Real time Lighting, Blocks, Chunks, Registries, Blockstates
This commit is contained in:
@@ -3,10 +3,14 @@ using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Runtime.Remoting.Messaging;
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using System.Security.AccessControl;
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using System.Security.Policy;
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using System.Text;
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using System.Threading.Tasks;
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using System.Windows.Forms;
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using System.Windows.Forms.VisualStyles;
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using VoxelIsometricRenderer.Properties;
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namespace VoxelIsometricRenderer
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@@ -22,19 +26,163 @@ namespace VoxelIsometricRenderer
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SouthWest,
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South
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}
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public enum LightShape
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{
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Cylinder,
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Sphere,
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Cube,
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Cuboid
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}
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public class LightSource
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{
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int RangeX;
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int RangeY;
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int RangeZ;
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int XWorldPos;
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int YWorldPos;
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int ZWorldPos;
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LightShape Shape;
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byte[,,] LightLevels;
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float[] LightLevelModifier = new float[] { 1.5f, 1.5f, 1.5f };
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int Brightness = 64;
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public static bool IsWithinCircle(int Radius, int CentreX, int CentreY, int posX, int PosY)
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{
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return LightingManager.Square(posX - CentreX) + LightingManager.Square(PosY - CentreY) < LightingManager.Square(Radius);
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}
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public static bool IsWithinSphere(int Radius, int CentreX, int CentreY, int CentreZ, int posX, int PosY, int PosZ)
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{
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return LightingManager.Square(posX - CentreX) + LightingManager.Square(PosY - CentreY) + LightingManager.Square(PosZ - CentreZ) < LightingManager.Square(Radius);
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}
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public LightSource(LightShape shape, int RangeX, int RangeY, int RangeZ, int XWorldPos, int YWorldPos, int ZWorldPos,int Brightness)
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{
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this.Shape = shape;
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this.RangeX = RangeX;
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this.RangeY = RangeY;
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this.RangeZ = RangeZ;
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this.XWorldPos = XWorldPos;
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this.YWorldPos = YWorldPos;
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this.ZWorldPos = ZWorldPos;
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this.Brightness = Brightness;
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SetUpLightLevels();
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}
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public byte CalculateLightLevel(int CentreX, int CentreY, int CentreZ, int PosX, int PosY, int PosZ, int RangeX, int RangeY, int RangeZ, int MaxLevel)
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{
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int[] Distances = new int[] { CentreX - PosX, CentreY - PosY, CentreZ - PosZ};
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int[] Centres = new int[] { CentreX, CentreY, CentreZ };
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float[] LightLevel = new float[] {255.0f/ RangeX * (MaxLevel / 255.0f), 255.0f/ RangeY * (MaxLevel / 255.0f), 255.0f/ RangeZ * (MaxLevel / 255.0f) };
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float TotalLightLevel = 0;
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int Dimensions = 0;
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for (int i = 0; i < 3; i++)
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{
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Distances[i] = Distances[i] > 0 ? Distances[i] : -Distances[i];
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}
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LightLevel = new float[] { LightLevel[0] * (float)Distances[0], LightLevel[1] * (float)Distances[1], LightLevel[2] * (float)Distances[2] };
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for (int i = 0; i < 3; i++)
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{
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if (Centres[i] >= 0)
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{
