First pass of optimising isometric block drawing.

This commit is contained in:
UnknownShadow200 2016-05-13 18:06:20 +10:00
parent 21e8a34b36
commit e9ea36a03c
4 changed files with 114 additions and 85 deletions

View File

@ -7,17 +7,25 @@ using OpenTK;
namespace ClassicalSharp {
public static class IsometricBlockDrawer {
public sealed class IsometricBlockDrawer {
static BlockInfo info;
static ModelCache cache;
static IGraphicsApi api;
static TerrainAtlas1D atlas;
static int index;
static float scale;
static Vector3 minBB, maxBB;
Game game;
TerrainAtlas1D atlas;
int index;
float scale;
Vector3 minBB, maxBB;
const float invElemSize = TerrainAtlas2D.invElementSize;
static bool fullBright;
bool fullBright;
VertexP3fT2fC4b[] vertices;
int vb;
public void BeginBatch( Game game, VertexP3fT2fC4b[] vertices, int vb ) {
this.game = game;
lastIndex = -1;
index = 0;
this.vertices = vertices;
this.vb = vb;
}
static FastColour colNormal, colXSide, colZSide, colYBottom;
static float cosX, sinX, cosY, sinY;
@ -31,19 +39,14 @@ namespace ClassicalSharp {
sinY = (float)Math.Sin( -45f * Utils.Deg2Rad );
}
public static void Draw( Game game, byte block, float size, float x, float y ) {
info = game.BlockInfo;
cache = game.ModelCache;
public void DrawBatch( byte block, float size, float x, float y ) {
BlockInfo info = game.BlockInfo;
atlas = game.TerrainAtlas1D;
minBB = info.MinBB[block];
maxBB = info.MaxBB[block];
fullBright = info.FullBright[block];
if( info.IsSprite[block] ) {
minBB = Vector3.Zero; maxBB = Vector3.One;
}
if( info.IsSprite[block] ) { minBB = Vector3.Zero; maxBB = Vector3.One; }
if( info.IsAir[block] ) return;
index = 0;
api = game.Graphics;
// isometric coords size: cosY * -scale - sinY * scale
// we need to divide by (2 * cosY), as the calling function expects size to be in pixels.
@ -64,22 +67,23 @@ namespace ClassicalSharp {
ZQuad( block, Make( minBB.Z ), Side.Back );
YQuad( block, Make( maxBB.Y ), Side.Top );
}
}
public void EndBatch() {
if( index == 0 ) return;
if( atlas.TexIds[texIndex] != lastTexId ) {
lastTexId = atlas.TexIds[texIndex];
api.BindTexture( lastTexId );
}
for( int i = 0; i < index; i++ )
TransformVertex( ref cache.vertices[i] );
api.UpdateDynamicIndexedVb( DrawMode.Triangles, cache.vb, cache.vertices, index, index * 6 / 4 );
if( texIndex != lastIndex )
game.Graphics.BindTexture( atlas.TexIds[texIndex] );
game.Graphics.UpdateDynamicIndexedVb( DrawMode.Triangles,
vb, vertices, index, index * 6 / 4 );
index = 0;
lastIndex = -1;
}
static Vector3 pos = Vector3.Zero;
static void YQuad( byte block, float y, int side ) {
int texLoc = info.GetTextureLoc( block, side );
void YQuad( byte block, float y, int side ) {
int texLoc = game.BlockInfo.GetTextureLoc( block, side );
TextureRec rec = atlas.GetTexRec( texLoc, 1, out texIndex );
FlushIfNotSame();
if( lastIndex != texIndex ) Flush();
FastColour col = colNormal;
float vOrigin = (texLoc % atlas.elementsPerAtlas1D) * atlas.invElementSize;
@ -87,16 +91,20 @@ namespace ClassicalSharp {
rec.V1 = vOrigin + minBB.Z * atlas.invElementSize;
rec.V2 = vOrigin + maxBB.Z * atlas.invElementSize * (15.99f/16f);
cache.vertices[index++] = new VertexP3fT2fC4b( Make( minBB.X ), y, Make( minBB.Z ), rec.U2, rec.V2, col );
