public void RebuildVertices(CubeVertex[] buffer, GraphicsDevice graphics, CubeStorage store, int yChange) { //ChunkMesh currentMesh; for (int i = 0; i < Meshes.Count; i++) { } }
public void PropagateSun(CubeStorage store) { int maxIndex = HEIGHT-1; int sun; int posXsun; int negXsun; int posZsun; int negZsun; int attenuated; Cube curr; int startX = WIDTH * Coords.X; int startZ = WIDTH * Coords.Z; //SEED sunlight in the top layer for (int x = startX; x < startX + WIDTH; x++) { for (int z = startZ; z < startZ + WIDTH; z++) { store.SetSunlight(x, maxIndex, z, 15); } } maxIndex = WIDTH-1; for (int y = HEIGHT - 2; y >= 0; y--) { for (int x = startX; x < startX + WIDTH; x++) { for (int z = startZ; z < startZ + WIDTH; z++) { store.GetCube(x, y, z, out curr); if (!curr.IsTransparent) continue; sun = store.GetSunlight(x, y + 1, z); posXsun = store.GetSunlight(x + 1, y, z) - 1; if (sun < posXsun) sun = posXsun; negXsun = store.GetSunlight(x - 1, y, z) - 1; if (sun < negXsun) sun = negXsun; posZsun = store.GetSunlight(x, y, z + 1) - 1; if (sun < posZsun) sun = posZsun; negZsun = store.GetSunlight(x, y, z - 1) - 1; if (sun < negZsun) sun = negZsun; if (sun > curr.SunLight) store.SetSunlight(x, y, z, sun); attenuated = sun-1; if (posXsun + 1 < attenuated && x == startX + maxIndex) store.SetSunlight(x + 1, y, z, attenuated); else if (negXsun + 1 < attenuated && x == startX) store.SetSunlight(x - 1, y, z, attenuated); if (posZsun + 1 < attenuated && z == startZ + maxIndex) store.SetSunlight(x, y, z + 1, attenuated); else if (negZsun + 1 < attenuated && z == startZ) store.SetSunlight(x, y, z - 1, attenuated); } } } }
public void BuildVertices(CubeVertex[] buffer, GraphicsDevice graphics, CubeStorage store) { ChunkMesh currentMesh; int i = 0; while (i < HEIGHT) { currentMesh = new ChunkMesh(i, ref Position); currentMesh.BuildVertices(buffer, graphics, this, store); if(!currentMesh.Empty) Meshes.Add(currentMesh); i += Chunk.WIDTH; } }
public ChunkManager(Game game, ChunkCoordinate chunkPlayerIsIn, Vector3 positionInChunk, bool useThreading) { _graphics = game.GraphicsDevice; ChunkRenderer = new ChunkMeshRenderer(game); UseThreading = useThreading; int width = 1; while (width < 2*CHUNK_LOAD_DIST) width *= 2; ChunkStorage = new ChunkStorage(width); //WARN: When load dist is a power of 2 queue chunks infinitely adds delegates to the ChunkStateChange event resulting in an eventual //out of memory exception. CHUNK_LOAD_DIST = width / 2-1; CHUNK_LIGHT_DIST = CHUNK_LOAD_DIST;// -1; CHUNK_BUILD_DIST = CHUNK_LIGHT_DIST;// -1; width *= Chunk.WIDTH; CubeStorage = new CubeStorage(width, Chunk.HEIGHT, width); _loadQueue = new ConcurrentSerialQueue<Chunk>(); _vertexBuffer = new CubeVertex[1000]; LightQueue = new ConcurrentSerialQueue<Chunk>(); BuildQueue = new ConcurrentSerialQueue<Chunk>(); RebuildQueue = new Queue<Chunk>(); UnloadQueue = new ConcurrentSerialQueue<Chunk>(); DrawList = new List<Chunk>(); _timeSinceQueue = TIME_BETWEEN_QUEUES; _timeSinceLoad = TIME_BETWEEN_LOADS; _timeSinceLight = TIME_BETWEEN_LIGHTS * 0.5f; _timeSinceBuild = 0.0f; _running = true; _running = true; _running = true; _running = true; watch1 = new Stopwatch(); watch2 = new Stopwatch(); Thread thread = new Thread(LoadChunks); thread.IsBackground = true; thread.SetApartmentState(ApartmentState.MTA); thread.Name = "LoadThread1"; thread.Priority = ThreadPriority.Lowest; thread.Start(); //thread = new Thread(LoadChunks); //thread.IsBackground = true; //thread.SetApartmentState(ApartmentState.MTA); //thread.Name = "LoadThread2"; //thread.Priority = ThreadPriority.Lowest; //thread.Start(); thread = new Thread(LightChunks); thread.IsBackground = true; thread.SetApartmentState(ApartmentState.MTA); thread.Name = "LightThread"; thread.Priority = ThreadPriority.Lowest; thread.Start(); thread = new Thread(BuildChunkVertices); thread.IsBackground = true; thread.SetApartmentState(ApartmentState.MTA); thread.Name = "BuildThread"; thread.Priority = ThreadPriority.Lowest; thread.Start(); //Initialize chunk loading. positionInChunk = -positionInChunk; Chunk seed = new Chunk(this, ref chunkPlayerIsIn, ref positionInChunk); _loadQueue.TryAdd(seed); ChunkStorage.Store(seed, this); }
public void BuildVertices(CubeVertex[] vertexBuffer, GraphicsDevice graphics, Chunk parent, CubeStorage store) { if (SideCountNeeded) CollectSubmeshStats(parent, store); if (vertexBuffer.Length < SidesRenderable * 6f) vertexBuffer = new CubeVertex[(int)(SidesRenderable * 6.1f)]; Cube current; Cube n0; Cube n1; Cube n2; Cube n3; Cube n4; Cube n5; Cube n6; Cube n7; Cube n8; Vector3 offset; Vector3 posNNN; Vector3 posNNP; Vector3 posNPN; Vector3 posNPP; Vector3 posPNN; Vector3 posPNP; Vector3 posPPN; Vector3 posPPP; int ind = 0; int worldX = 0; int worldZ = 0; int reg=0; //int vert1light = 0; //int vert2light = 0; //int vert3light = 0; //int vert4light = 0; int maxY = Chunk.HEIGHT - 1; for (int x = 0; x < Chunk.WIDTH; x++) { worldX = x + parent.Coords.X * Chunk.WIDTH; for (int z = 0; z < Chunk.WIDTH; z++) { worldZ = z + parent.Coords.Z * Chunk.WIDTH; for (int y = _yStartIndex; y <= _yEndIndex; y++) { store.GetCube(worldX, y, worldZ, out current); //log.Write("worldCoords", "{" + worldX.ToString() + "," + y.ToString() + "," + worldZ.ToString() + "}", ""); if (!current.IsRenderable) continue; offset.X = x; offset.Y = y - _yStartIndex; offset.Z = z; Vector3.Add(ref CubeVertex.CORNER_NNN, ref offset, out posNNN); Vector3.Add(ref CubeVertex.CORNER_NNP, ref offset, out posNNP); Vector3.Add(ref CubeVertex.CORNER_NPN, ref offset, out posNPN); Vector3.Add(ref CubeVertex.CORNER_NPP, ref offset, out posNPP); Vector3.Add(ref CubeVertex.CORNER_PNN, ref offset, out posPNN); Vector3.Add(ref CubeVertex.CORNER_PNP, ref offset, out posPNP); Vector3.Add(ref CubeVertex.CORNER_PPN, ref offset, out posPPN); Vector3.Add(ref CubeVertex.CORNER_PPP, ref offset, out posPPP); //-x reg = worldX - 1; store.GetCube(reg, y, worldZ, out n0); if (n0.IsTransparent) { store.CheckYGetCube(reg, y + 1, worldZ, out n1); store.CheckYGetCube(reg, y + 1, worldZ + 1, out n2); store.GetCube(reg, y, worldZ + 1, out n3); store.CheckYGetCube(reg, y - 1, worldZ + 1, out n4); store.CheckYGetCube(reg, y - 