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Dimensions++;
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TotalLightLevel += LightLevel[i];
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}
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}
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TotalLightLevel /= Dimensions;
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return (byte)Math.Min(Math.Max(TotalLightLevel,0),255);
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}
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private void SetUpLightLevels()
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{
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LightLevels = new byte[RangeX*2, RangeY*2, RangeZ*2];
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int CentreX = LightLevels.GetLength(0) / 2;
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int CentreY = LightLevels.GetLength(1) / 2;
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int CentreZ = LightLevels.GetLength(2) / 2;
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for (int x = 0; x < LightLevels.GetLength(0); x++)
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{
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for (int y = 0; y < LightLevels.GetLength(1); y++)
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{
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for (int z = 0; z < LightLevels.GetLength(2); z++)
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{
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switch (Shape)
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{
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case LightShape.Sphere:
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if (IsWithinSphere((RangeX + RangeY + RangeZ)/3, CentreX, CentreY, CentreZ, x, y, z)){
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LightLevels[x, y, z] = CalculateLightLevel(CentreX, CentreY, CentreZ, x, y, z, RangeX, RangeY, RangeZ,Brightness);
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}
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break;
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case LightShape.Cylinder:
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if (IsWithinCircle((RangeX + RangeY) / 2, CentreX, CentreZ, x, z))
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{
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LightLevels[x, y, z] = CalculateLightLevel(CentreX, -1, CentreZ, x, y, z, RangeX, RangeY, RangeZ, Brightness);
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}
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break;
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default:
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LightLevels[x, y, z] = CalculateLightLevel(CentreX, CentreY, CentreZ, x, y, z, RangeX, RangeY, RangeZ, Brightness);
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break;
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}
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}
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}
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}
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}
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public LightSource(LightShape shape, int Range, int XWorldPos, int YWorldPos, int ZWorldPos,int Brightness)
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{
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this.Shape = shape;
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this.RangeX = Range;
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this.RangeY = Range;
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this.RangeZ = Range;
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this.XWorldPos = XWorldPos;
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this.YWorldPos = YWorldPos;
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this.ZWorldPos = ZWorldPos;
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this.Brightness = Brightness;
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SetUpLightLevels();
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}
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public LightSource(LightShape shape, int Range, int XWorldPos, int YWorldPos, int ZWorldPos, float[] RGBLightLevels, int Brightness)
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{
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this.Shape = shape;
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this.RangeX = Range;
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this.RangeY = Range;
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this.RangeZ = Range;
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this.XWorldPos = XWorldPos;
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this.YWorldPos = YWorldPos;
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this.ZWorldPos = ZWorldPos;
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this.LightLevelModifier = RGBLightLevels;
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this.Brightness = Brightness;
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SetUpLightLevels();
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}
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public LightSource( LightShape shape, int RangeX, int RangeY, int RangeZ, int XWorldPos, int YWorldPos, int ZWorldPos, float[] RGBLightLevels, int Brightness)
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{
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this.Shape = shape;
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this.RangeX = RangeX;
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this.RangeY = RangeY;
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this.RangeZ = RangeZ;
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this.XWorldPos = XWorldPos;
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this.YWorldPos = YWorldPos;
