コード例 #1
0
ファイル: ChunkRenderer.cs プロジェクト: SumireTeam/Cubach
        public void UpdateChunkMesh(World world, Chunk chunk, BlockTransparency transparency, IMesh <VertexP3N3T2> mesh)
        {
            Task.Run(() => {
                var vertexes = GetChunkVertexes(world, chunk, transparency);

                Client.DeferredTasks.Enqueue(() => { mesh.SetData(vertexes); });
            });
        }
コード例 #2
0
 private BlockType(string name, BlockTextures textures,
                   BlockTransparency transparency = BlockTransparency.Opaque, bool solid = true)
 {
     Name         = name;
     Textures     = textures;
     Solid        = solid;
     Transparency = transparency;
 }
コード例 #3
0
ファイル: ChunkRenderer.cs プロジェクト: SumireTeam/Cubach
        private VertexP3N3T2[] GetChunkVertexes(World world, Chunk chunk, BlockTransparency transparency)
        {
            // Non-empty natural generated chunks have an average of 50k vertexes.
            // Use the next power of two for the initial capacity to avoid unnecessary allocations.
            var vertexes = new List <VertexP3N3T2>(65536);

            for (var i = 0; i < Chunk.Length; ++i)
            {
                for (var j = 0; j < Chunk.Width; ++j)
                {
                    for (var k = 0; k < Chunk.Height; ++k)
                    {
                        var block = chunk.Blocks[i, j, k];
                        if (block.Transparency != transparency)
                        {
                            continue;
                        }

                        var rearBlock   = world.GetBlockAt(chunk.Min + new Vector3(i - 1, j, k));
                        var rearVisible = !rearBlock.HasValue || rearBlock.Value.Transparency > block.Transparency;
                        if (rearVisible)
                        {
                            var normal        = -Vector3.UnitX;
                            var textureName   = block.Textures.Rear;
                            var textureRegion = blockTextureAtlas.GetRegion(textureName);
                            var uvZero        = textureRegion.UVMin;
                            var uvOne         = textureRegion.UVMax;
                            var uvUnitX       = new Vector2(uvOne.X, uvZero.Y);
                            var uvUnitY       = new Vector2(uvZero.X, uvOne.Y);
                            vertexes.Add(new VertexP3N3T2(new Vector3(i, j, k), normal, uvZero));
                            vertexes.Add(new VertexP3N3T2(new Vector3(i, j, 1 + k), normal, uvUnitY));
                            vertexes.Add(new VertexP3N3T2(new Vector3(i, 1 + j, 1 + k), normal, uvOne));
                            vertexes.Add(new VertexP3N3T2(new Vector3(i, j, k), normal, uvZero));
                            vertexes.Add(new VertexP3N3T2(new Vector3(i, 1 + j, 1 + k), normal, uvOne));
                            vertexes.Add(new VertexP3N3T2(new Vector3(i, 1 + j, k), normal, uvUnitX));
                        }

                        var frontBlock   = world.GetBlockAt(chunk.Min + new Vector3(i + 1, j, k));
                        var frontVisible = !frontBlock.HasValue || frontBlock.Value.Transparency > block.Transparency;
                        if (frontVisible)
                        {
                            var normal        = Vector3.UnitX;
                            var textureName   = block.Textures.Front;
                            var textureRegion = blockTextureAtlas.GetRegion(textureName);
                            var uvZero        = textureRegion.UVMin;
                            var uvOne         = textureRegion.UVMax;
                            var uvUnitX       = new Vector2(uvOne.X, uvZero.Y);
                            var uvUnitY       = new Vector2(uvZero.X, uvOne.Y);
                            vertexes.Add(new VertexP3N3T2(new Vector3(1 + i, j, k), normal, uvZero));
                            vertexes.Add(new VertexP3N3T2(new Vector3(1 + i, 1 + j, 1 + k), normal, uvOne));
                            vertexes.Add(new VertexP3N3T2(new Vector3(1 + i, j, 1 + k), normal, uvUnitY));
                            vertexes.Add(new VertexP3N3T2(new Vector3(1 + i, j, k), normal, uvZero));
                            vertexes.Add(new VertexP3N3T2(new Vector3(1 + i, 1 + j, k), normal, uvUnitX));
                            vertexes.Add(new VertexP3N3T2(new Vector3(1 + i, 1 + j, 1 + k), normal, uvOne));
                        }

                        var leftBlock   = world.GetBlockAt(chunk.Min + new Vector3(i, j - 1, k));
                        var leftVisible = !leftBlock.HasValue || leftBlock.Value.Transparency > block.Transparency;
                        if (leftVisible)
                        {
                            var normal        = -Vector3.UnitY;
                            var textureName   = block.Textures.Left;
                            var textureRegion = blockTextureAtlas.GetRegion(textureName);
                            var uvZero        = textureRegion.UVMin;
                            var uvOne         = textureRegion.UVMax;
                            var uvUnitX       = new Vector2(uvOne.X, uvZero.Y);
                            var uvUnitY       = new Vector2(uvZero.X, uvOne.Y);
                            vertexes.Add(new VertexP3N3T2(new Vector3(i, j, k), normal, uvZero));
                            vertexes.Add(new VertexP3N3T2(new Vector3(1 + i, j, 1 + k), normal, uvOne));
                            vertexes.Add(new VertexP3N3T2(new Vector3(i, j, 1 + k), normal, uvUnitY));
                            vertexes.Add(new VertexP3N3T2(new Vector3(i, j, k), normal, uvZero));
                            vertexes.Add(new VertexP3N3T2(new Vector3(1 + i, j, k), normal, uvUnitX));
                            vertexes.Add(new VertexP3N3T2(new Vector3(1 + i, j, 1 + k), normal, uvOne));
                        }

