Beispiel #1
0
        public override void BuildFace(Chunk chunk, Vector3[] vertices, Color32[] palette, ref BlockFace face, bool rotated)
        {
            bool backface = DirectionUtils.IsBackface(face.side);
            int  d        = DirectionUtils.Get(face.side);

            LocalPools pools = Globals.WorkPool.GetPool(chunk.ThreadID);

            Vector3[] verts = pools.vector3ArrayPool.PopExact(4);
            Vector4[] uvs   = pools.vector4ArrayPool.PopExact(4);
            Color32[] cols  = pools.color32ArrayPool.PopExact(4);

            {
                if (vertices == null)
                {
                    Vector3 pos = face.pos;

                    verts[0] = pos + BlockUtils.paddingOffsets[d][0];
                    verts[1] = pos + BlockUtils.paddingOffsets[d][1];
                    verts[2] = pos + BlockUtils.paddingOffsets[d][2];
                    verts[3] = pos + BlockUtils.paddingOffsets[d][3];
                }
                else
                {
                    verts[0] = vertices[0];
                    verts[1] = vertices[1];
                    verts[2] = vertices[2];
                    verts[3] = vertices[3];
                }

                cols[0] = Colors[d];
                cols[1] = Colors[d];
                cols[2] = Colors[d];
                cols[3] = Colors[d];

                BlockUtils.PrepareTexture(verts, uvs, face.side, Textures, rotated);
                BlockUtils.AdjustColors(chunk, cols, face.light);

                RenderGeometryBatcher batcher = chunk.RenderGeometryHandler.Batcher;
                batcher.AddFace(face.materialID, verts, cols, uvs, backface);
            }

            pools.color32ArrayPool.Push(cols);
            pools.vector4ArrayPool.Push(uvs);
            pools.vector3ArrayPool.Push(verts);
        }
        protected override void BuildBox(Chunk chunk, Block block, int minX, int minY, int minZ, int maxX, int maxY, int maxZ)
        {
            // Order of vertices when building faces:
            //     1--2
            //     |  |
            //     |  |
            //     0--3

            int sizeWithPadding     = sideSize + Env.CHUNK_PADDING_2;
            int sizeWithPaddingPow2 = sizeWithPadding * sizeWithPadding;

            LocalPools  pools  = Globals.WorkPool.GetPool(chunk.ThreadID);
            ChunkBlocks blocks = chunk.Blocks;

            Chunk[] listeners = chunk.Neighbors;

            // Custom blocks have their own rules
            if (block.custom)
            {
                for (int yy = minY; yy < maxY; yy++)
                {
                    for (int zz = minZ; zz < maxZ; zz++)
                    {
                        for (int xx = minX; xx < maxX; xx++)
                        {
                            Vector3Int pos = new Vector3Int(xx, yy, zz);
                            block.BuildBlock(chunk, ref pos, block.renderMaterialID);
                        }
                    }
                }

                return;
            }

            int        n, w, h, l, k, maskIndex;
            Vector3Int texturePos = new Vector3Int(minX, minY, minZ);

            Vector3[]   face = pools.vector3ArrayPool.PopExact(4);
            BlockFace[] mask = pools.blockFaceArrayPool.PopExact(sideSize * sideSize);

            #region Top face

            if (listeners[(int)Direction.up] != null ||
                // Don't render faces on world's edges for chunks with no neighbor
                (SideMask & Side.up) == 0 ||
                maxY != sideSize)
            {
                Array.Clear(mask, 0, mask.Length);

                // x axis - width
                // z axis - height

                int neighborIndex = Helpers.GetChunkIndex1DFrom3D(minX, maxY, minZ, pow);
                int zOffset       = sizeWithPadding - maxX + minX;

                // Build the mask
                for (int zz = minZ; zz < maxZ; ++zz, neighborIndex += zOffset)
                {
                    n = minX + zz * sideSize;
                    for (int xx = minX; xx < maxX; ++xx, ++n, ++neighborIndex)
                    {
                        int   currentIndex  = neighborIndex - sizeWithPaddingPow2; // (xx, maxY-1, zz);
                        Block neighborBlock = blocks.GetBlock(neighborIndex);

