示例#1
0
        public static void DrawCubeBlock(PrimitivesRenderer3D primitivesRenderer, int value, Vector3 size, ref Matrix matrix, Color color, Color topColor, DrawBlockEnvironmentData environmentData)
        {
            environmentData = (environmentData ?? m_defaultEnvironmentData);
            Texture2D       texture         = (environmentData.SubsystemTerrain != null) ? environmentData.SubsystemTerrain.SubsystemAnimatedTextures.AnimatedBlocksTexture : BlocksTexturesManager.DefaultBlocksTexture;
            TexturedBatch3D texturedBatch3D = primitivesRenderer.TexturedBatch(texture, useAlphaTest: true, 0, null, RasterizerState.CullCounterClockwiseScissor, null, SamplerState.PointClamp);
            float           s = LightingManager.LightIntensityByLightValue[environmentData.Light];

            color    = Color.MultiplyColorOnly(color, s);
            topColor = Color.MultiplyColorOnly(topColor, s);
            Vector3 translation = matrix.Translation;
            Vector3 vector      = matrix.Right * size.X;
            Vector3 v           = matrix.Up * size.Y;
            Vector3 v2          = matrix.Forward * size.Z;
            Vector3 v3          = translation + 0.5f * (-vector - v - v2);
            Vector3 v4          = translation + 0.5f * (vector - v - v2);
            Vector3 v5          = translation + 0.5f * (-vector + v - v2);
            Vector3 v6          = translation + 0.5f * (vector + v - v2);
            Vector3 v7          = translation + 0.5f * (-vector - v + v2);
            Vector3 v8          = translation + 0.5f * (vector - v + v2);
            Vector3 v9          = translation + 0.5f * (-vector + v + v2);
            Vector3 v10         = translation + 0.5f * (vector + v + v2);

            if (environmentData.ViewProjectionMatrix.HasValue)
            {
                Matrix m = environmentData.ViewProjectionMatrix.Value;
                Vector3.Transform(ref v3, ref m, out v3);
                Vector3.Transform(ref v4, ref m, out v4);
                Vector3.Transform(ref v5, ref m, out v5);
                Vector3.Transform(ref v6, ref m, out v6);
                Vector3.Transform(ref v7, ref m, out v7);
                Vector3.Transform(ref v8, ref m, out v8);
                Vector3.Transform(ref v9, ref m, out v9);
                Vector3.Transform(ref v10, ref m, out v10);
            }
            int     num     = Terrain.ExtractContents(value);
            Block   block   = Blocks[num];
            Vector4 vector2 = m_slotTexCoords[block.GetFaceTextureSlot(0, value)];

