Exemplo n.º 1
0
    public override void BuildFace(Chunk chunk, Vector3Int localPos, Direction direction)
    {
        VertexData[]      vertexData      = chunk.pools.PopVertexDataArray(4);
        VertexDataFixed[] vertexDataFixed = chunk.pools.PopVertexDataFixedArray(4);
        {
            for (int i = 0; i < 4; i++)
            {
                vertexData[i] = chunk.pools.PopVertexData();
            }

            BlockUtils.PrepareVertices(localPos, vertexData, direction);
            BlockUtils.PrepareTexture(chunk, localPos, vertexData, direction, texture);
            BlockUtils.SetColors(vertexData, ref color);

            for (int i = 0; i < 4; i++)
            {
                vertexDataFixed[i] = VertexDataUtils.ClassToStruct(vertexData[i]);
            }
            chunk.GeometryHandler.Batcher.AddFace(vertexDataFixed);

            for (int i = 0; i < 4; i++)
            {
                chunk.pools.PushVertexData(vertexData[i]);
            }
        }
        chunk.pools.PushVertexDataFixedArray(vertexDataFixed);
        chunk.pools.PushVertexDataArray(vertexData);
    }
Exemplo n.º 2
0
        public void Build(RenderGeometryBatcher batcher, ref BlockData block, BlockFace face, bool backFace, ref Vector3[] vecs, LocalPools pools)
        {
            int iface = (int)face;

            // Randomize the color a bit
            Color32 color = BlockDatabase.GetBlockInfo(block.BlockType).Color;

            if (block.BlockType != BlockType.None)
            {
                float value = m_noise.GetValue(vecs[0] + vecs[1] + vecs[2] + vecs[3]); // -1.0f..1.0f
                float noise = (255.0f * value) * 0.02f;                                // Deviation of 0.02f points from the original
                int   n     = (int)noise;
                byte  r     = (byte)Math.Max(0, Math.Min(color.r + n, 255));
                byte  g     = (byte)Math.Max(0, Math.Min(color.g + n, 255));
                byte  b     = (byte)Math.Max(0, Math.Min(color.b + n, 255));
                color = new Color32(r, g, b, color.a);
            }

            VertexData[]      vertexData      = pools.PopVertexDataArray(4);
            VertexDataFixed[] vertexDataFixed = pools.PopVertexDataFixedArray(4);
            {
                for (int i = 0; i < 4; i++)
                {
                    vertexData[i] = pools.PopVertexData();
                }

                for (int i = 0; i < 4; i++)
                {
                    vertexData[i].Vertex = vecs[i];
                    vertexData[i].Color  = color;
                    vertexData[i].UV     = AddFaceUV(i, GetTexture(iface), backFace);
                    vertexData[i].Normal = SNormals[iface][i];
                }

                for (int i = 0; i < 4; i++)
                {
                    vertexDataFixed[i] = VertexDataUtils.ClassToStruct(vertexData[i]);
                }
                batcher.AddFace(vertexDataFixed, backFace);

                for (int i = 0; i < 4; i++)
                {
                    pools.PushVertexData(vertexData[i]);
                }
            }
            pools.PushVertexDataFixedArray(vertexDataFixed);
            pools.PushVertexDataArray(vertexData);
        }
Exemplo n.º 3
0
        public void Build(Chunk chunk, int minX, int maxX, int minY, int maxY, int minZ, int maxZ)
        {
            WorldBlocks blocks = chunk.world.blocks;

            const int stepSize = 1;
            const int width    = Env.ChunkSize;

            int[] mins  = { minX, minY, minZ };
            int[] maxes = { maxX, maxY, maxZ };

            int[] x = { 0, 0, 0 }; // Relative position of a block
            int[] q = { 0, 0, 0 };
            // Direction in which we compare neighbors when building mask (q[d] is our current direction)
            int[] du = { 0, 0, 0 }; // Width in a given dimension (du[u] is our current dimension)
            int[] dv = { 0, 0, 0 }; // Height in a given dimension (dv[v] is our current dimension)

            bool[]    mask = chunk.pools.PopBoolArray(width * width);
            Vector3[] vecs = chunk.pools.PopVector3Array(4);

            // Iterate over 3 dimensions. Once for front faces, once for back faces
            for (int dd = 0; dd < 2 * 3; dd++)
            {
                int d = dd % 3;
                int u = (d + 1) % 3;
                int v = (d + 2) % 3;

                x[0] = 0;
                x[1] = 0;
                x[2] = 0;

                q[0] = 0;
                q[1] = 0;
                q[2] = 0;
                q[d] = stepSize;