                        // Let's see whether we can merge faces
                        if (block.CanBuildFaceWith(neighborBlock))
                        {
                            mask[n] = new BlockFace
                            {
                                block      = block,
                                pos        = texturePos,
                                side       = Direction.up,
                                light      = BlockUtils.CalculateColors(chunk, currentIndex, Direction.up),
                                materialID = block.renderMaterialID
                            };
                        }
                    }
                }

                // Build faces from the mask if it's possible
                for (int zz = minZ; zz < maxZ; ++zz)
                {
                    n = minX + zz * sideSize;
                    for (int xx = minX; xx < maxX;)
                    {
                        if (mask[n].block == null)
                        {
                            ++xx;
                            ++n;
                            continue;
                        }

                        // Compute width and height
                        w = 1;
                        h = 1;

                        // Build the face
                        bool rotated = mask[n].light.FaceRotationNecessary;
                        if (!rotated)
                        {
                            face[0] = new Vector3(xx, maxY, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.up][0];
                            face[1] = new Vector3(xx, maxY, zz + h) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.up][1];
                            face[2] = new Vector3(xx + w, maxY, zz + h) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.up][2];
                            face[3] = new Vector3(xx + w, maxY, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.up][3];
                        }
                        else
                        {
                            face[0] = new Vector3(xx, maxY, zz + h) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.up][1];
                            face[1] = new Vector3(xx + w, maxY, zz + h) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.up][2];
                            face[2] = new Vector3(xx + w, maxY, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.up][3];
                            face[3] = new Vector3(xx, maxY, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.up][0];
                        }

                        block.BuildFace(chunk, face, Palette, ref mask[n], rotated);

                        // Zero out the mask. We don't need to process the same fields again
                        for (l = 0; l < h; ++l)
                        {
                            maskIndex = n + l * sideSize;
                            for (k = 0; k < w; ++k, ++maskIndex)
                            {
                                mask[maskIndex] = new BlockFace();
                            }
                        }

                        xx += w;
                        n  += w;
                    }
                }
            }

            #endregion

            #region Bottom face

            if (listeners[(int)Direction.down] != null ||
                // Don't render faces on world's edges for chunks with no neighbor
                (SideMask & Side.down) == 0 ||
                minY != 0)
            {
                Array.Clear(mask, 0, mask.Length);

                // x axis - width
                // z axis - height

                int currentIndex = Helpers.GetChunkIndex1DFrom3D(minX, minY, minZ, pow);
                int zOffset      = sizeWithPadding - maxX + minX;

                // Build the mask
                for (int zz = minZ; zz < maxZ; ++zz, currentIndex += zOffset)
                {
                    n = minX + zz * sideSize;
                    for (int xx = minX; xx < maxX; ++xx, ++n, ++currentIndex)
                    {
                        int   neighborIndex = currentIndex - sizeWithPaddingPow2;
                        Block neighborBlock = blocks.GetBlock(neighborIndex);

                        // Let's see whether we can merge faces
                        if (block.CanBuildFaceWith(neighborBlock))
                        {
                            mask[n] = new BlockFace
                            {
                                block      = block,
                                pos        = texturePos,
                                side       = Direction.down,
                                light      = BlockUtils.CalculateColors(chunk, currentIndex, Direction.down),
                                materialID = block.renderMaterialID
                            };
                        }
                    }
                }

                // Build faces from the mask if it's possible
                for (int zz = minZ; zz < maxZ; ++zz)
                {
                    n = minX + zz * sideSize;
                    for (int xx = minX; xx < maxX;)
                    {
                        if (mask[n].block == null)
                        {
                            ++xx;
                            ++n;
                            continue;
                        }

                        // Compute width and height
                        w = 1;
                        h = 1;

