Пример #1
0
        // vertices in order: top right, bottom right, bottom left, top left
        public TerrainVertex(IntVector3 p0, IntVector3 p1, IntVector3 p2, IntVector3 p3,
			int occ0, int occ1, int occ2, int occ3, FaceTexture tex, byte sliceHack = 0)
        {
            // last bytes of positions are unused
            this.Position0 = new Byte4(p3.X, p3.Y, p3.Z, 0);
            this.Position1 = new Byte4(p0.X, p0.Y, p0.Z, 0);
            this.Position2 = new Byte4(p2.X, p2.Y, p2.Z, 0);
            this.Position3 = new Byte4(p1.X, p1.Y, p1.Z, 0);
            this.Occlusion = new SByte4(occ3, occ0, occ2, occ1);
            this.TexPack = new Byte4((byte)0, (byte)tex.Symbol1, (byte)tex.Symbol2, sliceHack);
            this.ColorPack = new Byte4((byte)tex.Color0, (byte)tex.Color1, (byte)tex.Color2, (byte)0);
        }
Пример #2
0
 // vertices in order: top right, bottom right, bottom left, top left
 public TerrainVertex(IntVector3 p0, IntVector3 p1, IntVector3 p2, IntVector3 p3,
                      int occ0, int occ1, int occ2, int occ3, FaceTexture tex, byte sliceHack = 0)
 {
     // last bytes of positions are unused
     this.Position0 = new Byte4(p3.X, p3.Y, p3.Z, 0);
     this.Position1 = new Byte4(p0.X, p0.Y, p0.Z, 0);
     this.Position2 = new Byte4(p2.X, p2.Y, p2.Z, 0);
     this.Position3 = new Byte4(p1.X, p1.Y, p1.Z, 0);
     this.Occlusion = new SByte4(occ3, occ0, occ2, occ1);
     this.TexPack   = new Byte4((byte)0, (byte)tex.Symbol1, (byte)tex.Symbol2, sliceHack);
     this.ColorPack = new Byte4((byte)tex.Color0, (byte)tex.Color1, (byte)tex.Color2, (byte)0);
 }
Пример #3
0
        void CreateCube(IntVector3 p, Direction visibleFaces,
                        ref FaceTexture baseTexture, ref FaceTexture topTexture, VertexList <TerrainVertex> vertexList,
                        Direction sliceFaces)
        {
            var offset = p - this.ChunkOffset;

            int sides = (int)visibleFaces;

            for (int side = 0; side < 6 && sides != 0; ++side, sides >>= 1)
            {
                if ((sides & 1) == 0)
                {
                    continue;
                }

                var vertices = s_cubeFaceInfo[side].Vertices;

                IntVector3 v0, v1, v2, v3;

                v0 = vertices[0] + offset;
                v1 = vertices[1] + offset;
                v2 = vertices[2] + offset;
                v3 = vertices[3] + offset;

                Direction dir = (Direction)(1 << side);

                bool isSliceFace = (sliceFaces & dir) != 0;

                int occ0, occ1, occ2, occ3;

                if (isSliceFace)
                {
                    occ0 = occ1 = occ2 = occ3 = 0;
                }
                else
                {
                    GetOcclusionsForFace(p, (DirectionOrdinal)side,
                                         out occ0, out occ1, out occ2, out occ3);
                }

                var  tex       = side == (int)DirectionOrdinal.PositiveZ ? topTexture : baseTexture;
                byte sliceHack = isSliceFace ? (byte)1 : (byte)0;

                var vd = new TerrainVertex(v0, v1, v2, v3, occ0, occ1, occ2, occ3,
                                           tex, sliceHack);
                vertexList.Add(vd);
            }
        }
Пример #4
0
        void GetTextures(IntVector3 p, ref Voxel vox, out FaceTexture baseTexture, out FaceTexture topTexture,
			Direction sliceFaces)
        {
            var td = m_map.GetTileData(p);

