Combine MinimalEnvRenderer and StandardEnvRenderer, remove a bunch of yucky 'if X is Y', casts, game.ReplaceComponent

This commit is contained in:
UnknownShadow200 2017-08-04 11:36:51 +10:00
parent 4459621057
commit 9172afcfc9
7 changed files with 109 additions and 140 deletions

View File

@ -279,7 +279,6 @@
<Compile Include="Rendering\ChunkUpdater.cs" />
<Compile Include="Rendering\Env\EnvRenderer.cs" />
<Compile Include="Rendering\Env\MapBordersRenderer.cs" />
<Compile Include="Rendering\Env\MinimalEnvRenderer.cs" />
<Compile Include="Rendering\Env\SkyboxRenderer.cs" />
<Compile Include="Rendering\Env\StandardEnvRenderer.cs" />
<Compile Include="Rendering\Env\WeatherRenderer.cs" />

View File

@ -71,22 +71,6 @@ namespace ClassicalSharp {
return obj;
}
public bool ReplaceComponent<T>(ref T old, T obj) where T : IGameComponent {
for (int i = 0; i < Components.Count; i++) {
if (!object.ReferenceEquals(Components[i], old)) continue;
old.Dispose();
Components[i] = obj;
old = obj;
obj.Init(this);
return true;
}
Components.Add(obj);
obj.Init(this);
return false;
}
public void SetViewDistance(float distance, bool userDist) {
if (userDist) {
UserViewDistance = distance;
@ -427,18 +411,13 @@ namespace ClassicalSharp {
MapBordersRenderer.UseLegacyMode(legacy);
}
if (minimal) {
if (EnvRenderer == null)
EnvRenderer = AddComponent(new MinimalEnvRenderer());
else
ReplaceComponent(ref EnvRenderer, new MinimalEnvRenderer());
} else if (EnvRenderer == null) {
if (EnvRenderer == null) {
EnvRenderer = AddComponent(new StandardEnvRenderer());
((StandardEnvRenderer)EnvRenderer).legacy = legacy;
EnvRenderer.legacy = legacy;
EnvRenderer.minimal = minimal;
} else {
if (!(EnvRenderer is StandardEnvRenderer))
ReplaceComponent(ref EnvRenderer, new StandardEnvRenderer());
((StandardEnvRenderer)EnvRenderer).UseLegacyMode(legacy);
EnvRenderer.UseLegacyMode(legacy);
EnvRenderer.UseMinimalMode(minimal);
}
}

View File

@ -109,7 +109,7 @@ namespace ClassicalSharp {
public void Render(double delta) {
gfx.Mode2D(game.Width, game.Height, game.EnvRenderer is StandardEnvRenderer);
gfx.Mode2D(game.Width, game.Height, !game.EnvRenderer.minimal);
if (activeScreen == null || !activeScreen.HidesHud)
fpsScreen.Render(delta);
@ -122,7 +122,7 @@ namespace ClassicalSharp {
if (overlays.Count > 0)
overlays[0].Render(delta);
gfx.Mode3D(game.EnvRenderer is StandardEnvRenderer);
gfx.Mode3D(!game.EnvRenderer.minimal);
}
internal void OnResize() {

View File

@ -18,6 +18,7 @@ namespace ClassicalSharp.Renderers {
protected World map;
protected Game game;
protected IGraphicsApi gfx;
protected internal bool legacy, minimal;
public virtual void Init(Game game) {
this.game = game;
@ -28,6 +29,11 @@ namespace ClassicalSharp.Renderers {
public virtual void UseLegacyMode(bool legacy) { }
/// <summary> Sets mode to minimal environment rendering.
/// - only sets the background/clear colour to blended fog colour.
/// (no smooth fog, clouds, or proper overhead sky) </summary>
public virtual void UseMinimalMode(bool minimal) { }
public void Ready(Game game) { }
public virtual void Reset(Game game) { OnNewMap(game); }