            texturedBatch3D.QueueQuad(color: Color.MultiplyColorOnly(color, LightingManager.CalculateLighting(-matrix.Forward)), p1: v3, p2: v5, p3: v6, p4: v4, texCoord1: new Vector2(vector2.X, vector2.W), texCoord2: new Vector2(vector2.X, vector2.Y), texCoord3: new Vector2(vector2.Z, vector2.Y), texCoord4: new Vector2(vector2.Z, vector2.W));
            vector2 = m_slotTexCoords[block.GetFaceTextureSlot(2, value)];
            texturedBatch3D.QueueQuad(color: Color.MultiplyColorOnly(color, LightingManager.CalculateLighting(matrix.Forward)), p1: v7, p2: v8, p3: v10, p4: v9, texCoord1: new Vector2(vector2.Z, vector2.W), texCoord2: new Vector2(vector2.X, vector2.W), texCoord3: new Vector2(vector2.X, vector2.Y), texCoord4: new Vector2(vector2.Z, vector2.Y));
            vector2 = m_slotTexCoords[block.GetFaceTextureSlot(5, value)];
            texturedBatch3D.QueueQuad(color: Color.MultiplyColorOnly(color, LightingManager.CalculateLighting(-matrix.Up)), p1: v3, p2: v4, p3: v8, p4: v7, texCoord1: new Vector2(vector2.X, vector2.Y), texCoord2: new Vector2(vector2.Z, vector2.Y), texCoord3: new Vector2(vector2.Z, vector2.W), texCoord4: new Vector2(vector2.X, vector2.W));
            vector2 = m_slotTexCoords[block.GetFaceTextureSlot(4, value)];
            texturedBatch3D.QueueQuad(color: Color.MultiplyColorOnly(topColor, LightingManager.CalculateLighting(matrix.Up)), p1: v5, p2: v9, p3: v10, p4: v6, texCoord1: new Vector2(vector2.X, vector2.W), texCoord2: new Vector2(vector2.X, vector2.Y), texCoord3: new Vector2(vector2.Z, vector2.Y), texCoord4: new Vector2(vector2.Z, vector2.W));
            vector2 = m_slotTexCoords[block.GetFaceTextureSlot(1, value)];
            texturedBatch3D.QueueQuad(color: Color.MultiplyColorOnly(color, LightingManager.CalculateLighting(-matrix.Right)), p1: v3, p2: v7, p3: v9, p4: v5, texCoord1: new Vector2(vector2.Z, vector2.W), texCoord2: new Vector2(vector2.X, vector2.W), texCoord3: new Vector2(vector2.X, vector2.Y), texCoord4: new Vector2(vector2.Z, vector2.Y));
            vector2 = m_slotTexCoords[block.GetFaceTextureSlot(3, value)];
            texturedBatch3D.QueueQuad(color: Color.MultiplyColorOnly(color, LightingManager.CalculateLighting(matrix.Right)), p1: v4, p2: v6, p3: v10, p4: v8, texCoord1: new Vector2(vector2.X, vector2.W), texCoord2: new Vector2(vector2.X, vector2.Y), texCoord3: new Vector2(vector2.Z, vector2.Y), texCoord4: new Vector2(vector2.Z, vector2.W));
        }
示例#2
0
        public static void GenerateWireVertices(BlockGeometryGenerator generator, int value, int x, int y, int z, int mountingFace, float centerBoxSize, Vector2 centerOffset, TerrainGeometrySubset subset)
        {
            var   terrain = generator.Terrain;
            Color color   = WireBlock.WireColor;
            int   num     = Terrain.ExtractContents(value);

            if (num == ElementBlock.Index)
            {
                int?color2 = PaintableItemBlock.GetColor(Terrain.ExtractData(value));
                if (color2.HasValue)
                {
                    color = SubsystemPalette.GetColor(generator, color2);
                }
            }
            float   num3         = LightingManager.LightIntensityByLightValue[Terrain.ExtractLight(value)];
            Vector3 v            = new Vector3(x + 0.5f, y + 0.5f, z + 0.5f) - 0.5f * CellFace.FaceToVector3(mountingFace);
            Vector3 vector       = CellFace.FaceToVector3(mountingFace);
            var     v2           = new Vector2(0.9376f, 0.0001f);
            var     v3           = new Vector2(0.03125f, 0.00550781237f);
            Point3  point        = CellFace.FaceToPoint3(mountingFace);
            int     cellContents = terrain.GetCellContents(x - point.X, y - point.Y, z - point.Z);
            bool    flag         = cellContents == 2 || cellContents == 7 || cellContents == 8 || cellContents == 6 || cellContents == 62 || cellContents == 72;
            Vector3 v4           = CellFace.FaceToVector3(SubsystemElectricity.GetConnectorFace(mountingFace, ElectricConnectorDirection.Top));
            Vector3 vector2      = CellFace.FaceToVector3(SubsystemElectricity.GetConnectorFace(mountingFace, ElectricConnectorDirection.Left)) * centerOffset.X + v4 * centerOffset.Y;
            int     num4         = 0;
            var     paths        = new DynamicArray <ElectricConnectionPath>();