1, worldZ, out n5); store.CheckYGetCube(reg, y - 1, worldZ - 1, out n6); store.GetCube(reg, y, worldZ - 1, out n7); store.CheckYGetCube(reg, y + 1, worldZ - 1, out n8); vertexBuffer[ind++] = new CubeVertex(ref posNPN, ref CubeVertex.N_NEG_X, ref CubeVertex.TC00, ref current, ref n0, ref n1, ref n7, ref n8); vertexBuffer[ind++] = new CubeVertex(ref posNPP, ref CubeVertex.N_NEG_X, ref CubeVertex.TC10, ref current, ref n0, ref n1, ref n2, ref n3); vertexBuffer[ind++] = new CubeVertex(ref posNNN, ref CubeVertex.N_NEG_X, ref CubeVertex.TC01, ref current, ref n0, ref n5, ref n6, ref n7); vertexBuffer[ind++] = new CubeVertex(ref posNNN, ref CubeVertex.N_NEG_X, ref CubeVertex.TC01, ref current, ref n0, ref n5, ref n6, ref n7); vertexBuffer[ind++] = new CubeVertex(ref posNPP, ref CubeVertex.N_NEG_X, ref CubeVertex.TC10, ref current, ref n0, ref n1, ref n2, ref n3); vertexBuffer[ind++] = new CubeVertex(ref posNNP, ref CubeVertex.N_NEG_X, ref CubeVertex.TC11, ref current, ref n0, ref n3, ref n4, ref n5); } //+x reg = worldX + 1; store.GetCube(reg, y, worldZ, out n0); if (n0.IsTransparent) { store.CheckYGetCube(reg, y + 1, worldZ, out n1); store.CheckYGetCube(reg, y + 1, worldZ + 1, out n2); store.GetCube(reg, y, worldZ + 1, out n3); store.CheckYGetCube(reg, y - 1, worldZ + 1, out n4); store.CheckYGetCube(reg, y - 1, worldZ, out n5); store.CheckYGetCube(reg, y - 1, worldZ - 1, out n6); store.GetCube(reg, y, worldZ - 1, out n7); store.CheckYGetCube(reg, y + 1, worldZ - 1, out n8); vertexBuffer[ind++] = new CubeVertex(ref posPPP, ref CubeVertex.N_POS_X, ref CubeVertex.TC00, ref current, ref n0, ref n1, ref n2, ref n3); vertexBuffer[ind++] = new CubeVertex(ref posPPN, ref CubeVertex.N_POS_X, ref CubeVertex.TC10, ref current, ref n0, ref n1, ref n7, ref n8); vertexBuffer[ind++] = new CubeVertex(ref posPNP, ref CubeVertex.N_POS_X, ref CubeVertex.TC01, ref current, ref n0, ref n3, ref n4, ref n5); vertexBuffer[ind++] = new CubeVertex(ref posPNP, ref CubeVertex.N_POS_X, ref CubeVertex.TC01, ref current, ref n0, ref n3, ref n4, ref n5); vertexBuffer[ind++] = new CubeVertex(ref posPPN, ref CubeVertex.N_POS_X, ref CubeVertex.TC10, ref current, ref n0, ref n1, ref n7, ref n8); vertexBuffer[ind++] = new CubeVertex(ref posPNN, ref CubeVertex.N_POS_X, ref CubeVertex.TC11, ref current, ref n0, ref n5, ref n6, ref n7); } //-y reg = y - 1; if (y != 0) store.GetCube(worldX, reg, worldZ, out n0); else n0 = Cube.NULL; if (n0.IsTransparent && n0.Material != CubeMaterial.None) { store.GetCube(worldX + 1, reg, worldZ, out n1); store.GetCube(worldX + 1, reg, worldZ + 1, out n2); store.GetCube(worldX, reg, worldZ + 1, out n3); store.GetCube(worldX - 1, reg, worldZ + 1, out n4); store.GetCube(worldX - 1, reg, worldZ, out n5); store.GetCube(worldX - 1, reg, worldZ - 1, out n6); store.GetCube(worldX, reg, worldZ - 1, out n7); store.GetCube(worldX + 1, reg, worldZ - 1, out n8); vertexBuffer[ind++] = new CubeVertex(ref posNNP, ref CubeVertex.N_NEG_Y, ref CubeVertex.TC00, ref current, ref n0, ref n3, ref n4, ref n5); vertexBuffer[ind++] = new CubeVertex(ref posPNP, ref