View File

@ -1,45 +0,0 @@
// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
using ClassicalSharp.Events;
using System;
#if USE16_BIT
using BlockID = System.UInt16;
#else
using BlockID = System.Byte;
#endif
namespace ClassicalSharp.Renderers {
/// <summary> Minimialistic environment renderer
/// - only sets the background/clear colour to blended fog colour.
/// (no smooth fog, clouds, or proper overhead sky) </summary>
public class MinimalEnvRenderer : EnvRenderer {
public override void Init(Game game) {
base.Init(game);
gfx.Fog = false;
gfx.ClearColour(map.Env.SkyCol);
}
public override void Render(double deltaTime) {
if (map.blocks == null) return;
FastColour fogCol = FastColour.White;
float fogDensity = 0;
BlockID block = BlockOn(out fogDensity, out fogCol);
gfx.ClearColour(fogCol);
// TODO: rewrite this to avoid raising the event? want to avoid recreating vbos too many times often
if (fogDensity != 0) {
// Exp fog mode: f = e^(-density*coord)
// Solve for f = 0.05 to figure out coord (good approx for fog end)
float dist = (float)Math.Log(0.05) / -fogDensity;
game.SetViewDistance(dist, false);
} else {
game.SetViewDistance(game.UserViewDistance, false);
}
}
public override void OnNewMap(Game game) { }
public override void OnNewMapLoaded(Game game) { }
protected override void EnvVariableChanged(object sender, EnvVarEventArgs e) { }
}
}

View File

@ -13,7 +13,7 @@ namespace ClassicalSharp.Renderers {
const int count = 6 * 4;
public bool ShouldRender {
get { return tex > 0 && !(game.EnvRenderer is MinimalEnvRenderer); }
get { return tex > 0 && !(game.EnvRenderer.minimal); }
}
public void Init(Game game) {