                // Determine which side we're meshing
                Direction dir = Direction.west;
                switch (dd)
                {
                // Back faces
                //case 0: dir = Direction.west; break;
                case 1: dir = Direction.down; break;

                case 2: dir = Direction.south; break;

                // Front faces
                case 3: dir = Direction.east; break;

                case 4: dir = Direction.up; break;

                case 5: dir = Direction.north; break;
                }
                bool backFace = DirectionUtils.Backface(dir);

                // Move through the dimension from front to back
                for (x[d] = mins[d] - 1; x[d] <= maxes[d];)
                {
                    // Compute the mask
                    int n = 0;

                    for (x[v] = 0; x[v] < mins[v]; x[v]++)
                    {
                        for (x[u] = 0; x[u] < width; x[u]++)
                        {
                            mask[n++] = false;
                        }
                    }

                    for (x[v] = mins[v]; x[v] <= maxes[v]; x[v]++)
                    {
                        for (x[u] = 0; x[u] < mins[u]; x[u]++)
                        {
                            mask[n++] = false;
                        }

                        for (x[u] = mins[u]; x[u] <= maxes[u]; x[u]++)
                        {
                            int realX = chunk.pos.x + x[0];
                            int realY = chunk.pos.y + x[1];
                            int realZ = chunk.pos.z + x[2];

                            bool voxelFace0 = blocks.GetBlock(new Vector3Int(realX, realY, realZ)).canBeWalkedOn;
                            bool voxelFace1 = blocks.GetBlock(new Vector3Int(realX + q[0], realY + q[1], realZ + q[2])).canBeWalkedOn;

                            mask[n++] = (!voxelFace0 || !voxelFace1) && (backFace ? voxelFace1 : voxelFace0);
                        }

                        for (x[u] = maxes[u] + 1; x[u] < width; x[u]++)
                        {
                            mask[n++] = false;
                        }
                    }

                    for (x[v] = maxes[v] + 1; x[v] < width; x[v]++)
                    {
                        for (x[u] = 0; x[u] < width; x[u]++)
                        {
                            mask[n++] = false;
                        }
                    }

                    x[d]++;
                    n = 0;

                    // Build faces from the mask if it's possible
                    int j;
                    for (j = 0; j < width; j++)
                    {
                        int i;
                        for (i = 0; i < width;)
                        {
                            if (mask[n] == false)
                            {
                                i++;
                                n++;
                                continue;
                            }

                            bool type = mask[n];

                            // Compute width
                            int w;
                            for (w = 1; i + w < width && mask[n + w] == type; w++)
                            {
                            }

                            // Compute height
                            bool done = false;
                            int  k;
                            int  h;
                            for (h = 1; j + h < width; h++)
                            {
                                for (k = 0; k < w; k++)
                                {
                                    if (mask[n + k + h * width] == false ||
                                        mask[n + k + h * width] != type)
                                    {
                                        done = true;
                                        break;
                                    }
                                }

                                if (done)
                                {
                                    break;
                                }
                            }

                            // Determine whether we really want to build this face
                            // TODO: Skip bottom faces at the bottom of the world
                            const bool buildFace = true;
                            if (buildFace)
                            {
                                // Prepare face coordinates and dimensions
                                x[u] = i;
                                x[v] = j;

                                du[0] = du[1] = du[2] = 0;
                                dv[0] = dv[1] = dv[2] = 0;
                                du[u] = w;
                                dv[v] = h;

                                // Face vertices transformed to world coordinates
                                // 0--1
                                // |  |
                                // |  |
                                // 3--2
                                vecs[0] = new Vector3(x[0], x[1], x[2]) - BlockUtils.HalfBlockVector;
                                vecs[1] = new Vector3(x[0] + du[0], x[1] + du[1], x[2] + du[2]) - BlockUtils.HalfBlockVector;
                                vecs[2] = new Vector3(x[0] + du[0] + dv[0], x[1] + du[1] + dv[1], x[2] + du[2] + dv[2]) - BlockUtils.HalfBlockVector;
                                vecs[3] = new Vector3(x[0] + dv[0], x[1] + dv[1], x[2] + dv[2]) - BlockUtils.HalfBlockVector;

