public void ReplaceObjectType(Game.BlockType newValue) { var index = GameComponentsLookup.ObjectType; var component = (ObjectTypeComponent)CreateComponent(index, typeof(ObjectTypeComponent)); component.value = newValue; ReplaceComponent(index, component); }
public static Color GetColor(Game.BlockType block, int faceIndex) { switch (block) { case Game.BlockType.Leaves: return(Color.green); default: return(Color.white); } }
public override bool isOpacity(short block) { Game.BlockType blockType = (Game.BlockType)block; switch (blockType) { case Game.BlockType.Air: return(false); case Game.BlockType.StairLeft: return(true); default: return(true); } }
public static string GetTextureName(Game.BlockType block, int faceIndex) { switch (block) { case Game.BlockType.Sand: return("sand"); case Game.BlockType.Stone: return("stone"); case Game.BlockType.WhiteStone: return("white_stone"); case Game.BlockType.Log: return(faceIndex == 2 || faceIndex == 3 ? "log_acacia_top":"log_acacia"); case Game.BlockType.StoneBrickWhiteWall0: return(faceIndex == 0 ? "white_stone" : "stonebrick_mossy/stonebrick_3"); case Game.BlockType.StoneBrickWhiteWall1: return(faceIndex == 1 ? "white_stone" : "stonebrick_mossy/stonebrick_3"); case Game.BlockType.StoneBrickWhiteWall4: return(faceIndex == 4 ? "white_stone" : "stonebrick_mossy/stonebrick_3"); case Game.BlockType.StoneBrickWhiteWall5: return(faceIndex == 5 ? "white_stone" : "stonebrick_mossy/stonebrick_3"); //red_brick case Game.BlockType.Leaves: return("leaves_acacia"); case Game.BlockType.WoodFloor: return("wood_floor"); case Game.BlockType.RedSand: return("red_sand"); case Game.BlockType.WoolColoredBlack: return("wool_colored_black"); case Game.BlockType.StoneSlab: return(faceIndex == 2 || faceIndex == 3 ? "stone_slab_top" : "stone_slab_side"); case Game.BlockType.HardenedClayStainedBlue: return("hardened_clay_stained_blue"); case Game.BlockType.StairLeft: return("stonebrick_mossy/stonebrick_3"); case Game.BlockType.StairRight: return("stonebrick_mossy/stonebrick_3"); case Game.BlockType.StairBack: return("stonebrick_mossy/stonebrick_3"); case Game.BlockType.StairFront: return("stonebrick_mossy/stonebrick_3"); default: return("sand"); } }
public void AddTexture(Game.BlockType block, int faceIndex, string texName) { names[(int)block * 6 + faceIndex] = texName; }
public Rect GetRect(Game.BlockType block, int faceIndex) { string name = names[(int)block * 6 + faceIndex]; return(packResult[name]); }
IEnumerator InitWorld() { Block.BlockManager bm = new Block.BlockManager(); for (int i = 0; i < (int)Game.BlockType.Num; i++) { for (int f = 0; f < 6; f++) { Game.BlockType block = (Game.BlockType)i; texturePacker.AddTexture(block, f, TextureNameConfig.GetTextureName(block, f)); } } texturePacker.Pack(); packedTexture = texturePacker.GetPackedTexture(); BlockTypeFun blockTypeFun = new BlockTypeFun(); blockTypeFun.texturePacker = texturePacker; //float startTime = Time.realtimeSinceStartup; int WorldSizeX = 8; int WorldSizeY = 2; int WorldSizeZ = 8; //申请内存 bm.create(WorldSizeX * Const.ChunkSize, WorldSizeY * Const.ChunkSize, WorldSizeZ * Const.ChunkSize, blockTypeFun); DebugTool.Log("申请内存"); yield return(null); // TerrainTool.createTerrain(bm, WorldSizeX, WorldSizeY, WorldSizeZ); DebugTool.Log("创建地形"); yield