            ElementBlock.Block.GetAllConnectedNeighbors(terrain, ElementBlock.Block.GetDevice(x, y, z, value), mountingFace, paths);
            foreach (ElectricConnectionPath tmpConnectionPath in paths)
            {
                if ((num4 & (1 << tmpConnectionPath.ConnectorFace)) == 0)
                {
                    ElectricConnectorDirection?connectorDirection = SubsystemElectricity.GetConnectorDirection(mountingFace, 0, tmpConnectionPath.ConnectorFace);
                    if (centerOffset != Vector2.Zero || connectorDirection != ElectricConnectorDirection.In)
                    {
                        num4 |= 1 << tmpConnectionPath.ConnectorFace;
                        Color color3 = color;
                        if (num != ElementBlock.Index)
                        {
                            int cellValue = terrain.GetCellValue(x + tmpConnectionPath.NeighborOffsetX, y + tmpConnectionPath.NeighborOffsetY, z + tmpConnectionPath.NeighborOffsetZ);
                            if (Terrain.ExtractContents(cellValue) == ElementBlock.Index)
                            {
                                int?color4 = PaintableItemBlock.GetColor(Terrain.ExtractData(cellValue));
                                if (color4.HasValue)
                                {
                                    color3 = SubsystemPalette.GetColor(generator, color4);
                                }
                            }
                        }
                        Vector3 vector3  = (connectorDirection != ElectricConnectorDirection.In) ? CellFace.FaceToVector3(tmpConnectionPath.ConnectorFace) : (-Vector3.Normalize(vector2));
                        var     vector4  = Vector3.Cross(vector, vector3);
                        float   s        = (centerBoxSize >= 0f) ? MathUtils.Max(0.03125f, centerBoxSize / 2f) : (centerBoxSize / 2f);
                        float   num5     = (connectorDirection == ElectricConnectorDirection.In) ? 0.03125f : 0.5f;
                        float   num6     = (connectorDirection == ElectricConnectorDirection.In) ? 0f : ((tmpConnectionPath.ConnectorFace == tmpConnectionPath.NeighborFace) ? (num5 + 0.03125f) : ((tmpConnectionPath.ConnectorFace != CellFace.OppositeFace(tmpConnectionPath.NeighborFace)) ? num5 : (num5 - 0.03125f)));
                        Vector3 vector5  = v - vector4 * 0.03125f + vector3 * s + vector2;
                        Vector3 vector6  = v - vector4 * 0.03125f + vector3 * num5;
                        Vector3 vector7  = v + vector4 * 0.03125f + vector3 * num5;
                        Vector3 vector8  = v + vector4 * 0.03125f + vector3 * s + vector2;
                        Vector3 vector9  = v + vector * 0.03125f + vector3 * (centerBoxSize / 2f) + vector2;
                        Vector3 vector10 = v + vector * 0.03125f + vector3 * num6;
                        if (flag && centerBoxSize == 0f)
                        {
                            Vector3 v5 = 0.25f * BlockGeometryGenerator.GetRandomWireOffset(0.5f * (vector5 + vector8), vector);
                            vector5 += v5;
                            vector8 += v5;
                            vector9 += v5;
                        }
                        Vector2 vector11 = v2 + v3 * new Vector2(MathUtils.Max(0.0625f, centerBoxSize), 0f);
                        Vector2 vector12 = v2 + v3 * new Vector2(num5 * 2f, 0f);
                        Vector2 vector13 = v2 + v3 * new Vector2(num5 * 2f, 1f);
                        Vector2 vector14 = v2 + v3 * new Vector2(MathUtils.Max(0.0625f, centerBoxSize), 1f);
                        Vector2 vector15 = v2 + v3 * new Vector2(centerBoxSize, 0.5f);
                        Vector2 vector16 = v2 + v3 * new Vector2(num6 * 2f, 0.5f);
                        float   num9     = 0.5f * (num3 + LightingManager.LightIntensityByLightValue[Terrain.ExtractLight(terrain.GetCellValue(x + tmpConnectionPath.NeighborOffsetX, y + tmpConnectionPath.NeighborOffsetY, z + tmpConnectionPath.NeighborOffsetZ))]);
                        float   num10    = LightingManager.CalculateLighting(-vector4);
                        float   num11    = LightingManager.CalculateLighting(vector4);
                        float   num12    = LightingManager.CalculateLighting(vector);
                        float   num13    = num10 * num3;
                        float   num14    = num10 * num9;
                        float   num15    = num11 * num9;
                        float   num16    = num11 * num3;
                        float   num17    = num12 * num3;
                        float   num18    = num12 * num9;
                        var     color5   = new Color((byte)(color3.R * num13), (byte)(color3.G * num13), (byte)(color3.B * num13));
                        var     color6   = new Color((byte)(color3.R * num14), (byte)(color3.G * num14), (byte)(color3.B * num14));
                        var     color7   = new Color((byte)(color3.R * num15), (byte)(color3.G * num15), (byte)(color3.B * num15));
                        var     color8   = new Color((byte)(color3.R * num16), (byte)(color3.G * num16), (byte)(color3.B * num16));
                        var     color9   = new Color((byte)(color3.R * num17), (byte)(color3.G * num17), (byte)(color3.B * num17));
                        var     color10  = new Color((byte)(color3.R * num18), (byte)(color3.G * num18), (byte)(color3.B * num18));
                        int     count    = subset.Vertices.Count;
                        subset.Vertices.Count += 6;