                                {
                                    LocalPools        pool            = chunk.pools;
                                    VertexData[]      vertexData      = pool.PopVertexDataArray(4);
                                    VertexDataFixed[] vertexDataFixed = pool.PopVertexDataFixedArray(4);
                                    {
                                        for (int ii = 0; ii < 4; ii++)
                                        {
                                            vertexData[ii]        = pool.PopVertexData();
                                            vertexData[ii].Vertex = vecs[ii];
                                            vertexDataFixed[ii]   = VertexDataUtils.ClassToStruct(vertexData[ii]);
                                        }

                                        chunk.ChunkColliderGeometryHandler.Batcher.AddFace(vertexDataFixed, backFace);

                                        for (int ii = 0; ii < 4; ii++)
                                        {
                                            pool.PushVertexData(vertexData[ii]);
                                        }
                                    }
                                    pool.PushVertexDataFixedArray(vertexDataFixed);
                                    pool.PushVertexDataArray(vertexData);
                                }
                            }

                            // Zero out the mask
                            int l;
                            for (l = 0; l < h; ++l)
                            {
                                for (k = 0; k < w; ++k)
                                {
                                    mask[n + k + l * width] = false;
                                }
                            }

                            i += w;
                            n += w;
                        }
                    }
                }
            }

            chunk.pools.PushBoolArray(mask);
            chunk.pools.PushVector3Array(vecs);
        }
Exemplo n.º 4
0
        public static void BuildCrossMesh(Chunk chunk, Vector3Int localPos, Vector3Int globalPos, TextureCollection texture, bool useOffset = true)
        {
            float halfBlock = (Env.BlockSize / 2) + Env.BlockFacePadding;

            float blockHeight = 1;
            float offsetX     = 0;
            float offsetZ     = 0;

            //Using the block positions hash is much better for random numbers than saving the offset and height in the block data
            if (useOffset)
            {
                int hash = localPos.GetHashCode();
                if (hash < 0)
                {
                    hash *= -1;
                }

                blockHeight = halfBlock * 2 * (hash % 100) / 100f;

                hash *= 39;
                if (hash < 0)
                {
                    hash *= -1;
                }

                offsetX = (halfBlock * (hash % 100) / 100f) - (halfBlock / 2);

                hash *= 39;
                if (hash < 0)
                {
                    hash *= -1;
                }

                offsetZ = (halfBlock * (hash % 100) / 100f) - (halfBlock / 2);
            }

            //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);

            {
                VertexData[]      vertexData      = chunk.pools.PopVertexDataArray(4);
                VertexDataFixed[] vertexDataFixed = chunk.pools.PopVertexDataFixedArray(4);
                {
                    for (int i = 0; i < 4; i++)
                    {
                        vertexData[i] = chunk.pools.PopVertexData();
                    }

                    vertexData[0].Vertex = new Vector3(vPos.x - halfBlock, vPos.y - halfBlock, vPos.z + halfBlock);
                    vertexData[1].Vertex = new Vector3(vPos.x - halfBlock, vPos.y - halfBlock + blockHeight, vPos.z + halfBlock);
                    vertexData[2].Vertex = new Vector3(vPos.x + halfBlock, vPos.y - halfBlock + blockHeight, vPos.z - halfBlock);
                    vertexData[3].Vertex = new Vector3(vPos.x + halfBlock, vPos.y - halfBlock, vPos.z - halfBlock);
                    BlockUtils.PrepareTexture(chunk, localPos, globalPos, vertexData, Direction.north, texture);
                    BlockUtils.SetColors(vertexData, 1, 1, 1, 1, 1);

                    for (int i = 0; i < 4; i++)
                    {
                        vertexDataFixed[i] = VertexDataUtils.ClassToStruct(vertexData[i]);
                    }
                    chunk.GeometryHandler.Batcher.AddFace(vertexDataFixed);

                    for (int i = 0; i < 4; i++)
                    {
                        chunk.pools.PushVertexData(vertexData[i]);
                    }
                }
                chunk.pools.PushVertexDataFixedArray(vertexDataFixed);
                chunk.pools.PushVertexDataArray(vertexData);
            }