                        var rightBlock   = world.GetBlockAt(chunk.Min + new Vector3(i, j + 1, k));
                        var rightVisible = !rightBlock.HasValue || rightBlock.Value.Transparency > block.Transparency;
                        if (rightVisible)
                        {
                            var normal        = Vector3.UnitY;
                            var textureName   = block.Textures.Right;
                            var textureRegion = blockTextureAtlas.GetRegion(textureName);
                            var uvZero        = textureRegion.UVMin;
                            var uvOne         = textureRegion.UVMax;
                            var uvUnitX       = new Vector2(uvOne.X, uvZero.Y);
                            var uvUnitY       = new Vector2(uvZero.X, uvOne.Y);
                            vertexes.Add(new VertexP3N3T2(new Vector3(i, 1 + j, k), normal, uvZero));
                            vertexes.Add(new VertexP3N3T2(new Vector3(i, 1 + j, 1 + k), normal, uvUnitY));
                            vertexes.Add(new VertexP3N3T2(new Vector3(1 + i, 1 + j, 1 + k), normal, uvOne));
                            vertexes.Add(new VertexP3N3T2(new Vector3(i, 1 + j, k), normal, uvZero));
                            vertexes.Add(new VertexP3N3T2(new Vector3(1 + i, 1 + j, 1 + k), normal, uvOne));
                            vertexes.Add(new VertexP3N3T2(new Vector3(1 + i, 1 + j, k), normal, uvUnitX));
                        }

                        var bottomBlock   = world.GetBlockAt(chunk.Min + new Vector3(i, j, k - 1));
                        var bottomVisible =
                            !bottomBlock.HasValue || bottomBlock.Value.Transparency > block.Transparency;
                        if (bottomVisible)
                        {
                            var normal        = -Vector3.UnitZ;
                            var textureName   = block.Textures.Bottom;
                            var textureRegion = blockTextureAtlas.GetRegion(textureName);
                            var uvZero        = textureRegion.UVMin;
                            var uvOne         = textureRegion.UVMax;
                            var uvUnitX       = new Vector2(uvOne.X, uvZero.Y);
                            var uvUnitY       = new Vector2(uvZero.X, uvOne.Y);
                            vertexes.Add(new VertexP3N3T2(new Vector3(i, j, k), normal, uvZero));
                            vertexes.Add(new VertexP3N3T2(new Vector3(i, 1 + j, k), normal, uvUnitY));
                            vertexes.Add(new VertexP3N3T2(new Vector3(1 + i, 1 + j, k), normal, uvOne));
                            vertexes.Add(new VertexP3N3T2(new Vector3(i, j, k), normal, uvZero));
                            vertexes.Add(new VertexP3N3T2(new Vector3(1 + i, 1 + j, k), normal, uvOne));
                            vertexes.Add(new VertexP3N3T2(new Vector3(1 + i, j, k), normal, uvUnitX));
                        }

                        var topBlock   = world.GetBlockAt(chunk.Min + new Vector3(i, j, k + 1));
                        var topVisible = !topBlock.HasValue || topBlock.Value.Transparency > block.Transparency;
                        if (topVisible)
                        {
                            var normal        = Vector3.UnitZ;
                            var textureName   = block.Textures.Top;
                            var textureRegion = blockTextureAtlas.GetRegion(textureName);
                            var uvZero        = textureRegion.UVMin;
                            var uvOne         = textureRegion.UVMax;
                            var uvUnitX       = new Vector2(uvOne.X, uvZero.Y);
                            var uvUnitY       = new Vector2(uvZero.X, uvOne.Y);
                            vertexes.Add(new VertexP3N3T2(new Vector3(i, j, 1 + k), normal, uvZero));
                            vertexes.Add(new VertexP3N3T2(new Vector3(1 + i, 1 + j, 1 + k), normal, uvOne));
                            vertexes.Add(new VertexP3N3T2(new Vector3(i, 1 + j, 1 + k), normal, uvUnitY));
                            vertexes.Add(new VertexP3N3T2(new Vector3(i, j, 1 + k), normal, uvZero));
                            vertexes.Add(new VertexP3N3T2(new Vector3(1 + i, j, 1 + k), normal, uvUnitX));
                            vertexes.Add(new VertexP3N3T2(new Vector3(1 + i, 1 + j, 1 + k), normal, uvOne));
                        }
                    }
                }
            }

            return(vertexes.ToArray());
        }
コード例 #4
0
ファイル: ChunkRenderer.cs プロジェクト: SumireTeam/Cubach
        public IMesh <VertexP3N3T2> CreateChunkMesh(World world, Chunk chunk, BlockTransparency transparency)
        {
            var vertexes = GetChunkVertexes(world, chunk, transparency);

            return(meshFactory.Create(vertexes));
        }