            baseTexture = new FaceTexture();
            topTexture = new FaceTexture();

            if (td.IsUndefined)
            {
                baseTexture = Chunk.UndefinedFaceTexture;
                topTexture = baseTexture;
                return;
            }

            if (td.WaterLevel > 0)
            {
                baseTexture.Symbol1 = SymbolID.Water;
                baseTexture.Color0 = GameColor.MediumBlue;
                baseTexture.Color1 = GameColor.SeaGreen;
                topTexture = baseTexture;
                return;
            }

            switch (td.ID)
            {
                case TileID.NaturalWall:
                    var matInfo = Materials.GetMaterial(td.MaterialID);
                    var color = matInfo.Color;

                    baseTexture.Color0 = GameColor.None;
                    baseTexture.Symbol1 = SymbolID.Wall;
                    baseTexture.Color1 = color;

                    var secondaryMatInfo = Materials.GetMaterial(td.SecondaryMaterialID);

                    switch (secondaryMatInfo.Category)
                    {
                        case MaterialCategory.Gem:
                            baseTexture.Symbol2 = SymbolID.GemOre;
                            baseTexture.Color2 = secondaryMatInfo.Color;
                            break;

                        case MaterialCategory.Mineral:
                            baseTexture.Symbol2 = SymbolID.ValuableOre;
                            baseTexture.Color2 = secondaryMatInfo.Color;
                            break;

                        default:
                            break;
                    }

                    // If the top face of the tile is visible, and it's not the slice level, we have a "floor"
                    if ((sliceFaces & Direction.Up) == 0 && (vox.VisibleFaces & Direction.PositiveZ) != 0)
                    {
                        if (m_map.Contains(p.Up) && m_map.GetTileData(p.Up).IsGreen)
                        {
                            var tdUp = m_map.GetTileData(p.Up);
                            var matInfoUp = Materials.GetMaterial(tdUp.MaterialID);

                            SymbolID symbol;

                            switch (matInfoUp.ID)
                            {
                                case MaterialID.ReedGrass:
                                    symbol = SymbolID.Grass4;
                                    break;

                                case MaterialID.RyeGrass:
                                    symbol = SymbolID.Grass2;
                                    break;

                                case MaterialID.MeadowGrass:
                                    symbol = SymbolID.Grass3;
                                    break;

                                case MaterialID.HairGrass:
                                    symbol = SymbolID.Grass;
                                    break;

                                default:
                                    symbol = SymbolID.Undefined;
                                    break;
                            }

                            topTexture.Color0 = GameColor.Green;
                            topTexture.Symbol1 = symbol;
                            topTexture.Color1 = GameColor.Green;
                        }
                        else if (matInfo.Category == MaterialCategory.Soil)
                        {
                            topTexture.Color0 = color;
                            topTexture.Symbol1 = SymbolID.Sand;
                            topTexture.Color1 = color;
                        }
                        else
                        {
                            topTexture.Color0 = color;
                            topTexture.Symbol1 = SymbolID.Floor;
                            topTexture.Color1 = color;
                        }
                        //floorTile.BgColor = GetTerrainBackgroundColor(matInfoDown);
                    }
                    else
                    {
                        topTexture = baseTexture;
                    }
                    return;

                case TileID.Stairs:
                    baseTexture.Symbol1 = SymbolID.StairsDown;
                    baseTexture.Color1 = GameColor.Red;
                    topTexture = baseTexture;
                    return;

                default:
                    throw new Exception();
            }
        }
Пример #5
0
        void CreateCube(IntVector3 p, Direction visibleFaces,
			ref FaceTexture baseTexture, ref FaceTexture topTexture, VertexList<TerrainVertex> vertexList,
			Direction sliceFaces)
        {
            var offset = p - this.ChunkOffset;

            int sides = (int)visibleFaces;

            for (int side = 0; side < 6 && sides != 0; ++side, sides >>= 1)
            {
                if ((sides & 1) == 0)
                    continue;

                var vertices = s_cubeFaceInfo[side].Vertices;

