//Proof of concept being done with renderdistance = 4
        public void Execute(Entity entity, int index, [ReadOnly] ref Translation translation, [ReadOnly] ref Chunk chunk, [ReadOnly] ref Ungenerated ungenerated)
        {
            ushort       x, y, z;
            const ushort transparent = 1 << 15;

            blocks[entity].Clear();


            NativeArray <int> heights = new NativeArray <int>(16 * 16, Allocator.Temp, NativeArrayOptions.UninitializedMemory);

            for (ushort i = 0; i < 16 * 16; i++)
            {
                //x = (ushort)(i % 16);
                //z = (ushort) (i / 16);
                heights[i] = 40 + (int)(noise((translation.Value.x + (ushort)(i % 16)) * 0.0078125f,
                                              (translation.Value.z + (ushort)(i / 16)) * 0.0078125f)
                                        * 24.0f);
            }

            int height;

            for (ushort i = 0; i < 16 * 16 * 16; i++)
            {
                //x = i & 15;
                //y = i >> 8;
                //z = (i >> 4) & 15;
                MortonUtility.m3d_d_sLUT16(i, &x, &y, &z);
                //height = 40 + (int) (noise((translation.Value.x + x) * 0.0078125f,
                //    (translation.Value.z + z) * 0.0078125f)
                //    * 24.0f);
                //heights[z*16+x]
                if (translation.Value.y + y < heights[z * 16 + x])
                {
                    if (translation.Value.y + y < 32)
                    {
                        //sand
                        blocks[entity].Add(4);
                    }
                    else
                    {
                        //dirt
                        blocks[entity].Add(0);
                    }
                }
                else
                {
                    if (translation.Value.y + y < 26)
                    {
                        //water
                        blocks[entity].Add(transparent + 3);
                    }
                    else
                    {
                        //air
                        blocks[entity].Add(transparent + 1);
                    }
                }
            }
            CommandBuffer.RemoveComponent <Ungenerated>(index, entity);
        }
Esempio n. 2
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        //TODO
        //Try https://forum.unity.com/threads/dynamicbuffer-is-awfully-slow.728663/
        //instead of add-ing
        public void Execute(ArchetypeChunk archChunk, int chunkIndex, int firstEntityIndex)
        {
            //Testing updating meshes slowly
            if (meshesThisFrame > 8)
            {
                return;
            }

            meshesThisFrame++;
            const ushort transparent = 1 << 15;
            var          entities    = archChunk.GetNativeArray(EntityType);
            var          entity      = entities[0];

            if (Vertices[entity].Length > 0)
            {
                //Debug.Log("had to clear");
                Vertices[entity].Clear();
                Tris[entity].Clear();
                Uvs[entity].Clear();
                Normals[entity].Clear();
            }

            //TODO try without any variables and compare

            //int xOff = 1;
            //int yOff = 256;
            //int zOff = 16;

            int    vertIndex = 0;
            ushort x, y, z;
            int3   queriedChunkPos;
            Entity e;
            bool   draw      = false;
            ushort currBlock = 0;

            for (ushort i = 0; i < 4096; i++)
            {
                //skip air
                if (blocks[entity][i] == (transparent + 1))
                {
                    continue;
                }
                //x = i & 15;
                //y = i >> 8;
                //z = (i >> 4) & 15;
                MortonUtility.m3d_d_sLUT16(i, &x, &y, &z);
                //Solid cubical blocks are all under 2000
                //since i likely cant access static data about block types
                //some sort of inherent organization may be necessary for now
                //tris 6 others 4
                //unity is cw for front facing triangles

                //What is faster for checks, reassigning this value, or modifying it with math I wonder
                //also test with different check orders, make sure it is optimized

                currBlock = blocks[entity][i];
                //c# is dumb and returns an int when ~-ing ushorts so i have to take only the bits I need from that
                currBlock &= (~transparent & 0xFFFF);

                //left
                draw = false;
                if (x == 0)
                {
                    queriedChunkPos    = chunk[entity].pos;
                    queriedChunkPos.x -= 1;
                    if (ChunkEntities.TryGetValue(queriedChunkPos, out e))
                    {
                        //hopefully length is always greater than
                        //wrap x to 15, same y/z
                        //block is transparent next to this one, so we must draw
                        if (blocks[e][(int)MortonUtility.m3d_e_sLUT16((ushort)15, y, z)].Value > transparent)
                        {
                            draw = true;
                        }
                    }
                    else
                    {
                        //there is no chunk next to this one, so draw (this is the outside)
                        draw = false;
                    }
                }
                else if (blocks[entity][(int)MortonUtility.m3d_e_sLUT16((ushort)(x - 1), y, z)].Value > transparent)
                {
                    draw = true;
                }

                if (draw)
                {
                    Normals[entity].Add(new float3(-1, 0, 0));
                    Normals[entity].Add(new float3(-1, 0, 0));
                    Normals[entity].Add(new float3(-1, 0, 0));
                    Normals[entity].Add(new float3(-1, 0, 0));