            {
                VertexData[]      vertexData      = chunk.pools.PopVertexDataArray(4);
                VertexDataFixed[] vertexDataFixed = chunk.pools.PopVertexDataFixedArray(4);
                {
                    for (int i = 0; i < 4; i++)
                    {
                        vertexData[i] = chunk.pools.PopVertexData();
                    }

                    vertexData[0].Vertex = new Vector3(vPos.x + halfBlock, vPos.y - halfBlock, vPos.z - halfBlock);
                    vertexData[1].Vertex = new Vector3(vPos.x + halfBlock, vPos.y - halfBlock + blockHeight, vPos.z - halfBlock);
                    vertexData[2].Vertex = new Vector3(vPos.x - halfBlock, vPos.y - halfBlock + blockHeight, vPos.z + halfBlock);
                    vertexData[3].Vertex = new Vector3(vPos.x - halfBlock, vPos.y - halfBlock, vPos.z + halfBlock);
                    BlockUtils.PrepareTexture(chunk, localPos, globalPos, vertexData, Direction.north, texture);
                    BlockUtils.SetColors(vertexData, 1, 1, 1, 1, 1);

                    for (int i = 0; i < 4; i++)
                    {
                        vertexDataFixed[i] = VertexDataUtils.ClassToStruct(vertexData[i]);
                    }
                    chunk.GeometryHandler.Batcher.AddFace(vertexDataFixed);

                    for (int i = 0; i < 4; i++)
                    {
                        chunk.pools.PushVertexData(vertexData[i]);
                    }
                }
                chunk.pools.PushVertexDataFixedArray(vertexDataFixed);
                chunk.pools.PushVertexDataArray(vertexData);
            }

            {
                VertexData[]      vertexData      = chunk.pools.PopVertexDataArray(4);
                VertexDataFixed[] vertexDataFixed = chunk.pools.PopVertexDataFixedArray(4);
                {
                    for (int i = 0; i < 4; i++)
                    {
                        vertexData[i] = chunk.pools.PopVertexData();
                    }

                    vertexData[0].Vertex = new Vector3(vPos.x + halfBlock, vPos.y - halfBlock, vPos.z + halfBlock);
                    vertexData[1].Vertex = new Vector3(vPos.x + halfBlock, vPos.y - halfBlock + blockHeight, vPos.z + halfBlock);
                    vertexData[2].Vertex = new Vector3(vPos.x - halfBlock, vPos.y - halfBlock + blockHeight, vPos.z - halfBlock);
                    vertexData[3].Vertex = new Vector3(vPos.x - halfBlock, vPos.y - halfBlock, vPos.z - halfBlock);
                    BlockUtils.PrepareTexture(chunk, localPos, globalPos, vertexData, Direction.north, texture);
                    BlockUtils.SetColors(vertexData, 1, 1, 1, 1, 1);

                    for (int i = 0; i < 4; i++)
                    {
                        vertexDataFixed[i] = VertexDataUtils.ClassToStruct(vertexData[i]);
                    }
                    chunk.GeometryHandler.Batcher.AddFace(vertexDataFixed);

                    for (int i = 0; i < 4; i++)
                    {
                        chunk.pools.PushVertexData(vertexData[i]);
                    }
                }
                chunk.pools.PushVertexDataFixedArray(vertexDataFixed);
                chunk.pools.PushVertexDataArray(vertexData);
            }

            {
                VertexData[]      vertexData      = chunk.pools.PopVertexDataArray(4);
                VertexDataFixed[] vertexDataFixed = chunk.pools.PopVertexDataFixedArray(4);
                {
                    for (int i = 0; i < 4; i++)
                    {
                        vertexData[i] = chunk.pools.PopVertexData();
                    }

                    vertexData[0].Vertex = new Vector3(vPos.x - halfBlock, vPos.y - halfBlock, vPos.z - halfBlock);
                    vertexData[1].Vertex = new Vector3(vPos.x - halfBlock, vPos.y - halfBlock + blockHeight, vPos.z - halfBlock);
                    vertexData[2].Vertex = new Vector3(vPos.x + halfBlock, vPos.y - halfBlock + blockHeight, vPos.z + halfBlock);
                    vertexData[3].Vertex = new Vector3(vPos.x + halfBlock, vPos.y - halfBlock, vPos.z + halfBlock);
                    BlockUtils.PrepareTexture(chunk, localPos, globalPos, vertexData, Direction.north, texture);
                    BlockUtils.SetColors(vertexData, 1, 1, 1, 1, 1);

                    for (int i = 0; i < 4; i++)
                    {
                        vertexDataFixed[i] = VertexDataUtils.ClassToStruct(vertexData[i]);
                    }
                    chunk.GeometryHandler.Batcher.AddFace(vertexDataFixed);

                    for (int i = 0; i < 4; i++)
                    {
                        chunk.pools.PushVertexData(vertexData[i]);
                    }
                }
                chunk.pools.PushVertexDataFixedArray(vertexDataFixed);
                chunk.pools.PushVertexDataArray(vertexData);
            }
        }