mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-01-26 19:12:07 -05:00
342 lines
No EOL
11 KiB
C#
342 lines
No EOL
11 KiB
C#
using System;
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using ClassicalSharp.GraphicsAPI;
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using OpenTK;
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namespace ClassicalSharp {
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// TODO: optimise chunk rendering
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// --> reduce iterations: liquid and sprite pass only need 1 row
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public partial class MapRenderer : IDisposable {
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class ChunkInfo {
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public ushort CentreX, CentreY, CentreZ;
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public bool Visible = true, Occluded = false;
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public bool Visited = false, Empty = false;
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public bool DrawLeft, DrawRight, DrawFront, DrawBack, DrawBottom, DrawTop;
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public byte OcclusionFlags, OccludedFlags, DistanceFlags;
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public ChunkPartInfo[] NormalParts;
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public ChunkPartInfo[] TranslucentParts;
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public ChunkInfo( int x, int y, int z ) {
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CentreX = (ushort)( x + 8 );
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CentreY = (ushort)( y + 8 );
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CentreZ = (ushort)( z + 8 );
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}
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}
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Game game;
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IGraphicsApi api;
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int _1Dcount = 1, _1DUsed = 1;
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ChunkMeshBuilder builder;
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BlockInfo info;
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int width, height, length;
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ChunkInfo[] chunks, unsortedChunks;
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int[] distances;
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Vector3I chunkPos = new Vector3I( int.MaxValue, int.MaxValue, int.MaxValue );
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int elementsPerBitmap = 0;
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bool[] usedTranslucent, usedNormal, pendingTranslucent, pendingNormal;
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public MapRenderer( Game game ) {
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this.game = game;
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_1Dcount = game.TerrainAtlas1D.TexIds.Length;
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_1DUsed = game.TerrainAtlas1D.CalcMaxUsedRow( game.TerrainAtlas, game.BlockInfo );
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RecalcBooleans( true );
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builder = new ChunkMeshBuilder( game );
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api = game.Graphics;
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elementsPerBitmap = game.TerrainAtlas1D.elementsPerBitmap;
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info = game.BlockInfo;
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game.Events.TerrainAtlasChanged += TerrainAtlasChanged;
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game.MapEvents.OnNewMap += OnNewMap;
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game.MapEvents.OnNewMapLoaded += OnNewMapLoaded;
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game.MapEvents.EnvVariableChanged += EnvVariableChanged;
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game.Events.BlockDefinitionChanged += BlockDefinitionChanged;
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}
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public void Dispose() {
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ClearChunkCache();
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chunks = null;
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unsortedChunks = null;
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game.Events.TerrainAtlasChanged -= TerrainAtlasChanged;
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game.MapEvents.OnNewMap -= OnNewMap;
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game.MapEvents.OnNewMapLoaded -= OnNewMapLoaded;
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game.MapEvents.EnvVariableChanged -= EnvVariableChanged;
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game.MapEvents.BlockDefinitionChanged -= BlockDefinitionChanged;
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builder.Dispose();
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}
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public void Refresh() {
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if( chunks != null && !game.Map.IsNotLoaded ) {
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ClearChunkCache();
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CreateChunkCache();
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}
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chunkPos = new Vector3I( int.MaxValue, int.MaxValue, int.MaxValue );
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}
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void EnvVariableChanged( object sender, EnvVarEventArgs e ) {
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if( e.Var == EnvVar.SunlightColour || e.Var == EnvVar.ShadowlightColour ) {
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Refresh();
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} else if( e.Var == EnvVar.EdgeLevel ) {
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builder.clipLevel = Math.Max( 0, game.Map.SidesHeight );
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Refresh();
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}
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}
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void TerrainAtlasChanged( object sender, EventArgs e ) {
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_1Dcount = game.TerrainAtlas1D.TexIds.Length;
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bool fullResetRequired = elementsPerBitmap != game.TerrainAtlas1D.elementsPerBitmap;
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if( fullResetRequired ) {
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Refresh();
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}
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elementsPerBitmap = game.TerrainAtlas1D.elementsPerBitmap;
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_1DUsed = game.TerrainAtlas1D.CalcMaxUsedRow( game.TerrainAtlas, game.BlockInfo );
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RecalcBooleans( true );
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}
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void BlockDefinitionChanged( object sender, EventArgs e ) {
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_1DUsed = game.TerrainAtlas1D.CalcMaxUsedRow( game.TerrainAtlas, game.BlockInfo );
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RecalcBooleans( true );
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}
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void OnNewMap( object sender, EventArgs e ) {
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game.ChunkUpdates = 0;
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ClearChunkCache();
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chunks = null;
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unsortedChunks = null;
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chunkPos = new Vector3I( int.MaxValue, int.MaxValue, int.MaxValue );
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builder.OnNewMap();
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}
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void RecalcBooleans( bool sizeChanged ) {
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if( sizeChanged ) {
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usedTranslucent = new bool[_1DUsed];
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usedNormal = new bool[_1DUsed];
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pendingTranslucent = new bool[_1DUsed];
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pendingNormal = new bool[_1DUsed];
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}
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for( int i = 0; i < _1DUsed; i++ ) {
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pendingTranslucent[i] = true; usedTranslucent[i] = false;
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pendingNormal[i] = true; usedNormal[i] = false;
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}
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}
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int chunksX, chunksY, chunksZ;
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void OnNewMapLoaded( object sender, EventArgs e ) {