return(null); TerrainTool.createTree(bm, WorldSizeX, WorldSizeY, WorldSizeZ); DebugTool.Log("创建树"); yield return(null); List <HouseItem> houseItems = new List <HouseItem>(); TerrainTool.createBuildings(bm, ref houseItems); DebugTool.Log("创建建筑完成"); yield return(null); //光线追踪初始化 RayCastManager rtm = new RayCastManager(); rtm.create(bm.SizeX, bm.SizeY, bm.SizeZ); for (int x = 0; x < rtm.getSizeX(); x++) { for (int z = 0; z < rtm.getSizeZ(); z++) { for (int y = 0; y < rtm.getSizeY(); y++) { short block = bm.getBlock(x, y, z); RayCastBlockType rlt = 0; rlt |= blockTypeFun.isCollider(block) ? RayCastBlockType.Collider : RayCastBlockType.Nothing; rlt |= blockTypeFun.isOpacity(block) ? RayCastBlockType.Opacity : RayCastBlockType.Nothing; rtm.setBlock(x, y, z, rlt); } rtm.updateInSun(x, z); } } //预处理光线 Vector3[][] rays = new Vector3[6][]; { for (int i = 0; i < 6; i++) { rays[i] = TerrainTool.getRandomRays(9, i); } } DebugTool.Log("预处理光线追踪完成"); yield return(null); rtm.updateAllLight(); DebugTool.Log("扩散光照计算完毕"); yield return(null); //int[] lightCount = new int[Const.MaxLightIteration + 1]; //for (int i = 0; i < WorldSizeX * Const.ChunkSize; i++) { // for (int k = 0; k < WorldSizeZ * Const.ChunkSize; k++) { // for (int j = 0; j < WorldSizeY * Const.ChunkSize; j++) { // lightCount[rtm.getLight(i, j, k)]++; // } // } //} //for (int i = 0; i < lightCount.Length; i++) { // Debug.Log("light (" + i + ") = " + lightCount[i]); //} Texture2D lightMap = new Texture2D(256, 256, TextureFormat.RGBAHalf, false); Color[] colors = new Color[256 * 256]; for (int i = 0; i < 256; i++) { for (int j = 0; j < 256; j++) { colors[j * 256 + i] = new Color(i / 256.0f, i / 256.0f, i / 256.0f, 1) * 2; } } lightMap.SetPixels(colors); lightMap.Apply(); LightmapData[] lightmaps = new LightmapData[1]; lightmaps[0] = new LightmapData(); lightmaps[0].lightmapFar = lightMap; lightmaps[0].lightmapNear = lightMap; LightmapSettings.lightmaps = lightmaps; GameObject itemsRoot = new GameObject("items"); for (int i = 0; i < houseItems.Count; i++) { HouseItem item = houseItems[i]; string path = HouseItemGenerator.GetItemPrefabPath(item.item); GameObject prefab = GlobalResources.loadPrefab(path); if (prefab != null) { GameObject inst = GameObject.Instantiate <GameObject>(prefab); inst.name = houseItems[i].item.ToString(); inst.transform.parent = itemsRoot.transform; inst.transform.position = houseItems[i].pos + new Vector3(0.5f, 0f, 0.5f); MeshRenderer renderer = inst.GetComponentInChildren <MeshRenderer>(); renderer.lightmapIndex = 0; inst.isStatic = true; float light = rtm.getLight(item.pos.x, item.pos.y, item.pos.z) / (float)Const.MaxLightIteration; light = Mathf.Lerp(0.0f, 0.6f, light); renderer.lightmapScaleOffset = new Vector4(0, 0, light, 0f); //MeshFilter meshFilter = inst.GetComponentInChildren<MeshFilter>(); //Mesh mesh = meshFilter.mesh; //Color32[] colors = new Color32[mesh.colors.Length]; //byte c = (byte)(rtm.getLight(item.pos.x, item.pos.y, item.pos.z) * 255); //ArrayTool.SetAll(colors, new Color32(c,c,c,1)); //mesh.colors32 = colors; } else { int a = 0; } } //初始化AO计算 rma = new RayMarchingAo(); rma.Init(rtm); //ViewVoxel viewVoxel = GameObject.FindObjectOfType<ViewVoxel>(); //if (viewVoxel) { // Texture3D voxelTex3D = rma.GetVoxelTexture(); // //OpenGLLibrary.glEnable(OpenGL.GL_TEXTURE_3D); // //OpenGLLibrary.glBindTexture(OpenGL.GL_TEXTURE_3D, voxelTex3D.GetNativeTexturePtr()); // //byte[] data = new byte[voxelTex3D.width * voxelTex3D.height * voxelTex3D.depth * 4]; // //for (int i = 0; i < data.Length; i++ ){ // // data[i] = 0x56; // //} // //OpenGL.TexSubImage3D(OpenGL.GL_TEXTURE_3D, 0, 0, 0, 0, 32, 32, 32, OpenGL.GL_RGBA, OpenGL.GL_UNSIGNED_BYTE, ref data); // //OpenGL.TextureSubImage3D(voxelTex3D, 0, 0, 0, 0, 1, 1, 1, OpenGL.GL_RED, OpenGL.GL_UNSIGNED_BYTE, ref data); // viewVoxel.SetVexelTex(voxelTex3D); //} //计算光照 Vector3 sunDir = new Vector3(1, -3, 1); sunDir.Normalize(); { //TerrainTool.calcLight(bm, rtm, rays, sunDir); //TerrainTool.calcLight2(bm,32); } DebugTool.Log("计算光照完成"); yield return(null); Material mat = GlobalResources.getBlockMaterial(); mat.mainTexture = texturePacker.GetPackedTexture(); GameObject root = GameObject.Find("Root"); if (root == null) { root = new GameObject("Root"); } Level level = GameObject.FindObjectOfType <Level>(); if (level) { level.scene = rtm; } //创建网格 for (int i = 0; i < WorldSizeX; i++) { for (int k = 0; k < WorldSizeZ; k++) { for (int j = 0; j < WorldSizeY; j++) { int baseX = i * Const.ChunkSize; int baseY = j * Const.ChunkSize; int baseZ = k * Const.ChunkSize; BlockChunk chunk = new BlockChunk(bm, baseX, baseY, baseZ); Vector3 chunkPos = new Vector3(i * Const.ChunkSize * Const.BlockSize, j * Const.ChunkSize * Const.BlockSize, k * Const.ChunkSize * Const.BlockSize); //bool[,,] visibleBlocks = new bool[Const.ChunkSize,Const.ChunkSize,Const.ChunkSize];// = MeshTool.GetVisibleBlocks(chunk, blockTypeFun); //TerrainTool.calcChunkLight(chunk, i, j, k, rtm, rays, sunDir); //Mesh mesh = MeshTool.createMesh(chunk, blockTypeFun, 0, 0, 0); for (int f = 0; f < 6; f++) { List <MeshTool.BlockSurface> surface = MeshTool.getChunkSurface(chunk, blockTypeFun, f); //for (int s = 0; s < surface.Count; s++) { // visibleBlocks[surface[s].pos.x, surface[s].pos.y, surface[s].pos.z] = true; //} Texture2D texSurface = MeshTool.SurfacePointsToTexture(surface, f); RenderTexture targetAoResult = rma.RenderByCalcShader(texSurface, new Vector3(i, j, k) * Const.ChunkSize, f); //回读亮度数据 RenderTexture.active = targetAoResult; Texture2D readback = new Texture2D(targetAoResult.width, targetAoResult.height); readback.ReadPixels(new Rect(0, 0, targetAoResult.width, targetAoResult.width), 0, 0); MeshTool.SetRaytraceAo(surface, readback); MeshTool.SetExtendAo(surface, rtm, f, new VecInt3(i * Const.ChunkSize, j * Const.ChunkSize, k * Const.ChunkSize)); //将可行走区域标记黑色 //if (f == (int)BlockFaceIndex.BFI_y1) { // for (int s = 0; s < surface.Count; s++) { // int gx = baseX + surface[s].pos.x; // int gy = baseY + surface[s].pos.y; // int gz = baseZ + surface[s].pos.z; // if (rtm.testBlock(gx, gy, gz, (byte)RayTraceBlockType.Walkable)) { // for (int v = 0; v < 4; v++) { // surface[s].raytraceAo[v] *= 0.1f; // } // } // } //} Mesh mesh = MeshTool.createMesh2(surface, f, blockTypeFun); if (mesh != null) { GameObject obj = new GameObject("Chunk", typeof(MeshRenderer), typeof(MeshFilter)); obj.isStatic = true; obj.GetComponent <Renderer>().material = mat; obj.GetComponent <MeshFilter>().mesh = mesh; obj.transform.SetParent(root.transform); obj.transform.position = chunkPos; } } //physics.AddChunk(visibleBlocks, chunkPos); yield return(null); } } } StaticBatchingUtility.Combine(root); StaticBatchingUtility.Combine(itemsRoot); DebugTool.Log("生成网格"); yield return(null); }
