - 1, y, z, def) != block)
        {
            if (smoothLighting)
            {
                for (zz = -1; zz <= 1; zz++)
                {
                    for (yy = -1; yy <= 1; yy++)
                    {
                        l [3 * (zz + 1) + (yy + 1)] = world.GetLightAt(chunkPos, x - 1, yy + y, -zz + z, 0);
                    }
                }
            }
            else
            {
                l [4] = world.GetLightAt(chunkPos, x - 1, y, z, 0);
            }
            CubeRenderHelper.CubeWest(transparent, x, y, z, layout, center, size, l, smoothLighting, blockColor);
        }

        if (world.GetBlockAt(chunkPos, x, y, z + 1, def) != block)
        {
            if (smoothLighting)
            {
                for (yy = -1; yy <= 1; yy++)
                {
                    for (xx = -1; xx <= 1; xx++)
                    {
                        l [3 * (yy + 1) + (xx + 1)] = world.GetLightAt(chunkPos, xx + x, -yy + y, z + 1, 0);
                    }
                }
            }
            else
            {
                l [4] = world.GetLightAt(chunkPos, x, y, z + 1, 0);
            }
            CubeRenderHelper.CubeNorth(transparent, x, y, z, layout, center, size, l, smoothLighting, blockColor);
        }

        if (world.GetBlockAt(chunkPos, x, y, z - 1, def) != block)
        {
            if (smoothLighting)
            {
                for (yy = -1; yy <= 1; yy++)
                {
                    for (xx = -1; xx <= 1; xx++)
                    {
                        l [3 * (yy + 1) + (xx + 1)] = world.GetLightAt(chunkPos, xx + x, -yy + y, z - 1, 0);
                    }
                }
            }
            else
            {
                l [4] = world.GetLightAt(chunkPos, x, y, z - 1, 0);
            }
            CubeRenderHelper.CubeSouth(transparent, x, y, z, layout, center, size, l, smoothLighting, blockColor);
        }
    }
Beispiel #2
0
    public void Render(MeshBuildInfo current, World world, Vector3i chunkPos, int x, int y, int z)
    {
        SingleMeshBuildInfo opaque = current.opaque;

        Vector3 center = Vector3.one / 2f;
        Vector3 size   = Vector3.one;
        ushort  def    = Block.DIRT;

        byte[] l = new byte[9];

        Color blockColor = color;

        int xx, yy, zz;

        if (!Block.GetInstance(world.GetBlockAt(chunkPos, x, y + 1, z, def)).opaque)
        {
            if (smoothLighting)
            {
                for (zz = -1; zz <= 1; zz++)
                {
                    for (xx = -1; xx <= 1; xx++)
                    {
                        l [3 * (zz + 1) + (xx + 1)] = world.GetLightAt(chunkPos, xx + x, y + 1, -zz + z, 0);
                    }
                }
            }
            else
            {
                l [4] = world.GetLightAt(chunkPos, x, y + 1, z, 0);
            }
            CubeRenderHelper.CubeTop(opaque, x, y, z, layout, center, size, l, smoothLighting, blockColor);
        }

        if (!Block.GetInstance(world.GetBlockAt(chunkPos, x, y - 1, z, def)).opaque)
        {
            if (smoothLighting)
            {
                for (zz = -1; zz <= 1; zz++)
                {
                    for (xx = -1; xx <= 1; xx++)
                    {
                        l [3 * (zz + 1) + (xx + 1)] = world.GetLightAt(chunkPos, xx + x, y - 1, -zz + z, 0);
                    }
                }
            }
            else
            {
                l [4] = world.GetLightAt(chunkPos, x, y - 1, z, 0);
            }
            CubeRenderHelper.CubeBottom(opaque, x, y, z, layout, center, size, l, smoothLighting, blockColor);
        }

        if (!Block.GetInstance(world.GetBlockAt(chunkPos, x + 1, y, z, def)).opaque)
        {
            if (smoothLighting)
            {
                for (zz = -1; zz <= 1; zz++)
                {
                    for (yy = -1; yy <= 1; yy++)
                    {
                        l [3 * (zz + 1) + (yy + 1)] = world.GetLightAt(chunkPos, x + 1, yy + y, -zz + z, 0);
                    }
                }
            }
            else
            {
                l [4] = world.GetLightAt(chunkPos, x + 1, y, z, 0);
            }
            CubeRenderHelper.CubeEast(opaque, x, y, z, layout, center, size, l, smoothLighting, blockColor);
        }

        if (!Block.GetInstance(world.GetBlockAt(chunkPos, x - 1, y, z, def)).opaque)
        {
            if (smoothLighting)
            {
                for (zz = -1; zz <= 1; zz++)
                {
                    for (yy = -1; yy <= 1; yy++)
                    {
                        l [3 * (zz + 1) + (yy + 1)] = world.GetLightAt(chunkPos, x - 1, yy + y, -zz + z, 0);
                    }
                }
            }
            else
            {
                l [4] = world.GetLightAt(chunkPos, x - 1, y, z, 0);
            }
            CubeRenderHelper.CubeWest(opaque, x, y, z, layout, center, size, l, smoothLighting, blockColor);
        }

        if (!Block.GetInstance(world.GetBlockAt(chunkPos, x, y, z + 1, def)).opaque)
        {
            if (smoothLighting)
            {
                for (yy = -1; yy <= 1; yy++)
                {
                    for (xx = -1; xx <= 1; xx++)
                    {
                        l [3 * (yy + 1) + (xx + 1)] = world.GetLightAt(chunkPos, xx + x, -yy + y, z + 1, 0);
                    }
                }
            }
            else
            {
                l [4] = world.GetLightAt(chunkPos, x, y, z + 1, 0);
            }
            CubeRenderHelper.CubeNorth(opaque, x, y, z, layout, center, size, l, smoothLighting, blockColor);
        }

        if (!Block.GetInstance(world.GetBlockAt(chunkPos, x, y, z - 1, def)).opaque)
        {
            if (smoothLighting)
            {
                for (yy = -1; yy <= 1; yy++)
                {
                    for (xx = -1; xx <= 1; xx++)
                    {
                        l [3 * (yy + 1) + (xx + 1)] = world.GetLightAt(chunkPos, xx + x, -yy + y, z - 1, 0);
                    }
                }
            }
            else
            {
                l [4] = world.GetLightAt(chunkPos, x, y, z - 1, 0);
            }
            CubeRenderHelper.CubeSouth(opaque, x, y, z, layout, center, size, l, smoothLighting, blockColor);
        }
    }