                IntVector3 v0, v1, v2, v3;

                v0 = vertices[0] + offset;
                v1 = vertices[1] + offset;
                v2 = vertices[2] + offset;
                v3 = vertices[3] + offset;

                Direction dir = (Direction)(1 << side);

                bool isSliceFace = (sliceFaces & dir) != 0;

                int occ0, occ1, occ2, occ3;

                if (isSliceFace)
                {
                    occ0 = occ1 = occ2 = occ3 = 0;
                }
                else
                {
                    GetOcclusionsForFace(p, (DirectionOrdinal)side,
                        out occ0, out occ1, out occ2, out occ3);
                }

                var tex = side == (int)DirectionOrdinal.PositiveZ ? topTexture : baseTexture;
                byte sliceHack = isSliceFace ? (byte)1 : (byte)0;

                var vd = new TerrainVertex(v0, v1, v2, v3, occ0, occ1, occ2, occ3,
                    tex, sliceHack);
                vertexList.Add(vd);
            }
        }
Пример #6
0
        void GetTextures(IntVector3 p, ref Voxel vox, out FaceTexture baseTexture, out FaceTexture topTexture,
                         Direction sliceFaces)
        {
            var td = m_map.GetTileData(p);

            baseTexture = new FaceTexture();
            topTexture  = new FaceTexture();

            if (td.IsUndefined)
            {
                baseTexture = Chunk.UndefinedFaceTexture;
                topTexture  = baseTexture;
                return;
            }

            if (td.WaterLevel > 0)
            {
                baseTexture.Symbol1 = SymbolID.Water;
                baseTexture.Color0  = GameColor.MediumBlue;
                baseTexture.Color1  = GameColor.SeaGreen;
                topTexture          = baseTexture;
                return;
            }

            switch (td.ID)
            {
            case TileID.NaturalWall:
                var matInfo = Materials.GetMaterial(td.MaterialID);
                var color   = matInfo.Color;

                baseTexture.Color0  = GameColor.None;
                baseTexture.Symbol1 = SymbolID.Wall;
                baseTexture.Color1  = color;

                var secondaryMatInfo = Materials.GetMaterial(td.SecondaryMaterialID);

                switch (secondaryMatInfo.Category)
                {
                case MaterialCategory.Gem:
                    baseTexture.Symbol2 = SymbolID.GemOre;
                    baseTexture.Color2  = secondaryMatInfo.Color;
                    break;

                case MaterialCategory.Mineral:
                    baseTexture.Symbol2 = SymbolID.ValuableOre;
                    baseTexture.Color2  = secondaryMatInfo.Color;
                    break;

                default:
                    break;
                }

                // If the top face of the tile is visible, and it's not the slice level, we have a "floor"
                if ((sliceFaces & Direction.Up) == 0 && (vox.VisibleFaces & Direction.PositiveZ) != 0)
                {
                    if (m_map.Contains(p.Up) && m_map.GetTileData(p.Up).IsGreen)
                    {
                        var tdUp      = m_map.GetTileData(p.Up);
                        var matInfoUp = Materials.GetMaterial(tdUp.MaterialID);

                        SymbolID symbol;

                        switch (matInfoUp.ID)
                        {
                        case MaterialID.ReedGrass:
                            symbol = SymbolID.Grass4;
                            break;

                        case MaterialID.RyeGrass:
                            symbol = SymbolID.Grass2;
                            break;

                        case MaterialID.MeadowGrass:
                            symbol = SymbolID.Grass3;
                            break;

                        case MaterialID.HairGrass:
                            symbol = SymbolID.Grass;
                            break;

                        default:
                            symbol = SymbolID.Undefined;
                            break;
                        }