                        TerrainVertex[] array = subset.Vertices.Array;
                        BlockGeometryGenerator.SetupVertex(vector5.X, vector5.Y, vector5.Z, color5, vector11.X, vector11.Y, ref array[count]);
                        BlockGeometryGenerator.SetupVertex(vector6.X, vector6.Y, vector6.Z, color6, vector12.X, vector12.Y, ref array[count + 1]);
                        BlockGeometryGenerator.SetupVertex(vector7.X, vector7.Y, vector7.Z, color7, vector13.X, vector13.Y, ref array[count + 2]);
                        BlockGeometryGenerator.SetupVertex(vector8.X, vector8.Y, vector8.Z, color8, vector14.X, vector14.Y, ref array[count + 3]);
                        BlockGeometryGenerator.SetupVertex(vector9.X, vector9.Y, vector9.Z, color9, vector15.X, vector15.Y, ref array[count + 4]);
                        BlockGeometryGenerator.SetupVertex(vector10.X, vector10.Y, vector10.Z, color10, vector16.X, vector16.Y, ref array[count + 5]);
                        int count2 = subset.Indices.Count;
                        subset.Indices.Count += (connectorDirection == ElectricConnectorDirection.In) ? 15 : 12;
                        ushort[] array2 = subset.Indices.Array;
                        array2[count2]      = (ushort)count;
                        array2[count2 + 1]  = (ushort)(count + 5);
                        array2[count2 + 2]  = (ushort)(count + 1);
                        array2[count2 + 3]  = (ushort)(count + 5);
                        array2[count2 + 4]  = (ushort)count;
                        array2[count2 + 5]  = (ushort)(count + 4);
                        array2[count2 + 6]  = (ushort)(count + 4);
                        array2[count2 + 7]  = (ushort)(count + 2);
                        array2[count2 + 8]  = (ushort)(count + 5);
                        array2[count2 + 9]  = (ushort)(count + 2);
                        array2[count2 + 10] = (ushort)(count + 4);
                        array2[count2 + 11] = (ushort)(count + 3);
                        if (connectorDirection == ElectricConnectorDirection.In)
                        {
                            array2[count2 + 12] = (ushort)(count + 2);
                            array2[count2 + 13] = (ushort)(count + 1);
                            array2[count2 + 14] = (ushort)(count + 5);
                        }
                    }
                }
            }
            if (centerBoxSize == 0f && (num4 != 0 || (num == ElementBlock.Index && (Terrain.ExtractData(value) & 1023) == 5)))
            {
                for (int i = 0; i < 6; i++)
                {
                    if (i != mountingFace && i != CellFace.OppositeFace(mountingFace) && (num4 & (1 << i)) == 0)
                    {
                        Vector3 vector17 = CellFace.FaceToVector3(i);
                        var     v6       = Vector3.Cross(vector, vector17);
                        Vector3 vector18 = v - v6 * 0.03125f + vector17 * 0.03125f;
                        Vector3 vector19 = v + v6 * 0.03125f + vector17 * 0.03125f;
                        Vector3 vector20 = v + vector * 0.03125f;
                        if (flag)
                        {
                            Vector3 v7 = 0.25f * BlockGeometryGenerator.GetRandomWireOffset(0.5f * (vector18 + vector19), vector);
                            vector18 += v7;
                            vector19 += v7;
                            vector20 += v7;
                        }
                        Vector2 vector21 = v2 + v3 * new Vector2(0.0625f, 0f);
                        Vector2 vector22 = v2 + v3 * new Vector2(0.0625f, 1f);
                        Vector2 vector23 = v2 + v3 * new Vector2(0f, 0.5f);
                        float   num19    = LightingManager.CalculateLighting(vector17) * num3;
                        float   num20    = LightingManager.CalculateLighting(vector) * num3;
                        var     color11  = new Color((byte)(color.R * num19), (byte)(color.G * num19), (byte)(color.B * num19));
                        var     color12  = new Color((byte)(color.R * num20), (byte)(color.G * num20), (byte)(color.B * num20));
                        int     count3   = subset.Vertices.Count;
                        subset.Vertices.Count += 3;
                        var array3 = subset.Vertices.Array;
                        BlockGeometryGenerator.SetupVertex(vector18.X, vector18.Y, vector18.Z, color11, vector21.X, vector21.Y, ref array3[count3]);
                        BlockGeometryGenerator.SetupVertex(vector19.X, vector19.Y, vector19.Z, color11, vector22.X, vector22.Y, ref array3[count3 + 1]);
                        BlockGeometryGenerator.SetupVertex(vector20.X, vector20.Y, vector20.Z, color12, vector23.X, vector23.Y, ref array3[count3 + 2]);
                        int count4 = subset.Indices.Count;
                        subset.Indices.Count += 3;
                        ushort[] array4 = subset.Indices.Array;
                        array4[count4]     = (ushort)count3;
                        array4[count4 + 1] = (ushort)(count3 + 2);
                        array4[count4 + 2] = (ushort)(count3 + 1);
                    }
                }
            }
        }
示例#3
0
        public void AppendModelMeshPart(ModelMeshPart meshPart, Matrix matrix, bool makeEmissive, bool flipWindingOrder, bool doubleSided, bool flipNormals, Color color)
        {
            VertexBuffer vertexBuffer = meshPart.VertexBuffer;
            IndexBuffer  indexBuffer  = meshPart.IndexBuffer;
            ReadOnlyList <VertexElement> vertexElements = vertexBuffer.VertexDeclaration.VertexElements;

