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); }
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); }