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this.ZWorldPos = ZWorldPos;
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this.LightLevelModifier = RGBLightLevels;
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this.Brightness = Brightness;
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SetUpLightLevels();
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}
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}
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public static class LightingManager
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{
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public static float[] AmbientColouring = new float[] { 1.0f, 1.0f, 1.0f };
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public static float[] AmbientMinimums = new float[] { 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f };
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public static float[] AmbientMinimums = new float[] { 0.05f, 0.05f, 0.05f, 0.05f, 0.05f, 0.05f };
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public static float[] DefaultValues = new float[] { 0.6f, 0.6f, 0.6f, 0.6f, 1.0f, 0.4f };
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public static float[] SunModifiedValues = new float[] { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f };
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public static float[] sunAngles = new float[] { 180, 0 };
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public static float[] SkyLightModifiedValues = new float[] { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f };
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public static float[] SunLightColourModifier = new float[] { 1.1f, 1.0f, 0.8f };
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public static float[] MoonLightColourModifier = new float[] { 0.5f, 0.6f, 0.85f };
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public static float[] sunAngles = new float[] { 135, 0 };
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public static float[] SkyLightMetrics = new float[] { 0, 0, 0, 0,0,0 };
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public static List<LightSource> Lights = new List<LightSource>();
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public static LightDirection SunAngle = LightDirection.North;
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public static float MaxBloom = 1.05f;
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public static float[] RenderLightOnCube(int WorldX, int WorldY, int WorldZ, int face)
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{
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return new float[] { 0, 0, 0 };
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}
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public static void UpdateLighting()
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{
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float[] AngleRanges = new float[] { 0,45, 90, 135, 180, 225, 270, 315 };
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float[] AngleOffsets = new float[] { 0,180, 90, 270, -1, -1};
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float[] AngleRanges = new float[] { 0, 45, 90, 135, 180, 225, 270, 315 };
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float[] AngleOffsets = new float[] { 0, 180, 90, 270, -1, -1 };
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LightDirection[] directions = new LightDirection[] { LightDirection.North, LightDirection.NorthEast, LightDirection.East, LightDirection.SouthEast, LightDirection.South, LightDirection.SouthWest, LightDirection.West, LightDirection.NorthWest };
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if (sunAngles[0] > 360) sunAngles[0] -= 360;
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if (sunAngles[1] > 360) sunAngles[1] -= 360;
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@@ -42,6 +190,8 @@ namespace VoxelIsometricRenderer
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if (sunAngles[1] <= -360) sunAngles[1] += 360;
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float CurrentAngle = 0;
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int AngleIndex = 0;
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float MoonAngle = (float)((1 + Math.Sin(Math.PI * (sunAngles[1] - 60) / 180)) / 2.0);
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float SunLightAngle = (float)((1 + Math.Cos(Math.PI * sunAngles[1] / 180)) / 1.8);
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for (int i = 0; i < AngleRanges.Length; i++)
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{
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if (sunAngles[0] < AngleRanges[i])
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@@ -56,16 +206,25 @@ namespace VoxelIsometricRenderer
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AngleIndex = AngleIndex - 1 >= 0 ? AngleIndex - 1 : AngleRanges.Length - 1;
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}
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SunAngle = directions[AngleIndex];
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for (int i = 0; i < SunModifiedValues.Length - 2; i++)
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for (int i = 0; i < SkyLightModifiedValues.Length - 2; i++)
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{
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SunModifiedValues[i] = (float)((1 + Math.Cos(Math.PI * (sunAngles[0] + AngleOffsets[i]) / 180)/ 2.0) * (float)( 1 + Math.Sin(Math.PI * (sunAngles[1] + 45) / 180))/ 2.0);
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SkyLightModifiedValues[i] = (float)((1 + Math.Cos(Math.PI * (sunAngles[0] + AngleOffsets[i]) / 180) / 2.0) * (float)Math.Min(Math.Max((1 + Math.Cos(Math.PI * (sunAngles[1] + 45) / 180)) / 2.0, MoonAngle/2),0.9));
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}
