public BoxPrimitive(GraphicsDevice device, float width, float height, float depth, BoxTextureCoords uvs) { Width = width; Height = height; Depth = depth; Deltas = new VoxelVertex[NumVertices]; UVs = uvs; CreateVerticies(); BoundingBox = new BoundingBox(new Vector3(0.0f, 0.0f, 0.0f), new Vector3(width, height, depth)); for (int i = 0; i < NumVertices; i++) { Deltas[i] = VoxelChunk.GetNearestDelta(Vertices[i].Position); } }
public void InitializeFromChunk(VoxelChunk chunk, GraphicsDevice graphics) { if (chunk == null) { return; } rebuildMutex.WaitOne(); if (isRebuilding) { rebuildMutex.ReleaseMutex(); return; } isRebuilding = true; rebuildMutex.ReleaseMutex(); accumulatedVertices.Clear(); accumulatedIndices.Clear(); faceExists.Clear(); drawFace.Clear(); Voxel v = chunk.MakeVoxel(0, 0, 0); Voxel voxelOnFace = chunk.MakeVoxel(0, 0, 0); Voxel[] manhattanNeighbors = new Voxel[4]; for (int x = 0; x < chunk.SizeX; x++) { for (int y = 0; y < Math.Min(chunk.Manager.ChunkData.MaxViewingLevel + 1, chunk.SizeY); y++) { for (int z = 0; z < chunk.SizeZ; z++) { v.GridPosition = new Vector3(x, y, z); if (v.IsEmpty || !v.IsVisible) { continue; } BoxPrimitive primitive = VoxelLibrary.GetPrimitive(v.Type); if (primitive == null) { continue; } BoxPrimitive.BoxTextureCoords uvs = primitive.UVs; if (v.Type.HasTransitionTextures) { uvs = v.ComputeTransitionTexture(manhattanNeighbors); } Voxel worldVoxel = new Voxel(); for (int i = 0; i < 6; i++) { BoxFace face = (BoxFace)i; Vector3 delta = FaceDeltas[face]; faceExists[face] = chunk.IsCellValid(x + (int)delta.X, y + (int)delta.Y, z + (int)delta.Z); drawFace[face] = true; if (faceExists[face]) { voxelOnFace.GridPosition = new Vector3(x + (int)delta.X, y + (int)delta.Y, z + (int)delta.Z); drawFace[face] = voxelOnFace.IsEmpty || !voxelOnFace.IsVisible || (voxelOnFace.Type.CanRamp && voxelOnFace.RampType != RampType.None && IsSideFace(face) && ShouldDrawFace(face, voxelOnFace.RampType, v.RampType)); } else { bool success = chunk.Manager.ChunkData.GetNonNullVoxelAtWorldLocation(new Vector3(x + (int)delta.X, y + (int)delta.Y, z + (int)delta.Z) + chunk.Origin, ref worldVoxel); drawFace[face] = !success || worldVoxel.IsEmpty || !worldVoxel.IsVisible || (worldVoxel.Type.CanRamp && worldVoxel.RampType != RampType.None && IsSideFace(face) && ShouldDrawFace(face, worldVoxel.RampType, v.RampType)); } } for (int i = 0; i < 6; i++) { BoxFace face = (BoxFace)i; if (!drawFace[face]) { continue; } int faceIndex = 0; int faceCount = 0; int vertexIndex = 0; int vertexCount = 0; primitive.GetFace(face, uvs, out faceIndex, out faceCount, out vertexIndex, out vertexCount); Vector2 texScale = uvs.Scales[i]; int indexOffset = accumulatedVertices.Count; for (int vertOffset = 0; vertOffset < vertexCount; vertOffset++) { ExtendedVertex vert = primitive.Vertices[vertOffset + vertexIndex]; VoxelVertex bestKey = VoxelChunk.GetNearestDelta(vert.Position); Color color = v.Chunk.Data.GetColor(x, y, z, bestKey); Vector3 offset = Vector3.Zero; Vector2 texOffset = Vector2.Zero; if (v.Type.CanRamp && ShouldRamp(bestKey, v.RampType)) { offset = new Vector3(0, -v.Type.RampSize, 0); if (face != BoxFace.Top && face != BoxFace.Bottom) { texOffset = new Vector2(0, v.Type.RampSize * (texScale.Y)); } } ExtendedVertex newVertex = new ExtendedVertex((vert.Position + v.Position + VertexNoise.GetNoiseVectorFromRepeatingTexture(vert.Position + v.Position) + offset), color, uvs.Uvs[vertOffset + vertexIndex] + texOffset, uvs.Bounds[faceIndex / 6]); accumulatedVertices.Add(newVertex); } for (int idx = faceIndex; idx < faceCount + faceIndex; idx++) { int vertexOffset = primitive.Indices[idx]; accumulatedIndices.Add((short)(indexOffset + (vertexOffset - primitive.Indices[faceIndex]))); } } } } } Vertices = new ExtendedVertex[accumulatedVertices.Count]; accumulatedVertices.CopyTo(Vertices); IndexBuffer = new IndexBuffer(graphics, typeof(short), accumulatedIndices.Count, BufferUsage.WriteOnly); IndexBuffer.SetData(accumulatedIndices.ToArray()); ResetBuffer(graphics); isRebuilding = false; //chunk.PrimitiveMutex.WaitOne(); chunk.NewPrimitive = this; chunk.NewPrimitiveReceived = true; //chunk.PrimitiveMutex.ReleaseMutex(); }