                        topTexture.Color0  = GameColor.Green;
                        topTexture.Symbol1 = symbol;
                        topTexture.Color1  = GameColor.Green;
                    }
                    else if (matInfo.Category == MaterialCategory.Soil)
                    {
                        topTexture.Color0  = color;
                        topTexture.Symbol1 = SymbolID.Sand;
                        topTexture.Color1  = color;
                    }
                    else
                    {
                        topTexture.Color0  = color;
                        topTexture.Symbol1 = SymbolID.Floor;
                        topTexture.Color1  = color;
                    }
                    //floorTile.BgColor = GetTerrainBackgroundColor(matInfoDown);
                }
                else
                {
                    topTexture = baseTexture;
                }
                return;

            case TileID.Stairs:
                baseTexture.Symbol1 = SymbolID.StairsDown;
                baseTexture.Color1  = GameColor.Red;
                topTexture          = baseTexture;
                return;

            default:
                throw new Exception();
            }
        }
Пример #7
0
        void CreateUndefinedChunk(ref IntGrid3 viewGrid, ref IntGrid3 chunkGrid, VertexList <TerrainVertex> vertexList,
                                  Direction visibleChunkFaces)
        {
            // Faces that are visible due to viewgrid
            Direction sliceFaces = GetGridSliceDirections(ref chunkGrid, ref viewGrid) & visibleChunkFaces;

            // Only faces revealed by viewgrid are visible
            Direction visibleFaces = sliceFaces;

            if (visibleFaces == 0)
            {
                return;
            }

            int sides = (int)visibleFaces;

            FaceTexture tex = Chunk.UndefinedFaceTexture;

            const int occlusion = 0;
            var       offset    = chunkGrid.Corner1 - this.ChunkOffset;
            var       size      = new IntVector3(chunkGrid.Size.Width, chunkGrid.Size.Height, chunkGrid.Size.Depth);

            // All faces are revealed by viewgrid
            byte sliceHack = (byte)1;

            if (Chunk.UseBigUnknownChunk)
            {
                /* Note: Using chunk sized quads causes t-junction problems */

                for (int side = 0; side < 6 && sides != 0; ++side, sides >>= 1)
                {
                    if ((sides & 1) == 0)
                    {
                        continue;
                    }

                    var vertices = s_cubeFaceInfo[side].Vertices;

                    IntVector3 v0 = vertices[0] * size + offset;
                    IntVector3 v1 = vertices[1] * size + offset;
                    IntVector3 v2 = vertices[2] * size + offset;
                    IntVector3 v3 = vertices[3] * size + offset;

                    var vd = new TerrainVertex(v0, v1, v2, v3, occlusion, occlusion, occlusion, occlusion, tex, sliceHack);
                    vertexList.Add(vd);
                }
            }
            else
            {
                for (int side = 0; side < 6 && sides != 0; ++side, sides >>= 1)
                {
                    if ((sides & 1) == 0)
                    {
                        continue;
                    }

                    int d0 = side / 2;
                    int d1 = (d0 + 1) % 3;
                    int d2 = (d0 + 2) % 3;

                    bool posFace = (side & 1) == 1;

                    var vertices = s_cubeFaceInfo[side].Vertices;

                    IntVector3 v0 = vertices[0] + offset;
                    IntVector3 v1 = vertices[1] + offset;
                    IntVector3 v2 = vertices[2] + offset;
                    IntVector3 v3 = vertices[3] + offset;

                    var vec1 = new IntVector3();
                    vec1[d1] = 1;

                    var vec2 = new IntVector3();
                    vec2[d2] = 1;

                    for (int v = 0; v < size[d1]; ++v)
                    {
                        for (int u = 0; u < size[d2]; ++u)
                        {
                            var off = vec1 * v + vec2 * u;
                            if (posFace)
                            {
                                off[d0] = size[d0] - 1;
                            }

                            var vd = new TerrainVertex(v0 + off, v1 + off, v2 + off, v3 + off,
                                                       occlusion, occlusion, occlusion, occlusion, tex, sliceHack);
                            vertexList.Add(vd);
                        }
                    }
                }
            }
        }