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for (int i = SunModifiedValues.Length - 2; i < SunModifiedValues.Length; i++)
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for (int i = SkyLightModifiedValues.Length - 2; i < SkyLightModifiedValues.Length; i++)
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{
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SunModifiedValues[i] = (float)Math.Max((1 + Math.Cos(Math.PI * (sunAngles[1]) / 180)) / 2.0, 0.3f);
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SkyLightModifiedValues[i] = (float)Math.Min(Math.Max(SunLightAngle, MoonAngle/2) + (MoonAngle/ 4),MaxBloom);
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}
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for (int i = 0; i < AmbientColouring.Length; i++)
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{
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AmbientColouring[i] = SunLightColourModifier[i] * SunLightAngle + MoonLightColourModifier[i] * MoonAngle;
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SkyLightMetrics[3 + i] = AmbientColouring[i];
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}
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AmbientColouring[2] -= sunAngles[1] > 180 || sunAngles[1] < 90 ? Square(Square((float)(Math.Max(Math.Cos(Math.PI * (sunAngles[1] + 45) / 180), 0)))) / 2.0f : 0;//(float)(Math.Max(Math.Cos(Math.PI * (sunAngles[1] + 45) / 180),0));
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AmbientColouring[1] -= sunAngles[1] > 180 || sunAngles[1] < 90 ? Square(Square((float)(Math.Max(Math.Cos(Math.PI * (sunAngles[1] + 45) / 180), 0))) / 3.0f) : 0;// (float)(Math.Max(Math.Cos(Math.PI * (sunAngles[1] + 45) / 180),0))/2.0f;
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SkyLightMetrics[0] = (float)Math.Max(SunLightAngle, 0.1f) + (float)(MoonAngle / 5);
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SkyLightMetrics[2] = MoonAngle;
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}
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private static float Square(float ValueIn)
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public static float Square(float ValueIn)
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{
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return ValueIn * ValueIn;
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}
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@@ -93,30 +252,32 @@ namespace VoxelIsometricRenderer
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if (faces[i] >= 0 && GeneratedFaceTextures[faces[i], i].Height > ImageHeight) ImageHeight = GeneratedFaceTextures[faces[i], i].Height;
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}
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Bitmap GeneratedModel = new Bitmap(ImageWidth, ImageHeight);
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voxel.Draw(Graphics.FromImage(GeneratedModel),0,0);
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voxel.Draw(Graphics.FromImage(GeneratedModel),0,0,0,0,0,0);
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voxel.SetPreCompiledModel(PreCompiledModels.Count);
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PreCompiledModels.Add(GeneratedModel);
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GeneratedModel.Save("Model" + voxel.GetModelNum() + ".png");
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}
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public static float GetSunlightValue(int face)
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public static float GetSunlightValue(int face, int ShadowLevel)
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{
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return LightingManager.SunModifiedValues[face] * LightingManager.DefaultValues[face];
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return (LightingManager.SkyLightModifiedValues[face] * LightingManager.DefaultValues[face])/(float)ShadowLevel;
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}
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public static float GetShadingValue(float LightValue, int RGBIndex, int FaceIndex)
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{
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return (float)Math.Max(LightValue * LightingManager.AmbientColouring[RGBIndex], LightingManager.AmbientMinimums[FaceIndex]);
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}
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public static ImageAttributes GetShadow(int face)
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public static ImageAttributes GetShadow(int face) { return GetShadow(face, 0, 0,0,0); }
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public static ImageAttributes GetShadow(int face, int WorldX, int WorldY, int WorldZ, int ShadowLevel)
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{
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ImageAttributes imageAttributes;
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float[][] colorMatrixElements;
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float[] Lights = LightingManager.RenderLightOnCube(WorldX, WorldY, WorldZ, face);
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ColorMatrix colorMatrix;
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switch (face) {
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case 0:
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colorMatrixElements = new float[][]{
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new float[] { GetShadingValue(GetSunlightValue(face), 0,face), 0, 0, 0, 0}, // red
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new float[] {0, GetShadingValue(GetSunlightValue(face), 1, face), 0, 0, 0}, // green
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new float[] {0, 0, GetShadingValue(GetSunlightValue(face), 2, face), 0, 0}, // blue