                        // Build the face
                        bool rotated = mask[n].light.FaceRotationNecessary;
                        if (!rotated)
                        {
                            face[0] = new Vector3(xx, minY, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.down][0];
                            face[1] = new Vector3(xx, minY, zz + h) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.down][1];
                            face[2] = new Vector3(xx + w, minY, zz + h) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.down][2];
                            face[3] = new Vector3(xx + w, minY, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.down][3];
                        }
                        else
                        {
                            face[0] = new Vector3(xx, minY, zz + h) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.down][1];
                            face[1] = new Vector3(xx + w, minY, zz + h) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.down][2];
                            face[2] = new Vector3(xx + w, minY, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.down][3];
                            face[3] = new Vector3(xx, minY, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.down][0];
                        }

                        block.BuildFace(chunk, face, Palette, ref mask[n], rotated);

                        // Zero out the mask. We don't need to process the same fields again
                        for (l = 0; l < h; ++l)
                        {
                            maskIndex = n + l * sideSize;
                            for (k = 0; k < w; ++k, ++maskIndex)
                            {
                                mask[maskIndex] = new BlockFace();
                            }
                        }

                        xx += w;
                        n  += w;
                    }
                }
            }

            #endregion

            #region Right face

            if (listeners[(int)Direction.east] != null ||
                // Don't render faces on world's edges for chunks with no neighbor
                (SideMask & Side.east) == 0 ||
                maxX != sideSize)
            {
                Array.Clear(mask, 0, mask.Length);

                // y axis - height
                // z axis - width

                int neighborIndex = Helpers.GetChunkIndex1DFrom3D(maxX, minY, minZ, pow);
                int yOffset       = sizeWithPaddingPow2 - (maxZ - minZ) * sizeWithPadding;

                // Build the mask
                for (int yy = minY; yy < maxY; ++yy, neighborIndex += yOffset)
                {
                    n = minZ + yy * sideSize;
                    for (int zz = minZ; zz < maxZ; ++zz, ++n, neighborIndex += sizeWithPadding)
                    {
                        int   currentIndex  = neighborIndex - 1;
                        Block neighborBlock = blocks.GetBlock(neighborIndex);

                        // Let's see whether we can merge faces
                        if (block.CanBuildFaceWith(neighborBlock))
                        {
                            mask[n] = new BlockFace
                            {
                                block      = block,
                                pos        = texturePos,
                                side       = Direction.east,
                                light      = BlockUtils.CalculateColors(chunk, currentIndex, Direction.east),
                                materialID = block.renderMaterialID
                            };
                        }
                    }
                }

                // Build faces from the mask if it's possible
                for (int yy = minY; yy < maxY; ++yy)
                {
                    n = minZ + yy * sideSize;
                    for (int zz = minZ; zz < maxZ;)
                    {
                        if (mask[n].block == null)
                        {
                            ++zz;
                            ++n;
                            continue;
                        }

                        // Compute width and height
                        w = 1;
                        h = 1;

                        // Build the face
                        bool rotated = mask[n].light.FaceRotationNecessary;
                        if (!rotated)
                        {
                            face[0] = new Vector3(maxX, yy, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.east][0];
                            face[1] = new Vector3(maxX, yy + h, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.east][1];
                            face[2] = new Vector3(maxX, yy + h, zz + w) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.east][2];
                            face[3] = new Vector3(maxX, yy, zz + w) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.east][3];
                        }
                        else
                        {
                            face[0] = new Vector3(maxX, yy + h, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.east][1];
                            face[1] = new Vector3(maxX, yy + h, zz + w) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.east][2];
                            face[2] = new Vector3(maxX, yy, zz + w) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.east][3];
                            face[3] = new Vector3(maxX, yy, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.east][0];
                        }

                        block.BuildFace(chunk, face, Palette, ref mask[n], rotated);

                        // Zero out the mask. We don't need to process the same fields again
                        for (l = 0; l < h; ++l)
                        {
                            maskIndex = n + l * sideSize;
                            for (k = 0; k < w; ++k, ++maskIndex)
                            {
                                mask[maskIndex] = new BlockFace();
                            }
                        }

                        zz += w;
                        n  += w;
                    }
                }
            }

            #endregion

            #region Left face

            if (listeners[(int)Direction.west] != null ||
                // Don't render faces on world's edges for chunks with no neighbor
                (SideMask & Side.west) == 0 ||
                minX != 0)
            {
                Array.Clear(mask, 0, mask.Length);