            if (vertexElements.Count != 3 || vertexElements[0].Offset != 0 || vertexElements[0].Semantic != VertexElementSemantic.Position.GetSemanticString() || vertexElements[1].Offset != 12 || vertexElements[1].Semantic != VertexElementSemantic.Normal.GetSemanticString() || vertexElements[2].Offset != 24 || vertexElements[2].Semantic != VertexElementSemantic.TextureCoordinate.GetSemanticString())
            {
                throw new InvalidOperationException("Wrong vertex format for a block mesh.");
            }
            publicVertex[] vertexData = GetVertexData <publicVertex>(vertexBuffer);
            ushort[]       indexData  = GetIndexData <ushort>(indexBuffer);
            Dictionary <ushort, ushort> dictionary = new Dictionary <ushort, ushort>();

            for (int i = meshPart.StartIndex; i < meshPart.StartIndex + meshPart.IndicesCount; i++)
            {
                ushort num = indexData[i];
                if (!dictionary.ContainsKey(num))
                {
                    dictionary.Add(num, (ushort)Vertices.Count);
                    BlockMeshVertex item = default(BlockMeshVertex);
                    item.Position           = Vector3.Transform(vertexData[num].Position, matrix);
                    item.TextureCoordinates = vertexData[num].TextureCoordinate;
                    Vector3 vector = Vector3.Normalize(Vector3.TransformNormal(flipNormals ? (-vertexData[num].Normal) : vertexData[num].Normal, matrix));
                    if (makeEmissive)
                    {
                        item.IsEmissive = true;
                        item.Color      = color;
                    }
                    else
                    {
                        item.Color   = color * LightingManager.CalculateLighting(vector);
                        item.Color.A = color.A;
                    }
                    item.Face = (byte)CellFace.Vector3ToFace(vector);
                    Vertices.Add(item);
                }
            }
            for (int j = 0; j < meshPart.IndicesCount / 3; j++)
            {
                if (doubleSided)
                {
                    Indices.Add(dictionary[indexData[meshPart.StartIndex + 3 * j]]);
                    Indices.Add(dictionary[indexData[meshPart.StartIndex + 3 * j + 1]]);
                    Indices.Add(dictionary[indexData[meshPart.StartIndex + 3 * j + 2]]);
                    Indices.Add(dictionary[indexData[meshPart.StartIndex + 3 * j]]);
                    Indices.Add(dictionary[indexData[meshPart.StartIndex + 3 * j + 2]]);
                    Indices.Add(dictionary[indexData[meshPart.StartIndex + 3 * j + 1]]);
                }
                else if (flipWindingOrder)
                {
                    Indices.Add(dictionary[indexData[meshPart.StartIndex + 3 * j]]);
                    Indices.Add(dictionary[indexData[meshPart.StartIndex + 3 * j + 2]]);
                    Indices.Add(dictionary[indexData[meshPart.StartIndex + 3 * j + 1]]);
                }
                else
                {
                    Indices.Add(dictionary[indexData[meshPart.StartIndex + 3 * j]]);
                    Indices.Add(dictionary[indexData[meshPart.StartIndex + 3 * j + 1]]);
                    Indices.Add(dictionary[indexData[meshPart.StartIndex + 3 * j + 2]]);
                }
            }
            Trim();
        }
示例#4
0
        public static void DrawCubeBlock(PrimitivesRenderer3D primitivesRenderer, int value, Vector3 size,
                                         ref Matrix matrix, Color color, Color topColor, DrawBlockEnvironmentData environmentData)
        {
            environmentData = environmentData ?? m_defaultEnvironmentData;
            var texture = environmentData.SubsystemTerrain != null
                                ? environmentData.SubsystemTerrain.SubsystemAnimatedTextures.AnimatedBlocksTexture
                                : BlocksTexturesManager.DefaultBlocksTexture;
            var texturedBatch3D = primitivesRenderer.TexturedBatch(texture, true, 0, null,
                                                                   RasterizerState.CullCounterClockwiseScissor, null, SamplerState.PointClamp);
            var s = LightingManager.LightIntensityByLightValue[environmentData.Light];

