ClassiCube/ClassicalSharp/Rendering/MapRenderer.cs
2017-09-13 14:20:11 +10:00

331 lines
No EOL
11 KiB
C#

// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
using System;
using ClassicalSharp.Entities;
using ClassicalSharp.Events;
using ClassicalSharp.Map;
using ClassicalSharp.GraphicsAPI;
using OpenTK;
#if USE16_BIT
using BlockID = System.UInt16;
#else
using BlockID = System.Byte;
#endif
namespace ClassicalSharp.Renderers {
public class ChunkInfo {
public ushort CentreX, CentreY, CentreZ;
public bool Visible, Empty, PendingDelete, AllAir;
public bool DrawLeft, DrawRight, DrawFront, DrawBack, DrawBottom, DrawTop;
#if OCCLUSION
public bool Visited = false, Occluded = false;
public byte OcclusionFlags, OccludedFlags, DistanceFlags;
#endif
public ChunkPartInfo[] NormalParts;
public ChunkPartInfo[] TranslucentParts;
public ChunkInfo(int x, int y, int z) { Reset(x, y, z); }
public void Reset(int x, int y, int z) {
CentreX = (ushort)(x + 8);
CentreY = (ushort)(y + 8);
CentreZ = (ushort)(z + 8);
Visible = true; Empty = false; PendingDelete = false; AllAir = false;
DrawLeft = false; DrawRight = false; DrawFront = false;
DrawBack = false; DrawBottom = false; DrawTop = false;
}
}
public partial class MapRenderer : IDisposable {
Game game;
IGraphicsApi gfx;
internal int _1DUsed = -1, chunksX, chunksY, chunksZ;
internal int renderCount = 0;
internal ChunkInfo[] chunks, renderChunks, unsortedChunks;
internal bool[] usedTranslucent, usedNormal;
internal bool[] pendingTranslucent, pendingNormal;
internal int[] normalPartsCount, translucentPartsCount;
internal ChunkUpdater updater;
bool inTranslucent = false;
public MapRenderer(Game game) {
this.game = game;
gfx = game.Graphics;
updater = new ChunkUpdater(game, this);
SetMeshBuilder(DefaultMeshBuilder());
}
public void Dispose() { updater.Dispose(); }
/// <summary> Discards any built meshes for all chunks in the map.</summary>
public void Refresh() { updater.Refresh(); }
/// <summary> Retrieves the information for the given chunk. </summary>
public ChunkInfo GetChunk(int cx, int cy, int cz) {
return unsortedChunks[cx + chunksX * (cy + cz * chunksY)];
}
/// <summary> Marks the given chunk as needing to be deleted. </summary>
public void RefreshChunk(int cx, int cy, int cz) {
if (cx < 0 || cy < 0 || cz < 0 ||
cx >= chunksX || cy >= chunksY || cz >= chunksZ) return;
ChunkInfo info = unsortedChunks[cx + chunksX * (cy + cz * chunksY)];
if (info.AllAir) return; // do not recreate chunks completely air
info.Empty = false;
info.PendingDelete = true;
}
/// <summary> Potentially generates meshes for several pending chunks. </summary>
public void Update(double deltaTime) {
if (chunks == null) return;
ChunkSorter.UpdateSortOrder(game, updater);
updater.UpdateChunks(deltaTime);
}
/// <summary> Sets the mesh builder that is used to generate meshes for chunks. </summary>
public void SetMeshBuilder(ChunkMeshBuilder newBuilder) {
if (updater.builder != null) updater.builder.Dispose();
updater.builder = newBuilder;
updater.builder.Init(game);
updater.builder.OnNewMapLoaded();
}
/// <summary> Creates a new instance of the default mesh builder implementation. </summary>
public ChunkMeshBuilder DefaultMeshBuilder() {
if (game.SmoothLighting)
return new AdvLightingMeshBuilder();
return new NormalMeshBuilder();
}
/// <summary> Renders all opaque and transparent blocks. </summary>
/// <remarks> Pixels are either treated as fully replacing existing pixel, or skipped. </remarks>
public void RenderNormal(double deltaTime) {
if (chunks == null) return;
