ClassiCube/ClassicalSharp/Rendering/MapRenderer.cs
2016-05-13 19:49:39 +10:00

365 lines
No EOL
13 KiB
C#

// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
using System;
using ClassicalSharp.Entities;
using ClassicalSharp.Events;
using ClassicalSharp.Map;
using ClassicalSharp.GraphicsAPI;
using OpenTK;
namespace ClassicalSharp.Renderers {
public class ChunkInfo {
public ushort CentreX, CentreY, CentreZ;
public bool Visible = true, Empty = false;
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 ) {
CentreX = (ushort)(x + 8);
CentreY = (ushort)(y + 8);
CentreZ = (ushort)(z + 8);
}
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;
DrawLeft = false; DrawRight = false; DrawFront = false;
DrawBack = false; DrawBottom = false; DrawTop = false;
}
}
public partial class MapRenderer : IDisposable {
Game game;
IGraphicsApi api;
internal int _1DUsed = -1;
internal ChunkInfo[] chunks, unsortedChunks;
internal bool[] usedTranslucent, usedNormal;
internal bool[] pendingTranslucent, pendingNormal;
internal int[] totalUsed;
ChunkUpdater updater;
bool drawAllFaces = false, underWater = false;
public MapRenderer( Game game ) {
this.game = game;
api = game.Graphics;
updater = new ChunkUpdater( game, this );
}
public void Dispose() { updater.Dispose(); }
public void Refresh() { updater.Refresh(); }
public void RedrawBlock( int x, int y, int z, byte block, int oldHeight, int newHeight ) {
updater.RedrawBlock( x, y, z, block, oldHeight, newHeight );
}
public void Render( double deltaTime ) {
if( chunks == null ) return;
ChunkSorter.UpdateSortOrder( game, updater );
updater.UpdateChunks( deltaTime );
RenderNormal( deltaTime );
game.MapBordersRenderer.Render( deltaTime );
RenderTranslucent( deltaTime );
game.Players.DrawShadows();
}
// Render solid and fully transparent to fill depth buffer.
// These blocks are treated as having an alpha value of either none or full.
void RenderNormal( double deltaTime ) {
int[] texIds = game.TerrainAtlas1D.TexIds;
api.SetBatchFormat( VertexFormat.P3fT2fC4b );
api.Texturing = true;
api.AlphaTest = true;
for( int batch = 0; batch < _1DUsed; batch++ ) {
if( totalUsed[batch] <= 0 ) continue;
if( pendingNormal[batch] || usedNormal[batch] ) {
api.BindTexture( texIds[batch] );
RenderNormalBatch( batch );
pendingNormal[batch] = false;
}
}
CheckWeather( deltaTime );
api.AlphaTest = false;
api.Texturing = false;
#if DEBUG_OCCLUSION
DebugPickedPos();
#endif
}
void CheckWeather( double deltaTime ) {
WorldEnv env = game.World.Env;
Vector3 pos = game.CurrentCameraPos;
Vector3I coords = Vector3I.Floor( pos );
byte block = game.World.SafeGetBlock( coords );
drawAllFaces = game.BlockInfo.IsTranslucent[block];
underWater = drawAllFaces || pos.Y < env.EdgeHeight;
// If we are under water, render weather before to blend properly
if( !underWater || env.Weather == Weather.Sunny ) return;
api.AlphaBlending = true;
game.WeatherRenderer.Render( deltaTime );
api.AlphaBlending = false;
}
// Render translucent(liquid) blocks. These 'blend' into other blocks.