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new float[] { GetShadingValue(GetSunlightValue(face,ShadowLevel), 0,face), 0, 0, 0, 0}, // red
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new float[] {0, GetShadingValue(GetSunlightValue(face,ShadowLevel), 1, face), 0, 0, 0}, // green
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new float[] {0, 0, GetShadingValue(GetSunlightValue(face,ShadowLevel), 2, face), 0, 0}, // blue
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new float[] {0, 0, 0, 1, 0}, // alpha
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new float[] {0, 0, 0, 0, 1}}; // three translations of 0.2
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@@ -126,9 +287,9 @@ namespace VoxelIsometricRenderer
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return imageAttributes;
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case 1:
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colorMatrixElements = new float[][]{
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new float[] { GetShadingValue(GetSunlightValue(face), 0,face), 0, 0, 0, 0}, // red
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new float[] {0, GetShadingValue(GetSunlightValue(face), 1, face), 0, 0, 0}, // green
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new float[] {0, 0, GetShadingValue(GetSunlightValue(face), 2, face), 0, 0}, // blue
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new float[] { GetShadingValue(GetSunlightValue(face,ShadowLevel), 0,face), 0, 0, 0, 0}, // red
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new float[] {0, GetShadingValue(GetSunlightValue(face,ShadowLevel), 1, face), 0, 0, 0}, // green
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new float[] {0, 0, GetShadingValue(GetSunlightValue(face,ShadowLevel), 2, face), 0, 0}, // blue
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new float[] {0, 0, 0, 1, 0}, // alpha
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new float[] {0, 0, 0, 0, 1}}; // three translations of 0.2
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@@ -138,9 +299,9 @@ namespace VoxelIsometricRenderer
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return imageAttributes;
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case 2:
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colorMatrixElements = new float[][]{
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new float[] { GetShadingValue(GetSunlightValue(face), 0,face), 0, 0, 0, 0}, // red
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new float[] {0, GetShadingValue(GetSunlightValue(face), 1, face), 0, 0, 0}, // green
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new float[] {0, 0, GetShadingValue(GetSunlightValue(face), 2, face), 0, 0}, // blue
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new float[] { GetShadingValue(GetSunlightValue(face,ShadowLevel), 0,face), 0, 0, 0, 0}, // red
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new float[] {0, GetShadingValue(GetSunlightValue(face,ShadowLevel), 1, face), 0, 0, 0}, // green
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new float[] {0, 0, GetShadingValue(GetSunlightValue(face,ShadowLevel), 2, face), 0, 0}, // blue
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new float[] {0, 0, 0, 1, 0}, // alpha
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new float[] {0, 0, 0, 0, 1}}; // three translations of 0.2
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@@ -150,9 +311,9 @@ namespace VoxelIsometricRenderer
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return imageAttributes;
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case 3:
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colorMatrixElements = new float[][]{
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new float[] { GetShadingValue(GetSunlightValue(face), 0,face), 0, 0, 0, 0}, // red
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new float[] {0, GetShadingValue(GetSunlightValue(face), 1, face), 0, 0, 0}, // green
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new float[] {0, 0, GetShadingValue(GetSunlightValue(face), 2, face), 0, 0}, // blue
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new float[] { GetShadingValue(GetSunlightValue(face,ShadowLevel), 0,face), 0, 0, 0, 0}, // red
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new float[] {0, GetShadingValue(GetSunlightValue(face,ShadowLevel), 1, face), 0, 0, 0}, // green
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new float[] {0, 0, GetShadingValue(GetSunlightValue(face,ShadowLevel), 2, face), 0, 0}, // blue
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new float[] {0, 0, 0, 1, 0}, // alpha
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new float[] {0, 0, 0, 0, 1}}; // three translations of 0.2
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@@ -162,9 +323,9 @@ namespace VoxelIsometricRenderer
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return imageAttributes;
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case 4:
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colorMatrixElements = new float[][]{
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new float[] { GetShadingValue(GetSunlightValue(face), 0,face), 0, 0, 0, 0}, // red
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new float[] {0, GetShadingValue(GetSunlightValue(face), 1, face), 0, 0, 0}, // green
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new float[] {0, 0, GetShadingValue(GetSunlightValue(face), 2, face), 0, 0}, // blue
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new float[] { GetShadingValue(GetSunlightValue(face,ShadowLevel), 0,face), 0, 0, 0, 0}, // red
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new float[] {0, GetShadingValue(GetSunlightValue(face,ShadowLevel), 1, face), 0, 0, 0}, // green
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new float[] {0, 0, GetShadingValue(GetSunlightValue(face,ShadowLevel), 2, face), 0, 0}, // blue