                // y axis - height
                // z axis - width

                int currentIndex = Helpers.GetChunkIndex1DFrom3D(minX, minY, minZ, pow);
                int yOffset      = sizeWithPaddingPow2 - (maxZ - minZ) * sizeWithPadding;

                // Build the mask
                for (int yy = minY; yy < maxY; ++yy, currentIndex += yOffset)
                {
                    n = minZ + yy * sideSize;
                    for (int zz = minZ; zz < maxZ; ++zz, ++n, currentIndex += sizeWithPadding)
                    {
                        int   neighborIndex = currentIndex - 1;
                        Block neighborBlock = blocks.GetBlock(neighborIndex);

                        // Let's see whether we can merge faces
                        if (block.CanBuildFaceWith(neighborBlock))
                        {
                            mask[n] = new BlockFace
                            {
                                block      = block,
                                pos        = texturePos,
                                side       = Direction.west,
                                light      = BlockUtils.CalculateColors(chunk, currentIndex, Direction.west),
                                materialID = block.renderMaterialID
                            };
                        }
                    }
                }

                // Build faces from the mask if it's possible
                for (int yy = minY; yy < maxY; ++yy)
                {
                    n = minZ + yy * sideSize;
                    for (int zz = minZ; zz < maxZ;)
                    {
                        if (mask[n].block == null)
                        {
                            ++zz;
                            ++n;
                            continue;
                        }

                        // Compute width and height
                        w = 1;
                        h = 1;

                        // Build the face
                        bool rotated = mask[n].light.FaceRotationNecessary;
                        if (!rotated)
                        {
                            face[0] = new Vector3(minX, yy, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.west][0];
                            face[1] = new Vector3(minX, yy + h, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.west][1];
                            face[2] = new Vector3(minX, yy + h, zz + w) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.west][2];
                            face[3] = new Vector3(minX, yy, zz + w) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.west][3];
                        }
                        else
                        {
                            face[0] = new Vector3(minX, yy + h, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.west][1];
                            face[1] = new Vector3(minX, yy + h, zz + w) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.west][2];
                            face[2] = new Vector3(minX, yy, zz + w) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.west][3];
                            face[3] = new Vector3(minX, yy, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.west][0];
                        }

                        block.BuildFace(chunk, face, Palette, ref mask[n], rotated);

                        // Zero out the mask. We don't need to process the same fields again
                        for (l = 0; l < h; ++l)
                        {
                            maskIndex = n + l * sideSize;
                            for (k = 0; k < w; ++k, ++maskIndex)
                            {
                                mask[maskIndex] = new BlockFace();
                            }
                        }

                        zz += w;
                        n  += w;
                    }
                }
            }

            #endregion

            #region Front face

            if (listeners[(int)Direction.north] != null ||
                // Don't render faces on world's edges for chunks with no neighbor
                (SideMask & Side.north) == 0 ||
                maxZ != sideSize)
            {
                Array.Clear(mask, 0, mask.Length);

                // x axis - width
                // y axis - height

                int neighborIndex = Helpers.GetChunkIndex1DFrom3D(minX, minY, maxZ, pow);
                int yOffset       = sizeWithPaddingPow2 - maxX + minX;

                // Build the mask
                for (int yy = minY; yy < maxY; ++yy, neighborIndex += yOffset)
                {
                    n = minX + yy * sideSize;
                    for (int xx = minX; xx < maxX; ++xx, ++n, ++neighborIndex)
                    {
                        int   currentIndex  = neighborIndex - sizeWithPadding;
                        Block neighborBlock = blocks.GetBlock(neighborIndex);

                        // Let's see whether we can merge faces
                        if (block.CanBuildFaceWith(neighborBlock))
                        {
                            mask[n] = new BlockFace
                            {
                                block      = block,
                                pos        = texturePos,
                                side       = Direction.north,
                                light      = BlockUtils.CalculateColors(chunk, currentIndex, Direction.north),
                                materialID = block.renderMaterialID
                            };
                        }
                    }
                }