                    Vertices[entity].Add(new float3(x + 0, y + 0, z + 0));
                    Vertices[entity].Add(new float3(x + 0, y + 1, z + 0));
                    Vertices[entity].Add(new float3(x + 0, y + 1, z + 1));
                    Vertices[entity].Add(new float3(x + 0, y + 0, z + 1));

                    Tris[entity].Add(vertIndex + 0);
                    Tris[entity].Add(vertIndex + 2);
                    Tris[entity].Add(vertIndex + 1);
                    Tris[entity].Add(vertIndex + 0);
                    Tris[entity].Add(vertIndex + 3);
                    Tris[entity].Add(vertIndex + 2);

                    //I could use ternary to make it look cleaner but this saves on compares
                    if (currBlock == 0)
                    {
                        Uvs[entity].Add(new float3(1, 0, currBlock + 1));
                        Uvs[entity].Add(new float3(1, 1, currBlock + 1));
                        Uvs[entity].Add(new float3(0, 1, currBlock + 1));
                        Uvs[entity].Add(new float3(0, 0, currBlock + 1));
                    }
                    else
                    {
                        Uvs[entity].Add(new float3(1, 0, currBlock));
                        Uvs[entity].Add(new float3(1, 1, currBlock));
                        Uvs[entity].Add(new float3(0, 1, currBlock));
                        Uvs[entity].Add(new float3(0, 0, currBlock));
                    }
                    vertIndex += 4;
                }

                //right
                draw = false;
                if (x == 15)
                {
                    queriedChunkPos    = chunk[entity].pos;
                    queriedChunkPos.x += 1;
                    if (ChunkEntities.TryGetValue(queriedChunkPos, out e))
                    {
                        if (blocks[e][(int)MortonUtility.m3d_e_sLUT16((ushort)0, y, z)].Value > transparent)
                        {
                            draw = true;
                        }
                    }
                    else
                    {
                        draw = false;
                    }
                }
                else if (blocks[entity][(int)MortonUtility.m3d_e_sLUT16((ushort)(x + 1), y, z)].Value > transparent)
                {
                    draw = true;
                }

                if (draw)
                {
                    Normals[entity].Add(new float3(1, 0, 0));
                    Normals[entity].Add(new float3(1, 0, 0));
                    Normals[entity].Add(new float3(1, 0, 0));
                    Normals[entity].Add(new float3(1, 0, 0));

                    Vertices[entity].Add(new float3(x + 1, y + 0, z + 0));
                    Vertices[entity].Add(new float3(x + 1, y + 1, z + 0));
                    Vertices[entity].Add(new float3(x + 1, y + 1, z + 1));
                    Vertices[entity].Add(new float3(x + 1, y + 0, z + 1));

                    Tris[entity].Add(vertIndex + 0);
                    Tris[entity].Add(vertIndex + 1);
                    Tris[entity].Add(vertIndex + 2);
                    Tris[entity].Add(vertIndex + 0);
                    Tris[entity].Add(vertIndex + 2);
                    Tris[entity].Add(vertIndex + 3);

                    if (currBlock == 0)
                    {
                        Uvs[entity].Add(new float3(1, 0, currBlock + 1));
                        Uvs[entity].Add(new float3(1, 1, currBlock + 1));
                        Uvs[entity].Add(new float3(0, 1, currBlock + 1));
                        Uvs[entity].Add(new float3(0, 0, currBlock + 1));
                    }
                    else
                    {
                        Uvs[entity].Add(new float3(1, 0, currBlock));
                        Uvs[entity].Add(new float3(1, 1, currBlock));
                        Uvs[entity].Add(new float3(0, 1, currBlock));
                        Uvs[entity].Add(new float3(0, 0, currBlock));
                    }
                    vertIndex += 4;
                }