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new float[] {0, 0, 0, 1, 0}, // alpha
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new float[] {0, 0, 0, 0, 1}}; // three translations of 0.2
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@@ -174,9 +335,9 @@ namespace VoxelIsometricRenderer
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return imageAttributes;
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case 5:
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colorMatrixElements = new float[][]{
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new float[] { GetShadingValue(GetSunlightValue(face), 0,face), 0, 0, 0, 0}, // red
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new float[] {0, GetShadingValue(GetSunlightValue(face), 1, face), 0, 0, 0}, // green
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new float[] {0, 0, GetShadingValue(GetSunlightValue(face), 2, face), 0, 0}, // blue
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new float[] { GetShadingValue(GetSunlightValue(face,ShadowLevel), 0,face), 0, 0, 0, 0}, // red
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new float[] {0, GetShadingValue(GetSunlightValue(face,ShadowLevel), 1, face), 0, 0, 0}, // green
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new float[] {0, 0, GetShadingValue(GetSunlightValue(face,ShadowLevel), 2, face), 0, 0}, // blue
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new float[] {0, 0, 0, 1, 0}, // alpha
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new float[] {0, 0, -0, 0, 1}}; // three translations of 0.2
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@@ -430,6 +591,7 @@ namespace VoxelIsometricRenderer
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int[] DrawOrder = new int[] { 5, 0, 3, 1, 2, 4 };
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int ModelType = 0;
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int ModelNum = -1;
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bool Cull = false;
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public int[] getFaces()
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{
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return faces;
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@@ -450,12 +612,18 @@ namespace VoxelIsometricRenderer
|
||||
{
|
||||
return VoxelNum;
|
||||
}
|
||||
public Voxel(int ModelType,int NorthFace, int SouthFace, int EastFace, int WestFace, int UpFace, int DownFace)
|
||||
public Voxel(int ModelType,int NorthFace, int SouthFace, int EastFace, int WestFace, int UpFace, int DownFace, bool cull)
|
||||
{
|
||||
this.ModelType = ModelType;
|
||||
faces = new int[] { NorthFace, SouthFace, EastFace, WestFace, UpFace, DownFace };
|
||||
VoxelNum = TextureManager.VoxelCount;
|
||||
TextureManager.VoxelCount++;
|
||||
if (cull) SetCullFaces(false,true,false,false, false, false);
|
||||
Cull = cull;
|
||||
}
|
||||
public void SetCullFaces(bool up, bool down, bool West, bool East,bool north, bool south)
|
||||
{
|
||||
DrawOrder = new int[] { down?-1:5, north?-1:0, West?-1:3, south?-1:1, East?-1:2, up?-1:4 };
|
||||
}
|
||||
public void SetPreCompiledModel(int ModelNum)
|
||||
{
|
||||
@@ -467,10 +635,10 @@ namespace VoxelIsometricRenderer
|
||||
VoxelNum = TextureManager.VoxelCount;
|
||||
TextureManager.VoxelCount++;
|
||||
}
|
||||
virtual public void Draw(Graphics g, int x, int y)
|
||||
virtual public void Draw(Graphics g, int x, int y, int WorldX, int WorldY, int WorldZ, int ShadowLevel)
|
||||
{
|
||||
for (int i = 0; i < DrawOrder.Length; i++) {
|
||||
if (faces[DrawOrder[i]] >= 0)
|
||||
if (DrawOrder[i] > 0 && DrawOrder[i] < 6 && faces[DrawOrder[i]] >= 0)
|
||||
{
|
||||
if (ModelNum == -1)
|
||||
{
|
||||
@@ -479,7 +647,7 @@ namespace VoxelIsometricRenderer
|
||||
{
|
||||
case 0:
|
||||
Side = GetRenderedSide(DrawOrder[i]);
|
||||
g.DrawImage(Side, new Rectangle(x, y, Side.Width, Side.Height), 0, 0, Side.Width, Side.Height, GraphicsUnit.Pixel, TextureManager.GetShadow(DrawOrder[i]));
|
||||
g.DrawImage(Side, new Rectangle(x, y, Side.Width, Side.Height), 0, 0, Side.Width, Side.Height, GraphicsUnit.Pixel, TextureManager.GetShadow(DrawOrder[i], WorldX, WorldY,WorldZ, ShadowLevel));
|
||||
break;
|
||||
default:
|
||||
|
||||
@@ -487,23 +655,23 @@ namespace VoxelIsometricRenderer
|
||||
{
|
||||
case 0:
|
||||
Side = GetRenderedSide(0);
|
||||
g.DrawImage(Side, new Rectangle(x - (Side.Width / 4), y, Side.Width, Side.Height),0,0,Side.Width,Side.Height, GraphicsUnit.Pixel, TextureManager.GetShadow(0));
|
||||
g.DrawImage(Side, new Rectangle(x - (Side.Width / 4), y, Side.Width, Side.Height),0,0,Side.Width,Side.Height, GraphicsUnit.Pixel, TextureManager.GetShadow(0, WorldX, WorldY, WorldZ, ShadowLevel));
|
||||
break;
|
||||
case 1:
|
||||
Side = GetRenderedSide(1);
|
||||
g.DrawImage(Side, new Rectangle(x + (Side.Width / 4), y - (Side.Height / 4), Side.Width, Side.Height),0,0,Side.Width,Side.Height, GraphicsUnit.Pixel, TextureManager.GetShadow(1));
|
||||
g.DrawImage(Side, new Rectangle(x + (Side.Width / 4), y - (Side.Height / 4), Side.Width, Side.Height),0,0,Side.Width,Side.Height, GraphicsUnit.Pixel, TextureManager.GetShadow(1, WorldX, WorldY, WorldZ, ShadowLevel));
|
||||
break;
|
||||
case 2:
|
||||
Side = GetRenderedSide(2);
|
||||
g.DrawImage(Side, new Rectangle(x - (Side.Width / 4), y - (Side.Height / 4), Side.Width, Side.Height),0,0,Side.Width,Side.Height, GraphicsUnit.Pixel, TextureManager.GetShadow(2));
|
||||
g.DrawImage(Side, new Rectangle(x - (Side.Width / 4), y - (Side.Height / 4), Side.Width, Side.Height),0,0,Side.Width,Side.Height, GraphicsUnit.Pixel, TextureManager.GetShadow(2, WorldX, WorldY, WorldZ, ShadowLevel));
|
||||
break;
|
||||
case 3:
|
||||
Side = GetRenderedSide(3);
|
||||
g.DrawImage(Side, new Rectangle( x + (Side.Width / 4),y,Side.Width,Side.Height),0,0,Side.Width,Side.Height, GraphicsUnit.Pixel, TextureManager.GetShadow(3));
|
||||
