private static int GetVoxelVertexExploredNeighbors(VoxelHandle V, Geo.TemplateFace Face, SliceCache Cache)
        {
            var exploredVerts = 0;

            if (V.IsExplored)
            {
                exploredVerts = 4;
            }
            else
            {
                for (int faceVertex = 0; faceVertex < Face.Mesh.VertexCount; ++faceVertex)
                {
                    var cacheKey            = SliceCache.GetCacheKey(V, Face.Mesh.Verticies[faceVertex].LogicalVertex);
                    var anyNeighborExplored = true;

                    if (!Cache.ExploredCache.TryGetValue(cacheKey, out anyNeighborExplored))
                    {
                        anyNeighborExplored = VoxelHelpers.EnumerateVertexNeighbors2D(V.Coordinate, Face.Mesh.Verticies[faceVertex].LogicalVertex)
                                              .Select(c => new VoxelHandle(V.Chunk.Manager, c))
                                              .Any(n => n.IsValid && n.IsExplored);
                        Cache.ExploredCache.Add(cacheKey, anyNeighborExplored);
                    }

                    if (anyNeighborExplored)
                    {
                        exploredVerts += 1;
                    }
                }
            }

            return(exploredVerts);
        }
Пример #2
0
        public static VertexColorInfo CalculateVertexLight(VoxelHandle Vox, VoxelVertex Vertex, ChunkManager Chunks, SliceCache Cache)
        {
            var r = new VertexColorInfo();

            var cacheKey = SliceCache.GetCacheKey(Vox, Vertex);

            if (!Cache.LightCache.TryGetValue(cacheKey, out r))
            {
                r = CalculateVertexLight(Vox, Vertex, Chunks);
                Cache.LightCache.Add(cacheKey, r);
            }

            return(r);
        }
Пример #3
0
        private static void PrepVerticies(
            WorldManager World,
            VoxelHandle Voxel,
            Geo.TemplateFace Face,
            SliceCache Cache,
            int ExploredVertexCount,
            TerrainTileSheet TileSheet,
            Point Tile,
            bool ApplyLighting,
            float explodeOffset)
        {
            for (var vertex = 0; vertex < Face.Mesh.VertexCount; ++vertex) // Blows up if face has more than 4 verticies.
            {
                var lighting = new VertexLighting.VertexColorInfo {
                    AmbientColor = 255, DynamicColor = 255, SunColor = 255
                };

                if (ApplyLighting)
                {
                    lighting = VertexLighting.CalculateVertexLight(Voxel, Face.Mesh.Verticies[vertex].LogicalVertex, World.ChunkManager, Cache);
                }

                var slopeOffset = Vector3.Zero;
                if (Face.Mesh.Verticies[vertex].ApplySlope && ShouldSlope(Face.Mesh.Verticies[vertex].LogicalVertex, Voxel))
                {
                    slopeOffset = new Vector3(0.0f, -0.5f, 0.0f);
                }

                var voxelPosition = Face.Mesh.Verticies[vertex].Position + slopeOffset + Voxel.WorldPosition;
                voxelPosition += VertexNoise.GetNoiseVectorFromRepeatingTexture(voxelPosition);
                voxelPosition += explodeOffset * OrientationHelper.GetFaceNeighborOffset(Face.Orientation).AsVector3();

                if (ExploredVertexCount == 0)
                {
                    Cache.FaceGeometry[vertex] = new ExtendedVertex
                    {
                        Position          = voxelPosition,
                        TextureCoordinate = TileSheet.MapTileUVs(Face.Mesh.Verticies[vertex].TextureCoordinate, BlackTile),
                        TextureBounds     = TileSheet.GetTileBounds(BlackTile),
                        VertColor         = new Color(0.0f, 0.0f, 0.0f, 1.0f),
                        Color             = new Color(0.0f, 0.0f, 0.0f, 1.0f)
                    };
                }
                else
                {
                    var anyNeighborExplored = true;
                    if (!Cache.ExploredCache.TryGetValue(SliceCache.GetCacheKey(Voxel, Face.Mesh.Verticies[vertex].LogicalVertex), out anyNeighborExplored))
                    {
                        anyNeighborExplored = true;
                    }

                    Cache.FaceGeometry[vertex] = new ExtendedVertex
                    {
                        Position          = voxelPosition,
                        TextureCoordinate = TileSheet.MapTileUVs(Face.Mesh.Verticies[vertex].TextureCoordinate, Tile),
                        TextureBounds     = TileSheet.GetTileBounds(Tile),
                        VertColor         = anyNeighborExplored ? new Color(1.0f, 1.0f, 1.0f, 1.0f) : new Color(0.0f, 0.0f, 0.0f, 1.0f),
                        Color             = lighting.AsColor()
                    };
                }
            }
        }