                //back
                draw = false;
                if (z == 0)
                {
                    queriedChunkPos    = chunk[entity].pos;
                    queriedChunkPos.z -= 1;
                    if (ChunkEntities.TryGetValue(queriedChunkPos, out e))
                    {
                        if (blocks[e][(int)MortonUtility.m3d_e_sLUT16((ushort)x, y, 15)].Value > transparent)
                        {
                            draw = true;
                        }
                    }
                    else
                    {
                        draw = false;
                    }
                }
                else if (blocks[entity][(int)MortonUtility.m3d_e_sLUT16(x, y, (ushort)(z - 1))].Value > transparent)
                {
                    draw = true;
                }

                if (draw)
                {
                    Normals[entity].Add(new float3(0, 0, -1));
                    Normals[entity].Add(new float3(0, 0, -1));
                    Normals[entity].Add(new float3(0, 0, -1));
                    Normals[entity].Add(new float3(0, 0, -1));

                    Vertices[entity].Add(new float3(x + 0, y + 0, z + 0));
                    Vertices[entity].Add(new float3(x + 0, y + 1, z + 0));
                    Vertices[entity].Add(new float3(x + 1, y + 1, z + 0));
                    Vertices[entity].Add(new float3(x + 1, y + 0, z + 0));

                    Tris[entity].Add(vertIndex + 0);
                    Tris[entity].Add(vertIndex + 1);
                    Tris[entity].Add(vertIndex + 2);
                    Tris[entity].Add(vertIndex + 0);
                    Tris[entity].Add(vertIndex + 2);
                    Tris[entity].Add(vertIndex + 3);

                    if (currBlock == 0)
                    {
                        Uvs[entity].Add(new float3(1, 0, currBlock + 1));
                        Uvs[entity].Add(new float3(1, 1, currBlock + 1));
                        Uvs[entity].Add(new float3(0, 1, currBlock + 1));
                        Uvs[entity].Add(new float3(0, 0, currBlock + 1));
                    }
                    else
                    {
                        Uvs[entity].Add(new float3(1, 0, currBlock));
                        Uvs[entity].Add(new float3(1, 1, currBlock));
                        Uvs[entity].Add(new float3(0, 1, currBlock));
                        Uvs[entity].Add(new float3(0, 0, currBlock));
                    }
                    vertIndex += 4;
                }

                //front
                draw = false;
                if (z == 15)
                {
                    queriedChunkPos    = chunk[entity].pos;
                    queriedChunkPos.z += 1;
                    if (ChunkEntities.TryGetValue(queriedChunkPos, out e))
                    {
                        if (blocks[e][(int)MortonUtility.m3d_e_sLUT16((ushort)x, y, 0)].Value > transparent)
                        {
                            draw = true;
                        }
                    }
                    else
                    {
                        draw = false;
                    }
                }
                else if (blocks[entity][(int)MortonUtility.m3d_e_sLUT16(x, y, (ushort)(z + 1))].Value > transparent)
                {
                    draw = true;
                }

                if (draw)
                {
                    Normals[entity].Add(new float3(0, 0, 1));
                    Normals[entity].Add(new float3(0, 0, 1));
                    Normals[entity].Add(new float3(0, 0, 1));
                    Normals[entity].Add(new float3(0, 0, 1));

                    Vertices[entity].Add(new float3(x + 0, y + 0, z + 1));
                    Vertices[entity].Add(new float3(x + 0, y + 1, z + 1));
                    Vertices[entity].Add(new float3(x + 1, y + 1, z + 1));
                    Vertices[entity].Add(new float3(x + 1, y + 0, z + 1));

                    Tris[entity].Add(vertIndex + 2);
                    Tris[entity].Add(vertIndex + 1);
                    Tris[entity].Add(vertIndex + 0);
                    Tris[entity].Add(vertIndex + 3);
                    Tris[entity].Add(vertIndex + 2);
                    Tris[entity].Add(vertIndex + 0);

                    if (currBlock == 0)
                    {
                        Uvs[entity].Add(new float3(1, 0, currBlock + 1));
                        Uvs[entity].Add(new float3(1, 1, currBlock + 1));
                        Uvs[entity].Add(new float3(0, 1, currBlock + 1));
                        Uvs[entity].Add(new float3(0, 0, currBlock + 1));
                    }
                    else
                    {
                        Uvs[entity].Add(new float3(1, 0, currBlock));
                        Uvs[entity].Add(new float3(1, 1, currBlock));
                        Uvs[entity].Add(new float3(0, 1, currBlock));
                        Uvs[entity].Add(new float3(0, 0, currBlock));
                    }
                    vertIndex += 4;
                }