g.DrawImage(Side, new Rectangle( x + (Side.Width / 4),y,Side.Width,Side.Height),0,0,Side.Width,Side.Height, GraphicsUnit.Pixel, TextureManager.GetShadow(3, WorldX, WorldY, WorldZ, ShadowLevel));
|
||||
break;
|
||||
default:
|
||||
Side = GetRenderedSide(DrawOrder[i]);
|
||||
g.DrawImage(Side, new Rectangle(x, y, Side.Width, Side.Height), 0, 0, Side.Width, Side.Height, GraphicsUnit.Pixel, TextureManager.GetShadow(DrawOrder[i]));
|
||||
g.DrawImage(Side, new Rectangle(x, y, Side.Width, Side.Height), 0, 0, Side.Width, Side.Height, GraphicsUnit.Pixel, TextureManager.GetShadow(DrawOrder[i], WorldX, WorldY, WorldZ, ShadowLevel));
|
||||
break;
|
||||
}
|
||||
break;
|
||||
@@ -577,4 +745,319 @@ namespace VoxelIsometricRenderer
|
||||
faces[5] = Texture;
|
||||
}
|
||||
}
|
||||
public static class VoxelRegistry
|
||||
{
|
||||
public static List<Voxel> Voxels = new List<Voxel>();
|
||||
public static int IndexVoxel(Voxel voxel)
|
||||
{
|
||||
if(Voxels.Contains(voxel)) return Voxels.IndexOf(voxel);
|
||||
Voxels.Add(voxel);
|
||||
return Voxels.IndexOf(Voxels.Last());
|
||||
}
|
||||
public static int VoxelExists(Voxel voxel)
|
||||
{
|
||||
return Voxels.Contains(voxel) ? Voxels.IndexOf(voxel) : -1;
|
||||
}
|
||||
public static Voxel FetchVoxel(int VoxelIndex)
|
||||
{
|
||||
return Voxels[VoxelIndex];
|
||||
}
|
||||
}
|
||||
public enum BlockType
|
||||
{
|
||||
Plant,
|
||||
Ground,
|
||||
Wood,
|
||||
Metal,
|
||||
BuildMaterial,
|
||||
Gas,
|
||||
Fluid
|
||||
}
|
||||
public class BlockState
|
||||
{
|
||||
bool TickUpdate = false;
|
||||
BlockType BlockType;
|
||||
bool BlocksLight = false;
|
||||
|
||||
public BlockState(bool TickUpdate, BlockType blocktype, bool blocksLight)
|
||||
{
|
||||
this.TickUpdate = TickUpdate;
|
||||
this.BlockType = blocktype;
|
||||
BlocksLight = blocksLight;
|
||||
}
|
||||
public bool hasBlocksLight() { return BlocksLight; }
|
||||
public BlockType GetBlockType() { return BlockType; }
|
||||
public bool Ticks() { return TickUpdate; }
|
||||
}
|
||||
public static class BlockstateRegistry
|
||||
{
|
||||
public static List<BlockState> Blockstates = new List<BlockState>();
|
||||
public static int GetBlockstateIndex(BlockState blockstate)
|
||||
{
|
||||
if (!Blockstates.Contains(blockstate)) Blockstates.Add(blockstate);
|
||||
return Blockstates.IndexOf(blockstate);
|
||||
}
|
||||
public static BlockState GetBlockstate(int index)
|
||||
{
|
||||
return Blockstates[index];
|
||||
}
|
||||
public static void SetBlockstate(int index, BlockState blockstate)
|
||||
{
|
||||
Blockstates[index] = blockstate;
|
||||
}
|
||||
}
|
||||
public class Chunk
|
||||
{
|
||||
public List<int>DrawList = new List<int>();
|
||||
public List<int[]>DrawPositions = new List<int[]>();
|
||||
public int[,,] BlockReg;
|
||||
public bool[,,] Culled;
|
||||
public int[] ChunkPos;
|
||||
public int ChunkID;
|
||||
public int[,,] SkyLightHeightMap;
|
||||
public Chunk(int X, int Y, int Z, int Width, int Height, int Length, int ChunkID)
|
||||
{
|
||||
this.ChunkID = ChunkID;
|
||||
BlockReg = new int[Width,Height,Length];
|
||||
Culled = new bool[Width,Height,Length];
|
||||
SkyLightHeightMap = new int[Width,Height,Length];
|
||||
ChunkPos = new int[] { X, Y, Z };
|
||||
}
|
||||
public void CalculateCull()
|
||||
{
|
||||
DrawList = new List<int>();
|
||||
int CulledCount = 0;
|
||||
for (int x = 0; x < Culled.GetLength(0); x++)
|
||||
{
|
||||
for (int y = 0; y < Culled.GetLength(1); y++)
|
||||
{
|
||||
for (int z = 0; z < Culled.GetLength(2); z++)
|
||||
{
|
||||
if (!(x == Culled.GetLength(0) - 1 || x < Culled.GetLength(0) - 1 && (BlockReg[x + 1, y, z] != -1 && !BlockRegistry.FetchBlockState(BlockReg[x + 1, y, z]).hasBlocksLight() || BlockReg[x + 1, y, z] == -1))
|
||||
&& !(x > 0 && (BlockReg[x - 1, y, z] != -1 && !BlockRegistry.FetchBlockState(BlockReg[x - 1, y, z]).hasBlocksLight() || BlockReg[x - 1, y, z] == -1))
|
||||
&& !(y == Culled.GetLength(1) - 1 || y < Culled.GetLength(1) - 1 && (BlockReg[x, y + 1, z] != -1 && !BlockRegistry.FetchBlockState(BlockReg[x, y + 1, z]).hasBlocksLight() || BlockReg[x, y + 1, z] == -1))
|
||||
&& !(y > 0 && (BlockReg[x, y - 1, z] != -1 && !BlockRegistry.FetchBlockState(BlockReg[x, y - 1, z]).hasBlocksLight() || BlockReg[x, y - 1, z] == -1))
|
||||
&& !(z == Culled.GetLength(2) - 1 || z < Culled.GetLength(2) - 1 && (BlockReg[x, y, z + 1] != -1 && !BlockRegistry.FetchBlockState(BlockReg[x, y, z + 1]).hasBlocksLight() || BlockReg[x, y, z + 1] == -1))
|
||||
&& !(z > 0 && (BlockReg[x, y, z - 1] != -1 && !BlockRegistry.FetchBlockState(BlockReg[x, y, z - 1]).hasBlocksLight() || BlockReg[x, y, z - 1] == -1)))
|
||||
{
|
||||
Culled[x, y, z] = true;
|
||||
CulledCount++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
for (int x = 0; x < BlockReg.GetLength(0); x++)
|
||||
{
|
||||
for (int y = 0; y < BlockReg.GetLength(1); y++)
|
||||
{
|
||||
for (int z = 0; z < BlockReg.GetLength(1); z++)
|
||||
{
|
||||
if (Culled[x,y,z] == false && BlockReg[x, y, z] != -1)
|
||||
{
|
||||
DrawList.Add(BlockReg[x,y,z]);
|
||||
DrawPositions.Add(new int[] { x, y, z });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
public void GenerateLightMap()
|
||||
{
|
||||
for (int x = 0;x < SkyLightHeightMap.GetLength(0); x++)
|
||||
{
|
||||
for(int z = 0; z < SkyLightHeightMap.GetLength(1); z++)
|
||||
{
|
||||
int Y = 1;
|
||||
for (int y = SkyLightHeightMap.GetLength(1) - 1; y > 0; y--)
|
||||
{
|
||||
SkyLightHeightMap[x, y, z] = Y;
|
||||
if (BlockReg[x,y,z] != -1 && BlockRegistry.FetchBlockState(BlockReg[x, y, z]).hasBlocksLight())
|
||||
{
|
||||
Y++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
public void RenderBlocks(Graphics g)
|
||||
{
|
||||
if (DrawList.Count == 0)
|
||||
{
|
||||
for (int x = 0; x < BlockReg.GetLength(0); x++)
|
||||
{
|
||||
for (int y = 0; y < BlockReg.GetLength(1); y++)
|
||||
{
|
||||
for (int z = 0; z < BlockReg.GetLength(1); z++)
|
||||
{
|
||||
if (BlockReg[x, y, z] != -1 && Culled[x, y, z] == false)
|
||||
{
|
||||