void RenderTranslucent( double deltaTime ) {
// First fill depth buffer
int[] texIds = game.TerrainAtlas1D.TexIds;
api.SetBatchFormat( VertexFormat.P3fT2fC4b );
api.Texturing = false;
api.AlphaBlending = false;
api.ColourWrite = false;
for( int batch = 0; batch < _1DUsed; batch++ ) {
if( totalUsed[batch] <= 0 ) continue;
if( pendingTranslucent[batch] || usedTranslucent[batch] ) {
RenderTranslucentBatchDepthPass( batch );
pendingTranslucent[batch] = false;
}
}
// Then actually draw the transluscent blocks
api.AlphaBlending = true;
api.Texturing = true;
api.ColourWrite = true;
api.DepthWrite = false; // we already calculated depth values in depth pass
for( int batch = 0; batch < _1DUsed; batch++ ) {
if( totalUsed[batch] <= 0 ) continue;
if( !usedTranslucent[batch] ) continue;
api.BindTexture( texIds[batch] );
RenderTranslucentBatch( batch );
}
api.DepthWrite = true;
// If we weren't under water, render weather after to blend properly
if( !underWater && game.World.Env.Weather != Weather.Sunny ) {
api.AlphaTest = true;
game.WeatherRenderer.Render( deltaTime );
api.AlphaTest = false;
}
api.AlphaBlending = false;
api.Texturing = false;
}
const DrawMode mode = DrawMode.Triangles;
const int maxVertex = 65536;
const int maxIndices = maxVertex / 4 * 6;
void RenderNormalBatch( int batch ) {
for( int i = 0; i < chunks.Length; i++ ) {
ChunkInfo info = chunks[i];
#if OCCLUSION
if( info.NormalParts == null || !info.Visible || info.Occluded ) continue;
#else
if( info.NormalParts == null || !info.Visible ) continue;
#endif
ChunkPartInfo part = info.NormalParts[batch];
if( part.IndicesCount == 0 ) continue;
usedNormal[batch] = true;
if( part.IndicesCount > maxIndices )
DrawBigPart( info, ref part );
else
DrawPart( info, ref part );
if( part.SpriteCount > 0 ) {
int groupCount = part.SpriteCount / 4;
api.FaceCulling = true;
if( info.DrawRight || info.DrawFront )
api.DrawIndexedVb_TrisT2fC4b( groupCount, 0 );
if( info.DrawLeft || info.DrawBack )
api.DrawIndexedVb_TrisT2fC4b( groupCount, groupCount );
if( info.DrawLeft || info.DrawFront )
api.DrawIndexedVb_TrisT2fC4b( groupCount, groupCount * 2 );
if( info.DrawRight || info.DrawBack )
api.DrawIndexedVb_TrisT2fC4b( groupCount, groupCount * 3 );
api.FaceCulling = false;
}
game.Vertices += part.IndicesCount;
}
}
void RenderTranslucentBatch( int batch ) {
for( int i = 0; i < chunks.Length; i++ ) {
ChunkInfo info = chunks[i];
#if OCCLUSION
if( info.TranslucentParts == null || !info.Visible || info.Occluded ) continue;
#else
if( info.TranslucentParts == null || !info.Visible ) continue;
#endif
ChunkPartInfo part = info.TranslucentParts[batch];
if( part.IndicesCount == 0 ) continue;
DrawTranslucentPart( info, ref part );
game.Vertices += part.IndicesCount;
}
}
void RenderTranslucentBatchDepthPass( int batch ) {
for( int i = 0; i < chunks.Length; i++ ) {
ChunkInfo info = chunks[i];
#if OCCLUSION
if( info.TranslucentParts == null || !info.Visible || info.Occluded ) continue;
#else
if( info.TranslucentParts == null || !info.Visible ) continue;
#endif
ChunkPartInfo part = info.TranslucentParts[batch];
if( part.IndicesCount == 0 ) continue;
usedTranslucent[batch] = true;
DrawTranslucentPart( info, ref part );
}
}
void DrawPart( ChunkInfo info, ref ChunkPartInfo part ) {
api.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 ) {
api.FaceCulling = true;
api.DrawIndexedVb_TrisT2fC4b( part.LeftCount + part.RightCount, part.LeftIndex );
api.FaceCulling = false;
} else if( drawLeft ) {
api.DrawIndexedVb_TrisT2fC4b( part.LeftCount, part.LeftIndex );
} else if( drawRight ) {
api.DrawIndexedVb_TrisT2fC4b( part.RightCount, part.RightIndex );
}
if( drawFront && drawBack ) {
api.FaceCulling = true;
api.DrawIndexedVb_TrisT2fC4b( part.FrontCount + part.BackCount, part.FrontIndex );
api.FaceCulling = false;
} else if( drawFront ) {
api.DrawIndexedVb_TrisT2fC4b( part.FrontCount, part.FrontIndex );