int[] texIds = game.TerrainAtlas1D.TexIds;
gfx.SetBatchFormat(VertexFormat.P3fT2fC4b);
gfx.Texturing = true;
gfx.AlphaTest = true;
gfx.EnableMipmaps();
for (int batch = 0; batch < _1DUsed; batch++) {
if (normalPartsCount[batch] <= 0) continue;
if (pendingNormal[batch] || usedNormal[batch]) {
gfx.BindTexture(texIds[batch]);
RenderNormalBatch(batch);
pendingNormal[batch] = false;
}
}
gfx.DisableMipmaps();
CheckWeather(deltaTime);
gfx.AlphaTest = false;
gfx.Texturing = false;
#if DEBUG_OCCLUSION
DebugPickedPos();
#endif
}
/// <summary> Renders all translucent (e.g. water) blocks. </summary>
/// <remarks> Pixels drawn blend into existing geometry. </remarks>
public void RenderTranslucent(double deltaTime) {
if (chunks == null) return;
// First fill depth buffer
int vertices = game.Vertices;
gfx.SetBatchFormat(VertexFormat.P3fT2fC4b);
gfx.Texturing = false;
gfx.AlphaBlending = false;
gfx.ColourWrite = false;
for (int batch = 0; batch < _1DUsed; batch++) {
if (translucentPartsCount[batch] <= 0) continue;
if (pendingTranslucent[batch] || usedTranslucent[batch]) {
RenderTranslucentBatch(batch);
pendingTranslucent[batch] = false;
}
}
game.Vertices = vertices;
// Then actually draw the transluscent blocks
gfx.AlphaBlending = true;
gfx.Texturing = true;
gfx.ColourWrite = true;
gfx.DepthWrite = false; // we already calculated depth values in depth pass
int[] texIds = game.TerrainAtlas1D.TexIds;
gfx.EnableMipmaps();
for (int batch = 0; batch < _1DUsed; batch++) {
if (translucentPartsCount[batch] <= 0) continue;
if (!usedTranslucent[batch]) continue;
gfx.BindTexture(texIds[batch]);
RenderTranslucentBatch(batch);
}
gfx.DisableMipmaps();
gfx.DepthWrite = true;
// If we weren't under water, render weather after to blend properly
if (!inTranslucent && game.World.Env.Weather != Weather.Sunny) {
gfx.AlphaTest = true;
game.WeatherRenderer.Render(deltaTime);
gfx.AlphaTest = false;
}
gfx.AlphaBlending = false;
gfx.Texturing = false;
}
void CheckWeather(double deltaTime) {
WorldEnv env = game.World.Env;
Vector3 pos = game.CurrentCameraPos;
Vector3I coords = Vector3I.Floor(pos);
BlockID block = game.World.SafeGetBlock(coords);
bool outside = !game.World.IsValidPos(coords);
inTranslucent = BlockInfo.Draw[block] == DrawType.Translucent
|| (pos.Y < env.EdgeHeight && outside);
// If we are under water, render weather before to blend properly
if (!inTranslucent || env.Weather == Weather.Sunny) return;
gfx.AlphaBlending = true;
game.WeatherRenderer.Render(deltaTime);
gfx.AlphaBlending = false;
}
void RenderNormalBatch(int batch) {
for (int i = 0; i < renderCount; i++) {
ChunkInfo info = renderChunks[i];
if (info.NormalParts == null) continue;
ChunkPartInfo part = info.NormalParts[batch];
if (part.VerticesCount == 0) continue;
usedNormal[batch] = true;
gfx.BindVb(part.VbId);
bool drawLeft = info.DrawLeft && part.LeftCount > 0;
bool drawRight = info.DrawRight && part.RightCount > 0;
bool drawBottom = info.DrawBottom && part.BottomCount > 0;
bool drawTop = info.DrawTop && part.TopCount > 0;
bool drawFront = info.DrawFront && part.FrontCount > 0;
bool drawBack = info.DrawBack && part.BackCount > 0;
if (drawLeft && drawRight) {
gfx.FaceCulling = true;
gfx.DrawIndexedVb_TrisT2fC4b(part.LeftCount + part.RightCount, part.LeftIndex);
gfx.FaceCulling = false;
game.Vertices += part.LeftCount + part.RightCount;
} else if (drawLeft) {
gfx.DrawIndexedVb_TrisT2fC4b(part.LeftCount, part.LeftIndex);
game.Vertices += part.LeftCount;
} else if (drawRight) {
gfx.DrawIndexedVb_TrisT2fC4b(part.RightCount, part.RightIndex);