            color    = Color.MultiplyColorOnly(color, s);
            topColor = Color.MultiplyColorOnly(topColor, s);
            var translation = matrix.Translation;
            var vector3_1   = matrix.Right * size.X;
            var vector3_2   = matrix.Up * size.Y;
            var vector3_3   = matrix.Forward * size.Z;
            var result1     = translation + 0.5f * (-vector3_1 - vector3_2 - vector3_3);
            var result2     = translation + 0.5f * (vector3_1 - vector3_2 - vector3_3);
            var result3     = translation + 0.5f * (-vector3_1 + vector3_2 - vector3_3);
            var result4     = translation + 0.5f * (vector3_1 + vector3_2 - vector3_3);
            var result5     = translation + 0.5f * (-vector3_1 - vector3_2 + vector3_3);
            var result6     = translation + 0.5f * (vector3_1 - vector3_2 + vector3_3);
            var result7     = translation + 0.5f * (-vector3_1 + vector3_2 + vector3_3);
            var result8     = translation + 0.5f * (vector3_1 + vector3_2 + vector3_3);

            if (environmentData.ViewProjectionMatrix.HasValue)
            {
                var m = environmentData.ViewProjectionMatrix.Value;
                Vector3.Transform(ref result1, ref m, out result1);
                Vector3.Transform(ref result2, ref m, out result2);
                Vector3.Transform(ref result3, ref m, out result3);
                Vector3.Transform(ref result4, ref m, out result4);
                Vector3.Transform(ref result5, ref m, out result5);
                Vector3.Transform(ref result6, ref m, out result6);
                Vector3.Transform(ref result7, ref m, out result7);
                Vector3.Transform(ref result8, ref m, out result8);
            }