cache.vertices[index++] = new VertexP3fT2fC4b( Make( maxBB.X ), y, Make( minBB.Z ), rec.U1, rec.V2, col );
cache.vertices[index++] = new VertexP3fT2fC4b( Make( maxBB.X ), y, Make( maxBB.Z ), rec.U1, rec.V1, col );
cache.vertices[index++] = new VertexP3fT2fC4b( Make( minBB.X ), y, Make( maxBB.Z ), rec.U2, rec.V1, col );
vertices[index] = new VertexP3fT2fC4b( Make( minBB.X ), y, Make( minBB.Z ), rec.U2, rec.V2, col );
Transform( ref vertices[index] );
vertices[index] = new VertexP3fT2fC4b( Make( maxBB.X ), y, Make( minBB.Z ), rec.U1, rec.V2, col );
Transform( ref vertices[index] );
vertices[index] = new VertexP3fT2fC4b( Make( maxBB.X ), y, Make( maxBB.Z ), rec.U1, rec.V1, col );
Transform( ref vertices[index] );
vertices[index] = new VertexP3fT2fC4b( Make( minBB.X ), y, Make( maxBB.Z ), rec.U2, rec.V1, col );
Transform( ref vertices[index] );
}
static void ZQuad( byte block, float z, int side ) {
int texLoc = info.GetTextureLoc( block, side );
void ZQuad( byte block, float z, int side ) {
int texLoc = game.BlockInfo.GetTextureLoc( block, side );
TextureRec rec = atlas.GetTexRec( texLoc, 1, out texIndex );
FlushIfNotSame();
if( lastIndex != texIndex ) Flush();
FastColour col = fullBright ? colNormal : colZSide;
float vOrigin = (texLoc % atlas.elementsPerAtlas1D) * atlas.invElementSize;
@ -104,16 +112,20 @@ namespace ClassicalSharp {
rec.V1 = vOrigin + (1 - minBB.Y) * atlas.invElementSize;
rec.V2 = vOrigin + (1 - maxBB.Y) * atlas.invElementSize * (15.99f/16f);
cache.vertices[index++] = new VertexP3fT2fC4b( Make( minBB.X ), Make( maxBB.Y ), z, rec.U2, rec.V2, col );
cache.vertices[index++] = new VertexP3fT2fC4b( Make( minBB.X ), Make( minBB.Y ), z, rec.U2, rec.V1, col );
cache.vertices[index++] = new VertexP3fT2fC4b( Make( maxBB.X ), Make( minBB.Y ), z, rec.U1, rec.V1, col );
cache.vertices[index++] = new VertexP3fT2fC4b( Make( maxBB.X ), Make( maxBB.Y ), z, rec.U1, rec.V2, col );
vertices[index] = new VertexP3fT2fC4b( Make( minBB.X ), Make( maxBB.Y ), z, rec.U2, rec.V2, col );
Transform( ref vertices[index] );
vertices[index] = new VertexP3fT2fC4b( Make( minBB.X ), Make( minBB.Y ), z, rec.U2, rec.V1, col );
Transform( ref vertices[index] );
vertices[index] = new VertexP3fT2fC4b( Make( maxBB.X ), Make( minBB.Y ), z, rec.U1, rec.V1, col );
Transform( ref vertices[index] );
vertices[index] = new VertexP3fT2fC4b( Make( maxBB.X ), Make( maxBB.Y ), z, rec.U1, rec.V2, col );
Transform( ref vertices[index] );
}
static void XQuad( byte block, float x, int side ) {
int texLoc = info.GetTextureLoc( block, side );
void XQuad( byte block, float x, int side ) {
int texLoc = game.BlockInfo.GetTextureLoc( block, side );
TextureRec rec = atlas.GetTexRec( texLoc, 1, out texIndex );
FlushIfNotSame();
if( lastIndex != texIndex ) Flush();
FastColour col = fullBright ? colNormal : colXSide;
float vOrigin = (texLoc % atlas.elementsPerAtlas1D) * atlas.invElementSize;
@ -121,61 +133,68 @@ namespace ClassicalSharp {
rec.V1 = vOrigin + (1 - minBB.Y) * atlas.invElementSize;
rec.V2 = vOrigin + (1 - maxBB.Y) * atlas.invElementSize * (15.99f/16f);
cache.vertices[index++] = new VertexP3fT2fC4b( x, Make( maxBB.Y ), Make( minBB.Z ), rec.U2, rec.V2, col );