CubeVertex.N_NEG_Y, ref CubeVertex.TC10, ref current, ref n0, ref n1, ref n2, ref n3); vertexBuffer[ind++] = new CubeVertex(ref posNNN, ref CubeVertex.N_NEG_Y, ref CubeVertex.TC01, ref current, ref n0, ref n5, ref n6, ref n7); vertexBuffer[ind++] = new CubeVertex(ref posNNN, ref CubeVertex.N_NEG_Y, ref CubeVertex.TC01, ref current, ref n0, ref n5, ref n6, ref n7); vertexBuffer[ind++] = new CubeVertex(ref posPNP, ref CubeVertex.N_NEG_Y, ref CubeVertex.TC10, ref current, ref n0, ref n1, ref n2, ref n3); vertexBuffer[ind++] = new CubeVertex(ref posPNN, ref CubeVertex.N_NEG_Y, ref CubeVertex.TC11, ref current, ref n0, ref n1, ref n7, ref n8); } //+y reg = y + 1; if (y != maxY) store.GetCube(worldX, reg, worldZ, out n0); else n0 = Cube.NULL; if (n0.IsTransparent && n0.Material != CubeMaterial.None) { store.GetCube(worldX + 1, reg, worldZ, out n1); store.GetCube(worldX + 1, reg, worldZ + 1, out n2); store.GetCube(worldX, reg, worldZ + 1, out n3); store.GetCube(worldX - 1, reg, worldZ + 1, out n4); store.GetCube(worldX - 1, reg, worldZ, out n5); store.GetCube(worldX - 1, reg, worldZ - 1, out n6); store.GetCube(worldX, reg, worldZ - 1, out n7); store.GetCube(worldX + 1, reg, worldZ - 1, out n8); vertexBuffer[ind++] = new CubeVertex(ref posNPN, ref CubeVertex.N_POS_Y, ref CubeVertex.TC00, ref current, ref n0, ref n5, ref n6, ref n7); vertexBuffer[ind++] = new CubeVertex(ref posPPN, ref CubeVertex.N_POS_Y, ref CubeVertex.TC10, ref current, ref n0, ref n1, ref n7, ref n8); vertexBuffer[ind++] = new CubeVertex(ref posNPP, ref CubeVertex.N_POS_Y, ref CubeVertex.TC01, ref current, ref n0, ref n3, ref n4, ref n5); vertexBuffer[ind++] = new CubeVertex(ref posNPP, ref CubeVertex.N_POS_Y, ref CubeVertex.TC01, ref current, ref n0, ref n3, ref n4, ref n5); vertexBuffer[ind++] = new CubeVertex(ref posPPN, ref CubeVertex.N_POS_Y, ref CubeVertex.TC10, ref current, ref n0, ref n1, ref n7, ref n8); vertexBuffer[ind++] = new CubeVertex(ref posPPP, ref CubeVertex.N_POS_Y, ref CubeVertex.TC11, ref current, ref n0, ref n1, ref n2, ref n3); } //-z reg = worldZ - 1; store.GetCube(worldX, y, reg, out n0); if (n0.IsTransparent) { store.GetCube(worldX + 1, y, reg, out n1); store.CheckYGetCube(worldX + 1, y + 1, reg, out n2); store.CheckYGetCube(worldX, y + 1, reg, out n3); store.CheckYGetCube(worldX - 1, y + 1, reg, out n4); store.GetCube(worldX - 1, y, reg, out n5); store.CheckYGetCube(worldX - 1, y - 1, reg, out n6); store.CheckYGetCube(worldX, y - 1, reg, out n7); store.CheckYGetCube(worldX + 1, y - 1, reg, out n8); vertexBuffer[ind++] = new CubeVertex(ref posPPN, ref CubeVertex.N_NEG_Z, ref CubeVertex.TC00, ref current, ref n0, ref n1, ref n2, ref n3); vertexBuffer[ind++] = new CubeVertex(ref posNPN, ref CubeVertex.N_NEG_Z, ref CubeVertex.TC10, ref current, ref n0, ref n3, ref n4, ref n5); vertexBuffer[ind++] = new CubeVertex(ref posPNN, ref CubeVertex.N_NEG_Z, ref CubeVertex.TC01, ref current, ref n0, ref n1, ref n7, ref n8); vertexBuffer[ind++] = new CubeVertex(ref posPNN, ref CubeVertex.N_NEG_Z, ref CubeVertex.TC01, ref current, ref n0, ref n1, ref n7, ref