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width = NextMultipleOf16( game.Map.Width );
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height = NextMultipleOf16( game.Map.Height );
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length = NextMultipleOf16( game.Map.Length );
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chunksX = width >> 4;
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chunksY = height >> 4;
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chunksZ = length >> 4;
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chunks = new ChunkInfo[chunksX * chunksY * chunksZ];
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unsortedChunks = new ChunkInfo[chunksX * chunksY * chunksZ];
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distances = new int[chunks.Length];
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CreateChunkCache();
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builder.OnNewMapLoaded();
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lastCamPos = new Vector3( float.MaxValue );
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lastYaw = float.MaxValue;
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lastPitch = float.MaxValue;
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}
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void ClearChunkCache() {
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if( chunks == null ) return;
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for( int i = 0; i < chunks.Length; i++ )
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DeleteChunk( chunks[i] );
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}
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void DeleteChunk( ChunkInfo info ) {
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info.Empty = false;
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info.OcclusionFlags = 0;
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info.OccludedFlags = 0;
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DeleteData( ref info.NormalParts );
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DeleteData( ref info.TranslucentParts );
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}
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void DeleteData( ref ChunkPartInfo[] parts ) {
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if( parts == null ) return;
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for( int i = 0; i < parts.Length; i++ ) {
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api.DeleteVb( parts[i].VbId );
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}
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parts = null;
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}
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void CreateChunkCache() {
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int index = 0;
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for( int z = 0; z < length; z += 16 ) {
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for( int y = 0; y < height; y += 16 ) {
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for( int x = 0; x < width; x += 16 ) {
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chunks[index] = new ChunkInfo( x, y, z );
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unsortedChunks[index] = chunks[index];
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index++;
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}
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}
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}
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}
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static int NextMultipleOf16( int value ) {
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return (value + 0x0F) & ~0x0F;
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}
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public void RedrawBlock( int x, int y, int z, byte block, int oldHeight, int newHeight ) {
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int cx = x >> 4, bX = x & 0x0F;
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int cy = y >> 4, bY = y & 0x0F;
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int cz = z >> 4, bZ = z & 0x0F;
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// NOTE: It's a lot faster to only update the chunks that are affected by the change in shadows,
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// rather than the entire column.
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int newLightcy = newHeight < 0 ? 0 : newHeight >> 4;
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int oldLightcy = oldHeight < 0 ? 0 : oldHeight >> 4;
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ResetChunkAndBelow( cx, cy, cz, newLightcy, oldLightcy );
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if( bX == 0 && cx > 0 && NeedsUpdate( x, y, z, x - 1, y, z ) )
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ResetChunkAndBelow( cx - 1, cy, cz, newLightcy, oldLightcy );
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if( bY == 0 && cy > 0 && NeedsUpdate( x, y, z, x, y - 1, z ) )
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ResetChunkAndBelow( cx, cy - 1, cz, newLightcy, oldLightcy );
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if( bZ == 0 && cz > 0 && NeedsUpdate( x, y, z, x, y, z - 1 ) )
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ResetChunkAndBelow( cx, cy, cz - 1, newLightcy, oldLightcy );
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if( bX == 15 && cx < chunksX - 1 && NeedsUpdate( x, y, z, x + 1, y, z ) )
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ResetChunkAndBelow( cx + 1, cy, cz, newLightcy, oldLightcy );
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if( bY == 15 && cy < chunksY - 1 && NeedsUpdate( x, y, z, x, y + 1, z ) )
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ResetChunkAndBelow( cx, cy + 1, cz, newLightcy, oldLightcy );
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if( bZ == 15 && cz < chunksZ - 1 && NeedsUpdate( x, y, z, x, y, z + 1 ) )
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ResetChunkAndBelow( cx, cy, cz + 1, newLightcy, oldLightcy );
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}
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bool NeedsUpdate( int x1, int y1, int z1, int x2, int y2, int z2 ) {
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byte b1 = game.Map.SafeGetBlock( x1, y1, z1 );
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byte b2 = game.Map.SafeGetBlock( x2, y2, z2 );
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return (!info.IsOpaque[b1] && info.IsOpaque[b2]) || !(info.IsOpaque[b1] && b2 == 0);
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}
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void ResetChunkAndBelow( int cx, int cy, int cz, int newLightCy, int oldLightCy ) {
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if( newLightCy == oldLightCy ) {
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ResetChunk( cx, cy, cz );
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} else {
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int cyMax = Math.Max( newLightCy, oldLightCy );
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int cyMin = Math.Min( oldLightCy, newLightCy );
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for( cy = cyMax; cy >= cyMin; cy-- ) {
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ResetChunk( cx, cy, cz );
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}
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}
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}
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void ResetChunk( int cx, int cy, int cz ) {
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if( cx < 0 || cy < 0 || cz < 0 ||
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cx >= chunksX || cy >= chunksY || cz >= chunksZ ) return;
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DeleteChunk( unsortedChunks[cx + chunksX * ( cy + cz * chunksY )] );
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}
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public void Render( double deltaTime ) {
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if( chunks == null ) return;
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UpdateSortOrder();
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UpdateChunks( deltaTime );
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RenderNormal();
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game.MapBordersRenderer.Render( deltaTime );
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RenderTranslucent();
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}
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int chunksTarget = 4;
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const double targetTime = (1.0 / 30) + 0.01;
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void UpdateChunks( double deltaTime ) {
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int chunksUpdatedThisFrame = 0;
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int viewDist = game.ViewDistance < 16 ? 16 : game.ViewDistance;
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int adjViewDistSqr = (viewDist + 24) * (viewDist + 24);
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chunksTarget += deltaTime < targetTime ? 1 : -1; // build more chunks if 30 FPS or over, otherwise slowdown.