                // Build faces from the mask if it's possible
                for (int yy = minY; yy < maxY; ++yy)
                {
                    n = minX + yy * sideSize;
                    for (int xx = minX; xx < maxX;)
                    {
                        if (mask[n].block == null)
                        {
                            ++xx;
                            ++n;
                            continue;
                        }

                        // Compute width and height
                        w = 1;
                        h = 1;

                        // Build the face
                        bool rotated = mask[n].light.FaceRotationNecessary;
                        if (!rotated)
                        {
                            face[0] = new Vector3(xx, yy, maxZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.north][0];
                            face[1] = new Vector3(xx, yy + h, maxZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.north][1];
                            face[2] = new Vector3(xx + w, yy + h, maxZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.north][2];
                            face[3] = new Vector3(xx + w, yy, maxZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.north][3];
                        }
                        else
                        {
                            face[0] = new Vector3(xx, yy + h, maxZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.north][1];
                            face[1] = new Vector3(xx + w, yy + h, maxZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.north][2];
                            face[2] = new Vector3(xx + w, yy, maxZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.north][3];
                            face[3] = new Vector3(xx, yy, maxZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.north][0];
                        }

                        block.BuildFace(chunk, face, Palette, ref mask[n], rotated);

                        // Zero out the mask. We don't need to process the same fields again
                        for (l = 0; l < h; ++l)
                        {
                            maskIndex = n + l * sideSize;
                            for (k = 0; k < w; ++k, ++maskIndex)
                            {
                                mask[maskIndex] = new BlockFace();
                            }
                        }

                        xx += w;
                        n  += w;
                    }
                }
            }

            #endregion

            #region Back face

            if (listeners[(int)Direction.south] != null ||
                // Don't render faces on world's edges for chunks with no neighbor
                (SideMask & Side.south) == 0 ||
                minZ != 0)
            {
                Array.Clear(mask, 0, mask.Length);

                // x axis - width
                // y axis - height

                int currentIndex = Helpers.GetChunkIndex1DFrom3D(minX, minY, minZ, pow);
                int yOffset      = sizeWithPaddingPow2 - maxX + minX;

                // Build the mask
                for (int yy = minY; yy < maxY; ++yy, currentIndex += yOffset)
                {
                    n = minX + yy * sideSize;
                    for (int xx = minX; xx < maxX; ++xx, ++n, ++currentIndex)
                    {
                        int   neighborIndex = currentIndex - sizeWithPadding;
                        Block neighborBlock = blocks.GetBlock(neighborIndex);

                        // Let's see whether we can merge faces
                        if (block.CanBuildFaceWith(neighborBlock))
                        {
                            mask[n] = new BlockFace
                            {
                                block      = block,
                                pos        = texturePos,
                                side       = Direction.south,
                                light      = BlockUtils.CalculateColors(chunk, currentIndex, Direction.south),
                                materialID = block.renderMaterialID
                            };
                        }
                    }
                }

                // Build faces from the mask if it's possible
                for (int yy = minY; yy < maxY; ++yy)
                {
                    n = minX + yy * sideSize;
                    for (int xx = minX; xx < maxX;)
                    {
                        if (mask[n].block == null)
                        {
                            ++xx;
                            ++n;
                            continue;
                        }

                        // Compute width and height
                        w = 1;
                        h = 1;

                        // Build the face
                        bool rotated = mask[n].light.FaceRotationNecessary;
                        if (!rotated)
                        {
                            face[0] = new Vector3(xx, yy, minZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.south][0];
                            face[1] = new Vector3(xx, yy + h, minZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.south][1];
                            face[2] = new Vector3(xx + w, yy + h, minZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.south][2];
                            face[3] = new Vector3(xx + w, yy, minZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.south][3];
                        }
                        else
                        {
                            face[0] = new Vector3(xx, yy + h, minZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.south][1];
                            face[1] = new Vector3(xx + w, yy + h, minZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.south][2];
                            face[2] = new Vector3(xx + w, yy, minZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.south][3];
                            face[3] = new Vector3(xx, yy, minZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.south][0];
                        }