private static IEnumerable <ExtendedVertex> CreateWaterFace(Voxel voxel, BoxFace face, VoxelChunk chunk, int x, int y, int z, int totalDepth, bool top) { List <ExtendedVertex> toReturn = new List <ExtendedVertex>(); int idx = 0; int c = 0; int vertOffset = 0; int numVerts = 0; m_canconicalPrimitive.GetFace(face, m_canconicalPrimitive.UVs, out idx, out c, out vertOffset, out numVerts); for (int i = idx; i < idx + c; i++) { toReturn.Add(m_canconicalPrimitive.Vertices[m_canconicalPrimitive.Indices[i]]); } Vector3 origin = chunk.Origin + new Vector3(x, y, z); List <Voxel> neighborsVertex = new List <Voxel>(); for (int i = 0; i < toReturn.Count; i++) { VoxelVertex currentVertex = VoxelChunk.GetNearestDelta(toReturn[i].Position); chunk.GetNeighborsVertex(currentVertex, voxel, neighborsVertex); int index = chunk.Data.IndexAt(x, y, z); float averageWaterLevel = chunk.Data.Water[index].WaterLevel; float count = 1.0f; float emptyNeighbors = 0.0f; foreach (byte level in neighborsVertex.Select(vox => vox.WaterLevel)) { averageWaterLevel += level; count++; if (level < 1) { emptyNeighbors++; } } averageWaterLevel = averageWaterLevel / count; float averageWaterHeight = (float)averageWaterLevel / 255.0f; float puddleness = 0; Vector2 uv; float foaminess = emptyNeighbors / count; if (foaminess <= 0.5f) { foaminess = 0.0f; } if (totalDepth < 5) { foaminess = 0.75f; puddleness = 0; uv = new Vector2((toReturn[i].Position.X + origin.X) / 80.0f, (toReturn[i].Position.Z + origin.Z) / 80.0f); } else { uv = new Vector2((toReturn[i].Position.X + origin.X) / 80.0f, (toReturn[i].Position.Z + origin.Z) / 80.0f); } Vector4 bounds = new Vector4(0, 0, 1, 1); if (chunk.Data.Water[index].IsFalling || !top) { averageWaterHeight = 1.0f; } if (face == BoxFace.Top) { toReturn[i] = new ExtendedVertex(toReturn[i].Position + origin + new Vector3(0, (averageWaterHeight * 0.4f - 1.0f), 0), new Color(foaminess, puddleness, (float)totalDepth / 512.0f, 1.0f), Color.White, uv, bounds); } else { Vector3 offset = Vector3.Zero; switch (face) { case BoxFace.Back: case BoxFace.Front: uv = new Vector2((Math.Abs(toReturn[i].Position.X + origin.X) / 80.0f), (Math.Abs(toReturn[i].Position.Y + origin.Y) / 80.0f)); foaminess = 1.0f; offset = new Vector3(0, -0.5f, 0); break; case BoxFace.Right: case BoxFace.Left: uv = new Vector2((Math.Abs(toReturn[i].Position.Z + origin.Z) / 80.0f), (Math.Abs(toReturn[i].Position.Y + origin.Y) / 80.0f)); foaminess = 1.0f; offset = new Vector3(0, -0.5f, 0); break; case BoxFace.Top: offset = new Vector3(0, -0.5f, 0); break; } toReturn[i] = new ExtendedVertex(toReturn[i].Position + origin + offset, new Color(foaminess, 0.0f, 1.0f, 1.0f), Color.White, uv, bounds); } } return(toReturn); }
private static void CreateWaterFace(Voxel voxel, BoxFace face, VoxelChunk chunk, int x, int y, int z, bool top, ExtendedVertex[] vertices, int startVertex) { int idx = 0; int vertexCount = 0; int vertOffset = 0; int numVerts = 0; primitive.GetFace(face, primitive.UVs, out idx, out vertexCount, out vertOffset, out numVerts); for (int i = idx; i < idx + vertexCount; i++) { vertices[i + startVertex - idx] = primitive.Vertices[primitive.Indexes[i]]; } Vector3 origin = chunk.Origin + new Vector3(x, y, z); List <Voxel> neighborsVertex = new List <Voxel>(); for (int i = 0; i < vertexCount; i++) { VoxelVertex currentVertex = VoxelChunk.GetNearestDelta(vertices[i + startVertex].Position); chunk.GetNeighborsVertex(currentVertex, voxel, neighborsVertex); int index = chunk.Data.IndexAt(x, y, z); float averageWaterLevel = chunk.Data.Water[index].WaterLevel; float count = 1.0f; float emptyNeighbors = 0.0f; foreach (byte level in neighborsVertex.Select(vox => vox.WaterLevel)) { averageWaterLevel += level; count++; if (level < 1) { emptyNeighbors++; } } averageWaterLevel = averageWaterLevel / count; float averageWaterHeight = (float)averageWaterLevel / 8.0f; float foaminess = emptyNeighbors / count; if (foaminess <= 0.5f) { foaminess = 0.0f; } /* * if(chunk.Data.Water[index].IsFalling || !top) * { * averageWaterHeight = 1.0f; * } */ Vector3 pos = vertices[i + startVertex].Position; pos.Y *= averageWaterHeight; pos += origin; switch (face) { case BoxFace.Back: case BoxFace.Front: vertices[i + startVertex].Set(pos, new Color(foaminess, 0.0f, 1.0f, 1.0f), Color.White, new Vector2(pos.X, pos.Y), new Vector4(0, 0, 1, 1)); break; case BoxFace.Right: case BoxFace.Left: vertices[i + startVertex].Set(pos, new Color(foaminess, 0.0f, 1.0f, 1.0f), Color.White, new Vector2(pos.Z, pos.Y), new Vector4(0, 0, 1, 1)); break; case BoxFace.Top: vertices[i + startVertex].Set(pos, new Color(foaminess, 0.0f, 1.0f, 1.0f), Color.White, new Vector2(pos.X, pos.Z), new Vector4(0, 0, 1, 1)); break; } } }