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Utils.Clamp( ref chunksTarget, 4, 12 );
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for( int i = 0; i < chunks.Length; i++ ) {
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ChunkInfo info = chunks[i];
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if( info.Empty ) continue;
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int distSqr = distances[i];
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bool inRange = distSqr <= adjViewDistSqr;
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if( info.NormalParts == null && info.TranslucentParts == null ) {
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if( inRange && chunksUpdatedThisFrame < chunksTarget ) {
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game.ChunkUpdates++;
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builder.GetDrawInfo( info.CentreX - 8, info.CentreY - 8, info.CentreZ - 8,
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ref info.NormalParts, ref info.TranslucentParts, ref info.OcclusionFlags );
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if( info.NormalParts == null && info.TranslucentParts == null )
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info.Empty = true;
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chunksUpdatedThisFrame++;
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}
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}
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info.Visible = inRange &&
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game.Culling.SphereInFrustum( info.CentreX, info.CentreY, info.CentreZ, 14 ); // 14 ~ sqrt(3 * 8^2)
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}
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LocalPlayer p = game.LocalPlayer;
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Vector3 cameraPos = game.CurrentCameraPos;
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if( chunksUpdatedThisFrame == 0 && cameraPos == lastCamPos
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&& p.YawDegrees == lastYaw && p.PitchDegrees == lastPitch ) return;
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lastCamPos = cameraPos;
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lastYaw = p.YawDegrees; lastPitch = p.PitchDegrees;
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RecalcBooleans( false );
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}
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Vector3 lastCamPos;
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float lastYaw, lastPitch;
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// Render solid and fully transparent to fill depth buffer.
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// These blocks are treated as having an alpha value of either none or full.
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void RenderNormal() {
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int[] texIds = game.TerrainAtlas1D.TexIds;
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api.SetBatchFormat( VertexFormat.Pos3fTex2fCol4b );
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api.Texturing = true;
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api.AlphaTest = true;
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for( int batch = 0; batch < _1DUsed; batch++ ) {
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if( pendingNormal[batch] || usedNormal[batch] ) {
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api.BindTexture( texIds[batch] );
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RenderNormalBatch( batch );
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pendingNormal[batch] = false;
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}
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}
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api.AlphaTest = false;
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api.Texturing = false;
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DebugPickedPos();
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}
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// Render translucent(liquid) blocks. These 'blend' into other blocks.
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void RenderTranslucent() {
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Block block = game.LocalPlayer.BlockAtHead;
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drawAllFaces = block == Block.Water || block == Block.StillWater;
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// First fill depth buffer
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int[] texIds = game.TerrainAtlas1D.TexIds;
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api.SetBatchFormat( VertexFormat.Pos3fTex2fCol4b );
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api.Texturing = false;
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api.AlphaBlending = false;
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api.ColourWrite = false;
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for( int batch = 0; batch < _1DUsed; batch++ ) {
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if( pendingTranslucent[batch] || usedTranslucent[batch] ) {
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RenderTranslucentBatchDepthPass( batch );
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pendingTranslucent[batch] = false;
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}
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}
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// Then actually draw the transluscent blocks
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api.AlphaBlending = true;
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api.Texturing = true;
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api.ColourWrite = true;
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api.DepthWrite = false; // we already calculated depth values in depth pass
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for( int batch = 0; batch < _1DUsed; batch++ ) {
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if( !usedTranslucent[batch] ) continue;
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api.BindTexture( texIds[batch] );
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RenderTranslucentBatch( batch );
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}
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api.DepthWrite = true;
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api.AlphaTest = false;
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api.AlphaBlending = false;
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api.Texturing = false;
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}
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}
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} |