                        block.BuildFace(chunk, face, Palette, ref mask[n], rotated);

                        // Zero out the mask. We don't need to process the same fields again
                        for (l = 0; l < h; ++l)
                        {
                            maskIndex = n + l * sideSize;
                            for (k = 0; k < w; ++k, ++maskIndex)
                            {
                                mask[maskIndex] = new BlockFace();
                            }
                        }

                        xx += w;
                        n  += w;
                    }
                }
            }

            #endregion

            pools.blockFaceArrayPool.Push(mask);
            pools.vector3ArrayPool.Push(face);
        }
Beispiel #3
0
        public override void BuildBlock(Chunk chunk, ref Vector3Int localPos, int materialID)
        {
            LocalPools            pools   = Globals.WorkPool.GetPool(chunk.ThreadID);
            RenderGeometryBatcher batcher = chunk.RenderGeometryHandler.Batcher;

            // Using the block positions hash is much better for random numbers than saving the offset and height in the block data
            int hash = localPos.GetHashCode();

            hash *= 39;
            float offsetX = (hash & 63) * COEF * Env.BLOCK_SIZE_HALF - Env.BLOCK_SIZE_HALF * 0.5f;

            hash *= 39;
            float offsetZ = (hash & 63) * COEF * Env.BLOCK_SIZE_HALF - Env.BLOCK_SIZE_HALF * 0.5f;

            // Converting the position to a vector adjusts it based on block size and gives us real world coordinates for x, y and z
            Vector3 vPos = localPos;

            vPos += new Vector3(offsetX, 0, offsetZ);

            float x1 = vPos.x - BlockUtils.blockPadding;
            float x2 = vPos.x + BlockUtils.blockPadding + Env.BLOCK_SIZE;
            float y1 = vPos.y - BlockUtils.blockPadding;
            float y2 = vPos.y + BlockUtils.blockPadding + Env.BLOCK_SIZE;
            float z1 = vPos.z - BlockUtils.blockPadding;
            float z2 = vPos.z + BlockUtils.blockPadding + Env.BLOCK_SIZE;

            Vector3[] verts  = pools.vector3ArrayPool.PopExact(4);
            Vector4[] uvs    = pools.vector4ArrayPool.PopExact(4);
            Color32[] colors = pools.color32ArrayPool.PopExact(4);

            {
                colors[0] = Color;
                colors[1] = Color;
                colors[2] = Color;
                colors[3] = Color;
            }

            {
                verts[0] = new Vector3(x1, y1, z2);
                verts[1] = new Vector3(x1, y2, z2);
                verts[2] = new Vector3(x2, y2, z1);
                verts[3] = new Vector3(x2, y1, z1);
                // Needs to have some vertices before being able to get a texture.
                BlockUtils.PrepareTexture(verts, uvs, Direction.north, Texture, false);
                batcher.AddFace(materialID, verts, colors, uvs, false);
            }
            {
                verts[0] = new Vector3(x2, y1, z1);
                verts[1] = new Vector3(x2, y2, z1);
                verts[2] = new Vector3(x1, y2, z2);
                verts[3] = new Vector3(x1, y1, z2);
                batcher.AddFace(materialID, verts, colors, uvs, false);
            }
            {
                verts[0] = new Vector3(x2, y1, z2);
                verts[1] = new Vector3(x2, y2, z2);
                verts[2] = new Vector3(x1, y2, z1);
                verts[3] = new Vector3(x1, y1, z1);
                batcher.AddFace(materialID, verts, colors, uvs, false);
            }
            {
                verts[0] = new Vector3(x1, y1, z1);
                verts[1] = new Vector3(x1, y2, z1);
                verts[2] = new Vector3(x2, y2, z2);
                verts[3] = new Vector3(x2, y1, z2);
                batcher.AddFace(materialID, verts, colors, uvs, false);
            }

            pools.color32ArrayPool.Push(colors);
            pools.vector4ArrayPool.Push(uvs);
            pools.vector3ArrayPool.Push(verts);
        }