game.Vertices += part.RightCount;
}
if (drawFront && drawBack) {
gfx.FaceCulling = true;
gfx.DrawIndexedVb_TrisT2fC4b(part.FrontCount + part.BackCount, part.FrontIndex);
gfx.FaceCulling = false;
game.Vertices += part.FrontCount + part.BackCount;
} else if (drawFront) {
gfx.DrawIndexedVb_TrisT2fC4b(part.FrontCount, part.FrontIndex);
game.Vertices += part.FrontCount;
} else if (drawBack) {
gfx.DrawIndexedVb_TrisT2fC4b(part.BackCount, part.BackIndex);
game.Vertices += part.BackCount;
}
if (drawBottom && drawTop) {
gfx.FaceCulling = true;
gfx.DrawIndexedVb_TrisT2fC4b(part.BottomCount + part.TopCount, part.BottomIndex);
gfx.FaceCulling = false;
game.Vertices += part.TopCount + part.BottomCount;
} else if (drawBottom) {
gfx.DrawIndexedVb_TrisT2fC4b(part.BottomCount, part.BottomIndex);
game.Vertices += part.BottomCount;
} else if (drawTop) {
gfx.DrawIndexedVb_TrisT2fC4b(part.TopCount, part.TopIndex);
game.Vertices += part.TopCount;
}
if (part.SpriteCount == 0) continue;
int count = part.SpriteCount / 4; // 4 per sprite
gfx.FaceCulling = true;
if (info.DrawRight || info.DrawFront) {
gfx.DrawIndexedVb_TrisT2fC4b(count, 0); game.Vertices += count;
}
if (info.DrawLeft || info.DrawBack) {
gfx.DrawIndexedVb_TrisT2fC4b(count, count); game.Vertices += count;
}
if (info.DrawLeft || info.DrawFront) {
gfx.DrawIndexedVb_TrisT2fC4b(count, count * 2); game.Vertices += count;
}
if (info.DrawRight || info.DrawBack) {
gfx.DrawIndexedVb_TrisT2fC4b(count, count * 3); game.Vertices += count;
}
gfx.FaceCulling = false;
}
}
void RenderTranslucentBatch(int batch) {
for (int i = 0; i < renderCount; i++) {
ChunkInfo info = renderChunks[i];
if (info.TranslucentParts == null) continue;
ChunkPartInfo part = info.TranslucentParts[batch];
if (part.VerticesCount == 0) continue;
usedTranslucent[batch] = true;
gfx.BindVb(part.VbId);
bool drawLeft = (inTranslucent || info.DrawLeft) && part.LeftCount > 0;
bool drawRight = (inTranslucent || info.DrawRight) && part.RightCount > 0;
bool drawBottom = (inTranslucent || info.DrawBottom) && part.BottomCount > 0;
bool drawTop = (inTranslucent || info.DrawTop) && part.TopCount > 0;
bool drawFront = (inTranslucent || info.DrawFront) && part.FrontCount > 0;
bool drawBack = (inTranslucent || info.DrawBack) && part.BackCount > 0;
if (drawLeft && drawRight) {
gfx.DrawIndexedVb_TrisT2fC4b(part.LeftCount + part.RightCount, part.LeftIndex);
game.Vertices += (part.LeftCount + part.RightCount);
} else if (drawLeft) {
gfx.DrawIndexedVb_TrisT2fC4b(part.LeftCount, part.LeftIndex);
game.Vertices += part.LeftCount;
} else if (drawRight) {
gfx.DrawIndexedVb_TrisT2fC4b(part.RightCount, part.RightIndex);
game.Vertices += part.RightCount;
}
if (drawFront && drawBack) {
gfx.DrawIndexedVb_TrisT2fC4b(part.FrontCount + part.BackCount, part.FrontIndex);
game.Vertices += (part.FrontCount + part.BackCount);
} else if (drawFront) {
gfx.DrawIndexedVb_TrisT2fC4b(part.FrontCount, part.FrontIndex);
game.Vertices += part.FrontCount;
} else if (drawBack) {
gfx.DrawIndexedVb_TrisT2fC4b(part.BackCount, part.BackIndex);
game.Vertices += part.BackCount;
}
if (drawBottom && drawTop) {
gfx.DrawIndexedVb_TrisT2fC4b(part.BottomCount + part.TopCount, part.BottomIndex);
game.Vertices += (part.BottomCount + part.TopCount);
} else if (drawBottom) {
gfx.DrawIndexedVb_TrisT2fC4b(part.BottomCount, part.BottomIndex);
game.Vertices += part.BottomCount;
} else if (drawTop) {
gfx.DrawIndexedVb_TrisT2fC4b(part.TopCount, part.TopIndex);
game.Vertices += part.TopCount;
}
}
}
}
}