Ejemplo n.º 1
0
        public override void BuildFace(Chunk chunk, Vector3[] vertices, Color32[] palette, ref BlockFace face, bool rotated)
        {
            bool backFace = DirectionUtils.IsBackface(face.side);

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

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

            {
                verts[0] = vertices[0];
                verts[1] = vertices[1];
                verts[2] = vertices[2];
                verts[3] = vertices[3];

                cols[0] = palette[face.block.type];
                cols[1] = palette[face.block.type];
                cols[2] = palette[face.block.type];
                cols[3] = palette[face.block.type];

                BlockUtils.AdjustColors(chunk, cols, face.light);

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

            pools.color32ArrayPool.Push(cols);
            pools.vector3ArrayPool.Push(verts);
        }
Ejemplo n.º 2
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);
        }