cache.vertices[index++] = new VertexP3fT2fC4b( x, Make( minBB.Y ), Make( minBB.Z ), rec.U2, rec.V1, col );
cache.vertices[index++] = new VertexP3fT2fC4b( x, Make( minBB.Y ), Make( maxBB.Z ), rec.U1, rec.V1, col );
cache.vertices[index++] = new VertexP3fT2fC4b( x, Make( maxBB.Y ), Make( maxBB.Z ), rec.U1, rec.V2, col );
vertices[index] = new VertexP3fT2fC4b( x, Make( maxBB.Y ), Make( minBB.Z ), rec.U2, rec.V2, col );
Transform( ref vertices[index] );
vertices[index] = new VertexP3fT2fC4b( x, Make( minBB.Y ), Make( minBB.Z ), rec.U2, rec.V1, col );
Transform( ref vertices[index] );
vertices[index] = new VertexP3fT2fC4b( x, Make( minBB.Y ), Make( maxBB.Z ), rec.U1, rec.V1, col );
Transform( ref vertices[index] );
vertices[index] = new VertexP3fT2fC4b( x, Make( maxBB.Y ), Make( maxBB.Z ), rec.U1, rec.V2, col );
Transform( ref vertices[index] );
}
static void SpriteZQuad( byte block, int side, bool firstPart ) {
int texLoc = info.GetTextureLoc( block, side );
void SpriteZQuad( byte block, int side, bool firstPart ) {
int texLoc = game.BlockInfo.GetTextureLoc( block, side );
TextureRec rec = atlas.GetTexRec( texLoc, 1, out texIndex );
FlushIfNotSame();
if( lastIndex != texIndex ) Flush();
FastColour col = colNormal;
float x1 = firstPart ? -0.1f : 0.5f, x2 = firstPart ? 0.5f : 1.1f;
rec.U1 = firstPart ? 0.0f : 0.5f; rec.U2 = (firstPart ? 0.5f : 1.0f) * (15.99f/16f);
cache.vertices[index++] = new VertexP3fT2fC4b( Make( x1 ), Make( 0.0f ), Make( 0.5f ), rec.U1, rec.V2, col );
cache.vertices[index++] = new VertexP3fT2fC4b( Make( x1 ), Make( 1.1f ), Make( 0.5f ), rec.U1, rec.V1, col );
cache.vertices[index++] = new VertexP3fT2fC4b( Make( x2 ), Make( 1.1f ), Make( 0.5f ), rec.U2, rec.V1, col );
cache.vertices[index++] = new VertexP3fT2fC4b( Make( x2 ), Make( 0.0f ), Make( 0.5f ), rec.U2, rec.V2, col );
vertices[index] = new VertexP3fT2fC4b( Make( x1 ), Make( 0.0f ), Make( 0.5f ), rec.U1, rec.V2, col );
Transform( ref vertices[index] );
vertices[index] = new VertexP3fT2fC4b( Make( x1 ), Make( 1.1f ), Make( 0.5f ), rec.U1, rec.V1, col );
Transform( ref vertices[index] );
vertices[index] = new VertexP3fT2fC4b( Make( x2 ), Make( 1.1f ), Make( 0.5f ), rec.U2, rec.V1, col );
Transform( ref vertices[index] );
vertices[index] = new VertexP3fT2fC4b( Make( x2 ), Make( 0.0f ), Make( 0.5f ), rec.U2, rec.V2, col );
Transform( ref vertices[index] );
}
static void SpriteXQuad( byte block, int side, bool firstPart ) {
int texLoc = info.GetTextureLoc( block, side );
void SpriteXQuad( byte block, int side, bool firstPart ) {
int texLoc = game.BlockInfo.GetTextureLoc( block, side );
TextureRec rec = atlas.GetTexRec( texLoc, 1, out texIndex );
FlushIfNotSame();
if( lastIndex != texIndex ) Flush();
FastColour col = colNormal;
float z1 = firstPart ? -0.1f : 0.5f, z2 = firstPart ? 0.5f : 1.1f;
rec.U1 = firstPart ? 0.0f : 0.5f; rec.U2 = (firstPart ? 0.5f : 1.0f) * (15.99f/16f);
cache.vertices[index++] = new VertexP3fT2fC4b( Make( 0.5f ), Make( 0.0f ), Make( z1 ), rec.U1, rec.V2, col );
cache.vertices[index++] = new VertexP3fT2fC4b( Make( 0.5f ), Make( 1.1f ), Make( z1 ), rec.U1, rec.V1, col );
cache.vertices[index++] = new VertexP3fT2fC4b( Make( 0.5f ), Make( 1.1f ), Make( z2 ), rec.U2, rec.V1, col );