                //below
                draw = false;
                if (y == 0)
                {
                    if (chunk[entity].pos.y == 0)
                    {
                        draw = false;
                    }
                    else
                    {
                        queriedChunkPos    = chunk[entity].pos;
                        queriedChunkPos.y -= 1;
                        if (ChunkEntities.TryGetValue(queriedChunkPos, out e))
                        {
                            if (blocks[e][(int)MortonUtility.m3d_e_sLUT16((ushort)x, 15, z)].Value > transparent)
                            {
                                draw = true;
                            }
                        }
                        else
                        {
                            draw = false;
                        }
                    }
                }
                else if (blocks[entity][(int)MortonUtility.m3d_e_sLUT16(x, (ushort)(y - 1), z)].Value > transparent)
                {
                    draw = true;
                }

                if (draw)
                {
                    Normals[entity].Add(new float3(0, -1, 0));
                    Normals[entity].Add(new float3(0, -1, 0));
                    Normals[entity].Add(new float3(0, -1, 0));
                    Normals[entity].Add(new float3(0, -1, 0));

                    Vertices[entity].Add(new float3(x + 0, y + 0, z + 0));
                    Vertices[entity].Add(new float3(x + 0, y + 0, z + 1));
                    Vertices[entity].Add(new float3(x + 1, y + 0, z + 1));
                    Vertices[entity].Add(new float3(x + 1, y + 0, z + 0));

                    Tris[entity].Add(vertIndex + 2);
                    Tris[entity].Add(vertIndex + 1);
                    Tris[entity].Add(vertIndex + 0);
                    Tris[entity].Add(vertIndex + 3);
                    Tris[entity].Add(vertIndex + 2);
                    Tris[entity].Add(vertIndex + 0);

                    if (currBlock == 0)
                    {
                        Uvs[entity].Add(new float3(0, 0, currBlock + 2));
                        Uvs[entity].Add(new float3(1, 0, currBlock + 2));
                        Uvs[entity].Add(new float3(1, 1, currBlock + 2));
                        Uvs[entity].Add(new float3(0, 1, currBlock + 2));
                    }
                    else
                    {
                        Uvs[entity].Add(new float3(0, 0, currBlock));
                        Uvs[entity].Add(new float3(1, 0, currBlock));
                        Uvs[entity].Add(new float3(1, 1, currBlock));
                        Uvs[entity].Add(new float3(0, 1, currBlock));
                    }
                    vertIndex += 4;
                }

                //above
                if (y == 15)
                {
                    queriedChunkPos    = chunk[entity].pos;
                    queriedChunkPos.y += 1;
                    if (ChunkEntities.TryGetValue(queriedChunkPos, out e))
                    {
                        if (blocks[e][(int)MortonUtility.m3d_e_sLUT16((ushort)x, 0, z)].Value > transparent)
                        {
                            draw = true;
                        }
                    }
                    else
                    {
                        draw = false;
                    }
                }
                else if (blocks[entity][(int)MortonUtility.m3d_e_sLUT16(x, (ushort)(y + 1), z)].Value > transparent)
                {
                    draw = true;
                }

                if (draw)
                {
                    Normals[entity].Add(new float3(0, 1, 0));
                    Normals[entity].Add(new float3(0, 1, 0));
                    Normals[entity].Add(new float3(0, 1, 0));
                    Normals[entity].Add(new float3(0, 1, 0));

                    Vertices[entity].Add(new float3(x + 0, y + 1, z + 0));
                    Vertices[entity].Add(new float3(x + 0, y + 1, z + 1));
                    Vertices[entity].Add(new float3(x + 1, y + 1, z + 1));
                    Vertices[entity].Add(new float3(x + 1, y + 1, z + 0));

                    Tris[entity].Add(vertIndex + 0);
                    Tris[entity].Add(vertIndex + 1);
                    Tris[entity].Add(vertIndex + 2);
                    Tris[entity].Add(vertIndex + 0);
                    Tris[entity].Add(vertIndex + 2);
                    Tris[entity].Add(vertIndex + 3);

                    Uvs[entity].Add(new float3(0, 0, currBlock));
                    Uvs[entity].Add(new float3(1, 0, currBlock));
                    Uvs[entity].Add(new float3(1, 1, currBlock));
                    Uvs[entity].Add(new float3(0, 1, currBlock));
                    vertIndex += 4;
                }
            }

            //meshDirty_in.Dirty = true;
            // = new MeshDirty { Entity = entity, Dirty = true };
            CommandBuffer.AddComponent <MeshDirty>(chunkIndex, entity, new MeshDirty {
                Entity = entity
            });
        }