View File

@ -15,20 +15,111 @@ namespace ClassicalSharp.Renderers {
public unsafe class StandardEnvRenderer : EnvRenderer {
int cloudsVb = -1, cloudVertices, skyVb = -1, skyVertices;
internal bool legacy;
public override void UseLegacyMode(bool legacy) {
this.legacy = legacy;
ContextRecreated();
}
public override void UseMinimalMode(bool minimal) {
this.minimal = minimal;
ContextRecreated();
}
public override void Render(double deltaTime) {
if (minimal) { RenderMinimal(deltaTime); return; }
if (skyVb == -1 || cloudsVb == -1) return;
if (!game.SkyboxRenderer.ShouldRender)
RenderMainEnv(deltaTime);
if (!game.SkyboxRenderer.ShouldRender) RenderMainEnv(deltaTime);
UpdateFog();
}
protected override void EnvVariableChanged(object sender, EnvVarEventArgs e) {
if (minimal) return;
if (e.Var == EnvVar.SkyColour) {
ResetSky();
} else if (e.Var == EnvVar.FogColour) {
UpdateFog();
} else if (e.Var == EnvVar.CloudsColour) {
ResetClouds();
} else if (e.Var == EnvVar.CloudsLevel) {
ResetSky();
ResetClouds();
}
}
public override void Init(Game game) {
base.Init(game);
ResetAllEnv(null, null);
game.Events.ViewDistanceChanged += ResetAllEnv;
game.Graphics.ContextLost += ContextLost;
game.Graphics.ContextRecreated += ContextRecreated;
game.SetViewDistance(game.UserViewDistance, false);
}
public override void OnNewMap(Game game) {
gfx.Fog = false;
gfx.DeleteVb(ref skyVb);
gfx.DeleteVb(ref cloudsVb);
}
public override void OnNewMapLoaded(Game game) {
gfx.Fog = !minimal;
ResetAllEnv(null, null);
}
void ResetAllEnv(object sender, EventArgs e) {
UpdateFog();
ContextRecreated();
}
public override void Dispose() {
base.Dispose();
ContextLost();
game.Events.ViewDistanceChanged -= ResetAllEnv;
game.Graphics.ContextLost -= ContextLost;
game.Graphics.ContextRecreated -= ContextRecreated;
}
void ContextLost() {
game.Graphics.DeleteVb(ref skyVb);
game.Graphics.DeleteVb(ref cloudsVb);
}
void ContextRecreated() {
ContextLost();
gfx.Fog = !minimal;
if (minimal) {
gfx.ClearColour(map.Env.SkyCol);
} else {
gfx.SetFogStart(0);
ResetClouds();
ResetSky();
}
}
void RenderMinimal(double deltaTime) {
if (map.blocks == null) return;
FastColour fogCol = FastColour.White;
float fogDensity = 0;
BlockID block = BlockOn(out fogDensity, out fogCol);
gfx.ClearColour(fogCol);
// TODO: rewrite this to avoid raising the event? want to avoid recreating vbos too many times often
if (fogDensity != 0) {
// Exp fog mode: f = e^(-density*coord)
// Solve for f = 0.05 to figure out coord (good approx for fog end)
float dist = (float)Math.Log(0.05) / -fogDensity;
game.SetViewDistance(dist, false);
} else {
game.SetViewDistance(game.UserViewDistance, false);
}
}
void RenderMainEnv(double deltaTime) {
Vector3 pos = game.CurrentCameraPos;
float normalY = map.Height + 8;
@ -50,56 +141,6 @@ namespace ClassicalSharp.Renderers {
RenderClouds(deltaTime);
}
protected override void EnvVariableChanged(object sender, EnvVarEventArgs e) {
if (e.Var == EnvVar.SkyColour) {
ResetSky();
} else if (e.Var == EnvVar.FogColour) {
UpdateFog();
} else if (e.Var == EnvVar.CloudsColour) {
ResetClouds();
} else if (e.Var == EnvVar.CloudsLevel) {
ResetSky();
ResetClouds();
}
}
public override void Init(Game game) {
base.Init(game);
gfx.SetFogStart(0);
gfx.Fog = true;
ResetAllEnv(null, null);
game.Events.ViewDistanceChanged += ResetAllEnv;
game.Graphics.ContextLost += ContextLost;
game.Graphics.ContextRecreated += ContextRecreated;
game.SetViewDistance(game.UserViewDistance, false);
}
public override void OnNewMap(Game game) {
gfx.Fog = false;
gfx.DeleteVb(ref skyVb);
gfx.DeleteVb(ref cloudsVb);
}
public override void OnNewMapLoaded(Game game) {
gfx.Fog = true;
ResetAllEnv(null, null);
}
void ResetAllEnv(object sender, EventArgs e) {
UpdateFog();
ContextRecreated();
}
public override void Dispose() {
base.Dispose();
ContextLost();
game.Events.ViewDistanceChanged -= ResetAllEnv;
game.Graphics.ContextLost -= ContextLost;
game.Graphics.ContextRecreated -= ContextRecreated;
}
void RenderClouds(double delta) {
if (game.World.Env.CloudHeight < -2000) return;
double time = game.accumulator;
@ -124,7 +165,7 @@ namespace ClassicalSharp.Renderers {
}
void UpdateFog() {
if (map.blocks == null) return;
if (map.blocks == null || minimal) return;
FastColour fogCol = FastColour.White;
float fogDensity = 0;
BlockID block = BlockOn(out fogDensity, out fogCol);
@ -162,17 +203,6 @@ namespace ClassicalSharp.Renderers {
RebuildSky((int)game.ViewDistance, legacy ? 128 : 65536);
}
void ContextLost() {
game.Graphics.DeleteVb(ref skyVb);
game.Graphics.DeleteVb(ref cloudsVb);
}
void ContextRecreated() {
ResetClouds();
ResetSky();
}
void RebuildClouds(int extent, int axisSize) {
extent = Utils.AdjViewDist(extent);
int x1 = -extent, x2 = map.Width + extent;