cache.vertices[index++] = new VertexP3fT2fC4b( Make( 0.5f ), Make( 0.0f ), Make( z2 ), rec.U2, rec.V2, col );
vertices[index] = new VertexP3fT2fC4b( Make( 0.5f ), Make( 0.0f ), Make( z1 ), rec.U1, rec.V2, col );
Transform( ref vertices[index] );
vertices[index] = new VertexP3fT2fC4b( Make( 0.5f ), Make( 1.1f ), Make( z1 ), rec.U1, rec.V1, col );
Transform( ref vertices[index] );
vertices[index] = new VertexP3fT2fC4b( Make( 0.5f ), Make( 1.1f ), Make( z2 ), rec.U2, rec.V1, col );
Transform( ref vertices[index] );
vertices[index] = new VertexP3fT2fC4b( Make( 0.5f ), Make( 0.0f ), Make( z2 ), rec.U2, rec.V2, col );
Transform( ref vertices[index] );
}
static float Make( float value ) { return scale - (scale * value * 2); }
float Make( float value ) { return scale - (scale * value * 2); }
internal static int lastTexId, texIndex;
static void FlushIfNotSame() {
int texId = atlas.TexIds[texIndex];
if( texId == lastTexId ) return;
if( lastTexId != -1 ) {
for( int i = 0; i < index; i++ )
TransformVertex( ref cache.vertices[i] );
api.UpdateDynamicIndexedVb( DrawMode.Triangles, cache.vb,
cache.vertices, index, index * 6 / 4 );
int lastIndex, texIndex;
void Flush() {
if( lastIndex != -1 ) {
game.Graphics.UpdateDynamicIndexedVb( DrawMode.Triangles,
vb, vertices, index, index * 6 / 4 );
index = 0;
}
lastTexId = texId;
api.BindTexture( texId );
lastIndex = texIndex;
game.Graphics.BindTexture( atlas.TexIds[texIndex] );
}
static void TransformVertex( ref VertexP3fT2fC4b v ) {
void Transform( ref VertexP3fT2fC4b v ) {
v.X += pos.X; v.Y += pos.Y; v.Z += pos.Z;
//Vector3 p = new Vector3( v.X, v.Y, v.Z ) + pos;
//p = Utils.RotateY( p - pos, time ) + pos;
@ -185,6 +204,7 @@ namespace ClassicalSharp {
v.X -= 0.5f; v.Y -= 0.5f;
float t = cosY * v.X - sinY * v.Z; v.Z = sinY * v.X + cosY * v.Z; v.X = t; // Inlined RotY
t = cosX * v.Y + sinX * v.Z; v.Z = -sinX * v.Y + cosX * v.Z; v.Y = t; // Inlined RotX
index++;
}
}
}

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@ -20,6 +20,7 @@ namespace ClassicalSharp.Gui {
float selBlockExpand;
readonly Font font;
StringBuffer buffer = new StringBuffer( 128 );
IsometricBlockDrawer drawer = new IsometricBlockDrawer();
int TableX { get { return startX - 5 - 10; } }
int TableY { get { return startY - 5 - 30; } }
@ -28,6 +29,9 @@ namespace ClassicalSharp.Gui {
static FastColour normBackCol = new FastColour( 30, 30, 30, 200 );
static FastColour classicBackCol = new FastColour( 48, 48, 96, 192 );
static VertexP3fT2fC4b[] vertices = new VertexP3fT2fC4b[8 * 10 * (4 * 4)];
int vb;
public override void Render( double delta ) {
FastColour backCol = game.ClassicMode ? classicBackCol : normBackCol;
api.Draw2DQuad( TableX, TableY, TableWidth, TableHeight, backCol );
@ -36,24 +40,24 @@ namespace ClassicalSharp.Gui {
api.Texturing = true;
api.SetBatchFormat( VertexFormat.P3fT2fC4b );
IsometricBlockDrawer.lastTexId = -1;
drawer.BeginBatch( game, vertices, vb );
for( int i = 0; i < blocksTable.Length; i++ ) {
int x, y;
if( !GetCoords( i, out x, out y ) ) continue;
// We want to always draw the selected block on top of others
if( i == selIndex ) continue;