} else if( drawBack ) {
api.DrawIndexedVb_TrisT2fC4b( part.BackCount, part.BackIndex );
}
if( drawBottom && drawTop ) {
api.FaceCulling = true;
api.DrawIndexedVb_TrisT2fC4b( part.BottomCount + part.TopCount, part.BottomIndex );
api.FaceCulling = false;
} else if( drawBottom ) {
api.DrawIndexedVb_TrisT2fC4b( part.BottomCount, part.BottomIndex );
} else if( drawTop ) {
api.DrawIndexedVb_TrisT2fC4b( part.TopCount, part.TopIndex );
}
}
void DrawTranslucentPart( ChunkInfo info, ref ChunkPartInfo part ) {
api.BindVb( part.VbId );
bool drawLeft = (drawAllFaces || info.DrawLeft) && part.LeftCount > 0;
bool drawRight = (drawAllFaces || info.DrawRight) && part.RightCount > 0;
bool drawBottom = (drawAllFaces || info.DrawBottom) && part.BottomCount > 0;
bool drawTop = (drawAllFaces || info.DrawTop) && part.TopCount > 0;
bool drawFront = (drawAllFaces || info.DrawFront) && part.FrontCount > 0;
bool drawBack = (drawAllFaces || info.DrawBack) && part.BackCount > 0;
if( drawLeft && drawRight ) {
api.DrawIndexedVb_TrisT2fC4b( part.LeftCount + part.RightCount, part.LeftIndex );
} else if( drawLeft ) {
api.DrawIndexedVb_TrisT2fC4b( part.LeftCount, part.LeftIndex );
} else if( drawRight ) {
api.DrawIndexedVb_TrisT2fC4b( part.RightCount, part.RightIndex );
}
if( drawFront && drawBack ) {
api.DrawIndexedVb_TrisT2fC4b( part.FrontCount + part.BackCount, part.FrontIndex );
} else if( drawFront ) {
api.DrawIndexedVb_TrisT2fC4b( part.FrontCount, part.FrontIndex );
} else if( drawBack ) {
api.DrawIndexedVb_TrisT2fC4b( part.BackCount, part.BackIndex );
}
if( drawBottom && drawTop ) {
api.DrawIndexedVb_TrisT2fC4b( part.BottomCount + part.TopCount, part.BottomIndex );
} else if( drawBottom ) {
api.DrawIndexedVb_TrisT2fC4b( part.BottomCount, part.BottomIndex );
} else if( drawTop ) {
api.DrawIndexedVb_TrisT2fC4b( part.TopCount, part.TopIndex );
}
}
void DrawBigPart( ChunkInfo info, ref ChunkPartInfo part ) {
api.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 ) {
api.FaceCulling = true;
api.DrawIndexedVb_TrisT2fC4b( part.LeftCount + part.RightCount, part.LeftIndex );
api.FaceCulling = false;
} else if( drawLeft ) {
api.DrawIndexedVb_TrisT2fC4b( part.LeftCount, part.LeftIndex );
} else if( drawRight ) {
api.DrawIndexedVb_TrisT2fC4b( part.RightCount, part.RightIndex );
}
if( drawFront && drawBack ) {
api.FaceCulling = true;
api.DrawIndexedVb_TrisT2fC4b( part.FrontCount + part.BackCount, part.FrontIndex );
api.FaceCulling = false;
} else if( drawFront ) {
api.DrawIndexedVb_TrisT2fC4b( part.FrontCount, part.FrontIndex );
} else if( drawBack ) {
api.DrawIndexedVb_TrisT2fC4b( part.BackCount, part.BackIndex );
}
// Special handling for top and bottom as these can go over 65536 vertices and we need to adjust the indices in this case.
if( drawBottom && drawTop ) {
api.FaceCulling = true;
if( part.IndicesCount > maxIndices ) {
int part1Count = maxIndices - part.BottomIndex;
api.DrawIndexedVb_TrisT2fC4b( part1Count, part.BottomIndex );
api.DrawIndexedVb_TrisT2fC4b( part.BottomCount + part.TopCount - part1Count, maxVertex, 0 );
} else {
api.DrawIndexedVb_TrisT2fC4b( part.BottomCount + part.TopCount, part.BottomIndex );
}
api.FaceCulling = false;
} else if( drawBottom ) {
int part1Count;
if( part.IndicesCount > maxIndices &&
( part1Count = maxIndices - part.BottomIndex ) < part.BottomCount ) {
api.DrawIndexedVb_TrisT2fC4b( part1Count, part.BottomIndex );
api.DrawIndexedVb_TrisT2fC4b( part.BottomCount - part1Count, maxVertex, 0 );
} else {
api.DrawIndexedVb_TrisT2fC4b( part.BottomCount, part.BottomIndex );
}
} else if( drawTop ) {
int part1Count;
if( part.IndicesCount > maxIndices &&
( part1Count = maxIndices - part.TopIndex ) < part.TopCount ) {
api.DrawIndexedVb_TrisT2fC4b( part1Count, part.TopIndex );
api.DrawIndexedVb_TrisT2fC4b( part.TopCount - part1Count, maxVertex, 0 );
} else {
api.DrawIndexedVb_TrisT2fC4b( part.TopCount, part.TopIndex );
}
}
}
}
}