public static Game.BlockType[, ,] CreateBuilding(FloorType[,] layout, bool addRoof) { int w = layout.GetLength(0); int h = 7; int roofHeight = 8; int l = layout.GetLength(1); Game.BlockType[, ,] rlt = new Game.BlockType[w, h + roofHeight, l]; for (int i = 0; i < w; i++) { for (int j = 0; j < l; j++) { FloorType floor = layout[i, j]; FloorType left = i == 0 ? FloorType.Out : layout[i - 1, j]; FloorType right = i == w - 1 ? FloorType.Out : layout[i + 1, j]; FloorType back = j == 0 ? FloorType.Out : layout[i, j - 1]; FloorType front = j == l - 1 ? FloorType.Out : layout[i, j + 1]; if (floor == FloorType.Out) { if (left == FloorType.DoorLeft) { rlt[i, 0, j] = Game.BlockType.StairRight; } else if (right == FloorType.DoorRight) { rlt[i, 0, j] = Game.BlockType.StairLeft; } else if (back == FloorType.DoorDown) { rlt[i, 0, j] = Game.BlockType.StairFront; } else if (front == FloorType.DoorUp) { rlt[i, 0, j] = Game.BlockType.StairBack; } //|| right == FloorType.DoorRight || up == FloorType.DoorUp || down == FloorType.DoorDown) { // rlt[i, 0, j] = Game.BlockType.WoolColoredBlack; //} } else if (floor == FloorType.Wall || floor == FloorType.Window || HouseLayout.IsDoor(floor)) { for (int k = 0; k < h; k++) { if (left == FloorType.Out) { rlt[i, k, j] = Game.BlockType.StoneBrickWhiteWall1; } else if (right == FloorType.Out) { rlt[i, k, j] = Game.BlockType.StoneBrickWhiteWall0; } else if (front == FloorType.Out) { rlt[i, k, j] = Game.BlockType.StoneBrickWhiteWall4; } else if (back == FloorType.Out) { rlt[i, k, j] = Game.BlockType.StoneBrickWhiteWall5; } else { rlt[i, k, j] = Game.BlockType.WhiteStone; } } if (floor == FloorType.Window) { for (int k = 3; k < 5; k++) { rlt[i, k, j] = Game.BlockType.Air; } } else if (HouseLayout.IsDoor(floor)) { rlt[i, 0, j] = Game.BlockType.WoolColoredBlack; for (int k = 1; k < 5; k++) { rlt[i, k, j] = Game.BlockType.Air; } } } else { if (floor == FloorType.Kitchen || floor == FloorType.Bathroom) { rlt[i, 0, j] = Game.BlockType.StoneSlab; } else { rlt[i, 0, j] = Game.BlockType.WoodFloor; } } } } //生成屋顶 if (addRoof) { bool[,] blocks = new bool[w, l]; bool[,] blocksOld = new bool[w, l]; for (int i = 0; i < w; i++) { for (int j = 0; j < l; j++) { blocks[i, j] = layout[i, j] != FloorType.Out; blocksOld[i, j] = blocks[i, j]; } } for (int i = 1; i < w - 1; i++) { for (int j = 1; j < l - 1; j++) { blocks[i, j] = blocksOld[i, j] || blocksOld[i - 1, j] || blocksOld[i, j - 1] || blocksOld[i + 1, j] || blocksOld[i, j + 1] || blocksOld[i - 1, j - 1] || blocksOld[i - 1, j + 1] || blocksOld[i + 1, j - 1] || blocksOld[i + 1, j + 1]; } } for (int i = 0; i < w; i++) { for (int j = 0; j < l; j++) { blocksOld[i, j] = blocks[i, j]; } } Game.BlockType[] roofTypes = { Game.BlockType.HardenedClayStainedBlue, Game.BlockType.RedSand }; Game.BlockType roofType = roofTypes[FakeRandom.Range(0, roofTypes.Length)]; for (int k = 0; k < roofHeight; k++) { for (int i = 0; i < w; i++) { for (int j = 0; j < l; j++) { if (blocks[i, j]) { if (k == 0) { rlt[i, k + h, j] = layout[i, j] == FloorType.Out ? roofType : Game.BlockType.WhiteStone; } else { rlt[i, k + h, j] = roofType; } } } } bool[,] temp = blocksOld; blocksOld = blocks; blocks = temp; for (int i = 1; i < w - 1; i++) { for (int j = 1; j < l - 1; j++) { blocks[i, j] = blocksOld[i, j] && blocksOld[i - 1, j] && blocksOld[i, j - 1] && blocksOld[i + 1, j] && blocksOld[i, j + 1]; } } } } return(rlt); }