n8); vertexBuffer[ind++] = new CubeVertex(ref posNPN, ref CubeVertex.N_NEG_Z, ref CubeVertex.TC10, ref current, ref n0, ref n3, ref n4, ref n5); vertexBuffer[ind++] = new CubeVertex(ref posNNN, ref CubeVertex.N_NEG_Z, ref CubeVertex.TC11, ref current, ref n0, ref n5, ref n6, ref n7); } //+z reg = worldZ + 1; store.GetCube(worldX, y, reg, out n0); if (n0.IsTransparent) { store.GetCube(worldX + 1, y, reg, out n1); store.CheckYGetCube(worldX + 1, y + 1, reg, out n2); store.CheckYGetCube(worldX, y + 1, reg, out n3); store.CheckYGetCube(worldX - 1, y + 1, reg, out n4); store.GetCube(worldX - 1, y, reg, out n5); store.CheckYGetCube(worldX - 1, y - 1, reg, out n6); store.CheckYGetCube(worldX, y - 1, reg, out n7); store.CheckYGetCube(worldX + 1, y - 1, reg, out n8); vertexBuffer[ind++] = new CubeVertex(ref posNPP, ref CubeVertex.N_POS_Z, ref CubeVertex.TC00, ref current, ref n0, ref n3, ref n4, ref n5); vertexBuffer[ind++] = new CubeVertex(ref posPPP, ref CubeVertex.N_POS_Z, ref CubeVertex.TC10, ref current, ref n0, ref n1, ref n2, ref n3); vertexBuffer[ind++] = new CubeVertex(ref posNNP, ref CubeVertex.N_POS_Z, ref CubeVertex.TC01, ref current, ref n0, ref n5, ref n6, ref n7); vertexBuffer[ind++] = new CubeVertex(ref posNNP, ref CubeVertex.N_POS_Z, ref CubeVertex.TC01, ref current, ref n0, ref n5, ref n6, ref n7); vertexBuffer[ind++] = new CubeVertex(ref posPPP, ref CubeVertex.N_POS_Z, ref CubeVertex.TC10, ref current, ref n0, ref n1, ref n2, ref n3); vertexBuffer[ind++] = new CubeVertex(ref posPNP, ref CubeVertex.N_POS_Z, ref CubeVertex.TC11, ref current, ref n0, ref n1, ref n7, ref n8); } } } } if (ind > 0) { VertexBuffer = new VertexBuffer(graphics, typeof(CubeVertex), ind, BufferUsage.None); VertexBuffer.SetData<CubeVertex>(vertexBuffer,0,ind); Empty = false; } else Empty = true; }
public void CollectSubmeshStats(Chunk parent, CubeStorage store) { Cube current; Cube neighbor; int worldX = 0; int worldZ = 0; int maxY = Chunk.HEIGHT - 1; for (int x = 0; x < Chunk.WIDTH; x++) { worldX = x + parent.Coords.X * Chunk.WIDTH; for (int z = 0; z < Chunk.WIDTH; z++) { worldZ = z + parent.Coords.Z * Chunk.WIDTH; for (int y = _yStartIndex; y <= _yEndIndex; y++) { store.GetCube(worldX, y, worldZ, out current); if (!current.IsRenderable) continue; RenderableBlocks += 1; //-x store.GetCube(worldX - 1, y, worldZ, out neighbor); if (neighbor.IsTransparent) SidesRenderable++; //+x store.GetCube(worldX + 1, y, worldZ, out neighbor); if (neighbor.IsTransparent) SidesRenderable++; //-y if (y != 0) store.GetCube(worldX, y - 1, worldZ, out neighbor); else neighbor = Cube.NULL; if (neighbor.IsTransparent && neighbor.Material != CubeMaterial.None) SidesRenderable++; //+y if (y != maxY) store.GetCube(worldX, y + 1, worldZ, out neighbor); else neighbor = Cube.NULL; if (neighbor.IsTransparent && neighbor.Material != CubeMaterial.None) SidesRenderable++; //-z store.GetCube(worldX, y, worldZ - 1, out neighbor); if (neighbor.IsTransparent) SidesRenderable++; //+z store.GetCube(worldX, y, worldZ + 1, out neighbor); if (neighbor.IsTransparent) SidesRenderable++; } } } }