            var block         = Blocks[Terrain.ExtractContents(value)];
            var slotTexCoord1 = m_slotTexCoords[block.GetFaceTextureSlot(0, value)];
            var color1        = Color.MultiplyColorOnly(color, LightingManager.CalculateLighting(-matrix.Forward));

            texturedBatch3D.QueueQuad(result1, result3, result4, result2, new Vector2(slotTexCoord1.X, slotTexCoord1.W),
                                      new Vector2(slotTexCoord1.X, slotTexCoord1.Y), new Vector2(slotTexCoord1.Z, slotTexCoord1.Y),
                                      new Vector2(slotTexCoord1.Z, slotTexCoord1.W), color1);
            var slotTexCoord2 = m_slotTexCoords[block.GetFaceTextureSlot(2, value)];
            var color2        = Color.MultiplyColorOnly(color, LightingManager.CalculateLighting(matrix.Forward));

            texturedBatch3D.QueueQuad(result5, result6, result8, result7, new Vector2(slotTexCoord2.Z, slotTexCoord2.W),
                                      new Vector2(slotTexCoord2.X, slotTexCoord2.W), new Vector2(slotTexCoord2.X, slotTexCoord2.Y),
                                      new Vector2(slotTexCoord2.Z, slotTexCoord2.Y), color2);
            var slotTexCoord3 = m_slotTexCoords[block.GetFaceTextureSlot(5, value)];
            var color3        = Color.MultiplyColorOnly(color, LightingManager.CalculateLighting(-matrix.Up));

            texturedBatch3D.QueueQuad(result1, result2, result6, result5, new Vector2(slotTexCoord3.X, slotTexCoord3.Y),
                                      new Vector2(slotTexCoord3.Z, slotTexCoord3.Y), new Vector2(slotTexCoord3.Z, slotTexCoord3.W),
                                      new Vector2(slotTexCoord3.X, slotTexCoord3.W), color3);
            var slotTexCoord4 = m_slotTexCoords[block.GetFaceTextureSlot(4, value)];
            var color4        = Color.MultiplyColorOnly(topColor, LightingManager.CalculateLighting(matrix.Up));

            texturedBatch3D.QueueQuad(result3, result7, result8, result4, new Vector2(slotTexCoord4.X, slotTexCoord4.W),
                                      new Vector2(slotTexCoord4.X, slotTexCoord4.Y), new Vector2(slotTexCoord4.Z, slotTexCoord4.Y),
                                      new Vector2(slotTexCoord4.Z, slotTexCoord4.W), color4);
            var slotTexCoord5 = m_slotTexCoords[block.GetFaceTextureSlot(1, value)];
            var color5        = Color.MultiplyColorOnly(color, LightingManager.CalculateLighting(-matrix.Right));

            texturedBatch3D.QueueQuad(result1, result5, result7, result3, new Vector2(slotTexCoord5.Z, slotTexCoord5.W),
                                      new Vector2(slotTexCoord5.X, slotTexCoord5.W), new Vector2(slotTexCoord5.X, slotTexCoord5.Y),
                                      new Vector2(slotTexCoord5.Z, slotTexCoord5.Y), color5);
            var slotTexCoord6 = m_slotTexCoords[block.GetFaceTextureSlot(3, value)];
            var color6        = Color.MultiplyColorOnly(color, LightingManager.CalculateLighting(matrix.Right));

            texturedBatch3D.QueueQuad(result2, result4, result8, result6, new Vector2(slotTexCoord6.X, slotTexCoord6.W),
                                      new Vector2(slotTexCoord6.X, slotTexCoord6.Y), new Vector2(slotTexCoord6.Z, slotTexCoord6.Y),
                                      new Vector2(slotTexCoord6.Z, slotTexCoord6.W), color6);
        }