void Start() { SimpleModelFactory.CreateAll(); texturePacker = new TexturePacker(); Block.BlockManager bm = new Block.BlockManager(); for (int i = 0; i < (int)Game.BlockType.Num; i++) { for (int f = 0; f < 6; f++) { Game.BlockType block = (Game.BlockType)i; texturePacker.AddTexture(block, f, TextureNameConfig.GetTextureName(block, f)); } } texturePacker.Pack(); packedTexture = texturePacker.GetPackedTexture(); BlockTypeFun blockTypeFun = new BlockTypeFun(); blockTypeFun.texturePacker = texturePacker; //float startTime = Time.realtimeSinceStartup; int WorldSizeX = 1; int WorldSizeY = 1; int WorldSizeZ = 1; //申请内存 bm.create(WorldSizeX * Const.ChunkSize, WorldSizeY * Const.ChunkSize, WorldSizeZ * Const.ChunkSize, blockTypeFun); bm.setBlock(3, 4, 4, (int)Game.BlockType.StairLeft); bm.setBlock(5, 4, 4, (int)Game.BlockType.StairRight); bm.setBlock(4, 4, 3, (int)Game.BlockType.StairBack); bm.setBlock(4, 4, 5, (int)Game.BlockType.StairFront); //光线追踪初始化 Block.RayCastManager rtm = new Block.RayCastManager(); rtm.create(bm.SizeX, bm.SizeY, bm.SizeZ); for (int x = 0; x < bm.SizeX; x++) { for (int y = 0; y < bm.SizeY; y++) { for (int z = 0; z < bm.SizeZ; z++) { rtm.setBlock(x, y, z, bm.getBlock(x, y, z) != 0 ? RayCastBlockType.All : RayCastBlockType.Nothing); } } } //初始化AO计算 rma = new Block.RayMarchingAo(); rma.Init(rtm); ViewVoxel viewVoxel = GameObject.FindObjectOfType <ViewVoxel>(); if (viewVoxel) { Texture3D voxelTex3D = rma.GetVoxelTexture(); viewVoxel.SetVexelTex(voxelTex3D); } Material mat = GlobalResources.getBlockMaterial(); mat.mainTexture = texturePacker.GetPackedTexture(); GameObject root = this.gameObject; if (root == null) { root = new GameObject("Root"); } //创建网格 for (int i = 0; i < WorldSizeX; i++) { for (int k = 0; k < WorldSizeZ; k++) { for (int j = 0; j < WorldSizeY; j++) { Block.BlockChunk chunk = new BlockChunk(bm, i * Const.ChunkSize, j * Const.ChunkSize, k * Const.ChunkSize); //TerrainTool.calcChunkLight(chunk, i, j, k, rtm, rays, sunDir); //Mesh mesh = MeshTool.createMesh(chunk, blockTypeFun, 0, 0, 0); for (int f = 0; f < 6; f++) { List <Block.MeshTool.BlockSurface> surface = Block.MeshTool.getChunkSurface(chunk, blockTypeFun, f); Texture2D texSurface = Block.MeshTool.SurfacePointsToTexture(surface, f); RenderTexture targetAoResult = rma.RenderByCalcShader(texSurface, new Vector3(i, j, k) * Block.Const.ChunkSize, f); //回读亮度数据 RenderTexture.active = targetAoResult; Texture2D readback = new Texture2D(targetAoResult.width, targetAoResult.height); readback.ReadPixels(new Rect(0, 0, targetAoResult.width, targetAoResult.width), 0, 0); Block.MeshTool.SetRaytraceAo(surface, readback); Mesh mesh = Block.MeshTool.createMesh2(surface, f, blockTypeFun); if (mesh != null) { GameObject obj = new GameObject("Chunk", typeof(MeshRenderer), typeof(MeshFilter)); obj.isStatic = true; obj.GetComponent <Renderer>().material = mat; obj.GetComponent <MeshFilter>().mesh = mesh; obj.transform.SetParent(root.transform); obj.transform.position = new Vector3(i * Block.Const.ChunkSize * Block.Const.BlockSize, j * Block.Const.ChunkSize * Block.Const.BlockSize, k * Block.Const.ChunkSize * Block.Const.BlockSize); } } } } } }