BlockRegistry.RenderBlock(g, BlockReg[x, y, z], x + ChunkPos[0] * ChunkRegistry.FetchDimensions()[0], y + ChunkPos[1] * ChunkRegistry.FetchDimensions()[1], z + ChunkPos[1] * ChunkRegistry.FetchDimensions()[1], SkyLightHeightMap[x, y, z]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < DrawList.Count; i++)
|
||||
{
|
||||
BlockRegistry.RenderBlock(g, DrawList[i], DrawPositions[i][0] + ChunkPos[0] * ChunkRegistry.FetchDimensions()[0], DrawPositions[i][1] + ChunkPos[1] * ChunkRegistry.FetchDimensions()[1], DrawPositions[i][2] + ChunkPos[1] * ChunkRegistry.FetchDimensions()[1], SkyLightHeightMap[DrawPositions[i][0], DrawPositions[i][1], DrawPositions[i][2]]);
|
||||
}
|
||||
}
|
||||
}
|
||||
public void CreateAir(int X, int Y, int Z)
|
||||
{
|
||||
BlockReg[X, Y, Z] = -1;
|
||||
}
|
||||
public void CreateBlock(int[] Faces, int RenderType, BlockState blockState, int X, int Y, int Z)
|
||||
{
|
||||
Voxel voxel = new Voxel(RenderType, Faces[0], Faces[1], Faces[2], Faces[3], Faces[4], Faces[5],blockState.hasBlocksLight());
|
||||
int index = VoxelRegistry.VoxelExists(voxel);
|
||||
if (index == -1)
|
||||
{
|
||||
index = VoxelRegistry.IndexVoxel(voxel);
|
||||
}
|
||||
Block newBlock = new Block(index, BlockstateRegistry.GetBlockstateIndex(blockState), ChunkID);
|
||||
int x = X + ChunkPos[0] * ChunkRegistry.FetchDimensions()[0];
|
||||
int y = Y + ChunkPos[1] * ChunkRegistry.FetchDimensions()[1];
|
||||
int z = Z + ChunkPos[2] * ChunkRegistry.FetchDimensions()[2];
|
||||
int BlockID = BlockRegistry.CheckInBlock(newBlock, x, y, z);
|
||||
BlockReg[X, Y, Z] = BlockID;
|
||||
}
|
||||
public Block FetchBlock(int x, int y, int z)
|
||||
{
|
||||
return BlockRegistry.FetchBlock(BlockReg[x,y,z]);
|
||||
}
|
||||
public void IndexBlock(int BlockIndex, int x, int y, int z)
|
||||
{
|
||||
BlockReg[x,y,z] = BlockIndex;
|
||||
}
|
||||
public string FetchPosString()
|
||||
{
|
||||
return String.Format("x={0};y={1};z={2}", ChunkPos[0], ChunkPos[1], ChunkPos[2]);
|
||||
}
|
||||
public int[] FetchPos()
|
||||
{
|
||||
return ChunkPos;
|
||||
}
|
||||
public int[,,] FetchAllBlocks()
|
||||
{
|
||||
return BlockReg;
|
||||
}
|
||||
public int FetchBlockReg(int x, int y, int z)
|
||||
{
|
||||
return BlockReg[x, y, z];
|
||||
}
|
||||
}
|
||||
|
||||
public static class ChunkRegistry
|
||||
{
|
||||
static int ChunkWidth = 16;
|
||||
static int ChunkHeight = 16;
|
||||
static int ChunkLength = 16;
|
||||
static List<Chunk> Chunks = new List<Chunk>();
|
||||
static List<string> Chunk_Pos_Lookup = new List<string>();
|
||||
public static Chunk IndexChunk(int x, int y, int z)
|
||||
{
|
||||
Chunk newChunk = new Chunk(x, y, z, ChunkWidth, ChunkHeight, ChunkLength, Chunks.Count);
|
||||
Chunks.Add(newChunk);
|
||||
Chunk_Pos_Lookup.Add(String.Format("x={0};y={1};z={2}", x, y, z));
|
||||
return newChunk;
|
||||
}
|
||||
public static Chunk FetchChunk(string pos_lookup)
|
||||
{
|
||||
if (!Chunk_Pos_Lookup.Contains(pos_lookup)) return null;
|
||||
return Chunks[Chunk_Pos_Lookup.IndexOf(pos_lookup)];
|
||||
}
|
||||
public static Chunk FetchChunk(int index)
|
||||
{
|
||||
return Chunks[index];
|
||||
}
|
||||
public static void RenderChunk(Graphics g,int chunkIndex)
|
||||
{
|
||||
Chunks[chunkIndex].RenderBlocks(g);
|
||||
}
|
||||
public static int FetchChunkID(string pos_lookup)
|
||||
{
|
||||
if (!Chunk_Pos_Lookup.Contains(pos_lookup)) return -1;
|
||||
return Chunk_Pos_Lookup.IndexOf(pos_lookup);
|
||||
}
|
||||
public static int[] FetchDimensions()
|
||||
{
|
||||
return new int[] {ChunkWidth, ChunkHeight, ChunkLength};
|
||||
}
|
||||
}
|
||||
public static class BlockRegistry
|
||||
{
|
||||
static List<Block> blocks = new List<Block>();
|
||||
static List<string> block_pos_lookup = new List<string>();
|
||||
static int BlockSize = 32;
|
||||
public static BlockState FetchBlockState(int BlockID)
|
||||
{
|
||||
return BlockstateRegistry.GetBlockstate(blocks[BlockID].FetchBlockState());
|
||||
}
|
||||
public static Block FetchBlock(int BlockID)
|
||||
{
|
||||
return blocks[BlockID];
|
||||
}
|
||||
public static int FetchBlockIDFromPos(string pos_lookup)
|
||||
{
|
||||
if (!block_pos_lookup.Contains(pos_lookup)) return -1;
|
||||
return block_pos_lookup.IndexOf(pos_lookup);
|
||||
}
|
||||
public static int[] GetDrawLocation(int x, int y, int z, int offsetX, int offsetY, int offsetZ)
|
||||
{
|
||||
return new int[]{(int)((((double)(x + offsetX) * 0.5) + ((double)(z + offsetZ) * -0.5))*(double)BlockSize),
|
||||
(int)((((double)(x + offsetX) * 0.5) + ((double)(z + offsetZ) * 0.5) - (offsetY + (y)))*((double)BlockSize/2.0)) };
|
||||
}
|
||||
public static void RenderBlock(Graphics g, int BlockID,int WorldX, int WorldY, int WorldZ, int ShadowLevel)
|
||||
{
|
||||
int[] location = GetDrawLocation(WorldX, WorldY, WorldZ, 0, 0, 0);
|
||||
VoxelRegistry.FetchVoxel(blocks[BlockID].FetchVoxelID()).Draw(g, location[0] + 300, location[1] + 300, WorldX, WorldY, WorldZ, ShadowLevel);
|
||||
}
|
||||
public static int CheckInBlock(Block block,int x, int y, int z)
|
||||
{
|
||||
blocks.Add(block);
|
||||
block_pos_lookup.Add(String.Format("x={0};y={1};z={2}",x,y,z));
|
||||
return blocks.IndexOf(blocks.Last());
|
||||
}
|
||||
public static string FetchBlockString(int x, int y, int z)
|
||||
{
|
||||
return String.Format("x={0};y={1};z={2}", x, y, z);
|
||||
}
|
||||
}
|
||||
public class Block
|
||||
{
|
||||
int VoxelID;
|
||||
int BlockstateID;
|
||||
int ChunkID;
|
||||
bool render;
|
||||
public Block(int voxelID, int blockstateID, int chunkID)
|
||||
{
|
||||
VoxelID = voxelID;
|
||||
BlockstateID = blockstateID;
|
||||
ChunkID = chunkID;
|
||||
}
|
||||
public int FetchVoxelID()
|
||||
{
|
||||
return VoxelID;
|
||||
}
|
||||
public int FetchChunkID()
|
||||
{
|
||||
return ChunkID;
|
||||
}
|
||||
public int FetchBlockState()
|
||||
{
|
||||
return BlockstateID;
|
||||
}
|
||||
public void SetRender(bool render)
|
||||
{
|
||||
this.render = render;
|
||||
}
|
||||
public bool Renders()
|
||||
{
|
||||
return render;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user