IsometricBlockDrawer.Draw( game, (byte)blocksTable[i], blockSize * 0.7f / 2f,
x + blockSize / 2, y + blockSize / 2 );
drawer.DrawBatch( (byte)blocksTable[i], blockSize * 0.7f / 2f,
x + blockSize / 2, y + blockSize / 2 );
}
if( selIndex != -1 ) {
int x, y;
GetCoords( selIndex, out x, out y );
IsometricBlockDrawer.lastTexId = -1;
IsometricBlockDrawer.Draw( game, (byte)blocksTable[selIndex], (blockSize + selBlockExpand) * 0.7f / 2,
x + blockSize / 2, y + blockSize / 2 );
drawer.DrawBatch( (byte)blocksTable[selIndex], (blockSize + selBlockExpand) * 0.7f / 2,
x + blockSize / 2, y + blockSize / 2 );
}
drawer.EndBatch();
if( blockInfoTexture.IsValid )
blockInfoTexture.Render( api );
@ -84,6 +88,7 @@ namespace ClassicalSharp.Gui {
public override void Dispose() {
font.Dispose();
api.DeleteTexture( ref blockInfoTexture );
api.DeleteDynamicVb( vb );
game.Events.BlockPermissionsChanged -= BlockPermissionsChanged;
game.Keyboard.KeyRepeat = false;
}
@ -103,6 +108,7 @@ namespace ClassicalSharp.Gui {
blockSize = (int)(50 * Math.Sqrt(game.GuiInventoryScale));
selBlockExpand = (float)(25 * Math.Sqrt(game.GuiInventoryScale));
game.Events.BlockPermissionsChanged += BlockPermissionsChanged;
vb = game.Graphics.CreateDynamicVb( VertexFormat.P3fT2fC4b, vertices.Length );
RecreateBlockTable();
SetBlockTo( game.Inventory.HeldBlock );
@ -132,7 +138,7 @@ namespace ClassicalSharp.Gui {
RecreateBlockInfoTexture();
}
void UpdateBlockInfoString( Block block ) {
void UpdateBlockInfoString( Block block ) {
int index = 0;
buffer.Clear();
buffer.Append( ref index, "&f" );
@ -191,7 +197,7 @@ namespace ClassicalSharp.Gui {
bool ShowTile( int tile ) {
bool hackBlocks = !game.ClassicMode || game.ClassicHacks;
if( !hackBlocks && (tile == (byte)Block.Bedrock ||
if( !hackBlocks && (tile == (byte)Block.Bedrock ||
tile >= (byte)Block.Water && tile <= (byte)Block.StillLava) )
return false;
return tile < BlockInfo.CpeBlocksCount || game.BlockInfo.Name[tile] != "Invalid";

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@ -18,6 +18,7 @@ namespace ClassicalSharp.Gui {
Texture selTex, backTex;
float barHeight, selBlockSize, elemSize;
float barXOffset, borderSize;
IsometricBlockDrawer drawer = new IsometricBlockDrawer();
public override void Init() {
float scale = 2 * game.GuiHotbarScale;
@ -39,7 +40,8 @@ namespace ClassicalSharp.Gui {
public override void Render( double delta ) {
api.Texturing = true;
RenderHotbar();
IsometricBlockDrawer.lastTexId = -1;
Model.ModelCache cache = game.ModelCache;
drawer.BeginBatch( game, cache.vertices, cache.vb );
for( int i = 0; i < hotbarCount; i++ ) {
byte block = (byte)game.Inventory.Hotbar[i];
@ -47,8 +49,9 @@ namespace ClassicalSharp.Gui {
int y = (int)(game.Height - barHeight / 2);
float scale = (elemSize * 13.5f/16f) / 2f;
IsometricBlockDrawer.Draw( game, block, scale, x, y );
drawer.DrawBatch( block, scale, x, y );
}
drawer.EndBatch();
api.Texturing = false;
}

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@ -36,7 +36,7 @@ namespace ClassicalSharp.Singleplayer {
game.LocalPlayer.SkinName );
game.Events.RaiseBlockPermissionsChanged();
int seed = new Random().Next();
int seed = new Random(200).Next();
GenMap( 128, 64, 128, seed, new NotchyGenerator() );
}