More work on occlusion culling, still broken though.

This commit is contained in:
UnknownShadow200 2015-10-06 16:01:23 +11:00
parent dc5a29e9f1
commit f6089db641

View File

@ -14,7 +14,7 @@ namespace ClassicalSharp {
public bool Visible = true;
public bool Empty = false;
public bool DrawLeft, DrawRight, DrawFront, DrawBack, DrawBottom, DrawTop;
public byte OcclusionFlags;
public byte OcclusionFlags, VisibilityFlags;
public ChunkPartInfo[] NormalParts;
public ChunkPartInfo[] TranslucentParts;
@ -132,6 +132,7 @@ namespace ClassicalSharp {
void DeleteChunk( ChunkInfo info ) {
info.Empty = false;
info.OcclusionFlags = 0;
info.VisibilityFlags = 0;
DeleteData( ref info.NormalParts );
DeleteData( ref info.TranslucentParts );
}
@ -334,58 +335,131 @@ namespace ClassicalSharp {
void SimpleOcclusionCulling() { // TODO: broken
Vector3 p = game.LocalPlayer.EyePosition;
Vector3I chunkLoc = Vector3I.Floor( p );
ChunkInfo chunkIn = null;
byte chunkInFlags = 0;
// We have to pretend that the chunk the player is in does no occlusion
// (because for example, only X15 may be filled while X0 is air)
if( game.Map.IsValidPos( chunkLoc ) ) {
int cx = chunkLoc.X >> 4;
int cy = chunkLoc.Y >> 4;
int cz = chunkLoc.Z >> 4;
chunkIn = unsortedChunks[cx + chunksX * (cy + cz * chunksY)];
chunkInFlags = chunkIn.OcclusionFlags;
chunkIn.OcclusionFlags = 0;
}
for( int i = 0; i < chunks.Length; i++ ) {
ChunkInfo chunk = chunks[i];
chunk.Visible = true;
int cx = chunk.CentreX >> 4;
int cy = chunk.CentreY >> 4;
int cz = chunk.CentreZ >> 4;
chunk.VisibilityFlags = chunk.OcclusionFlags;
int x1 = chunk.CentreX - 8, x2 = chunk.CentreX + 8;
int y1 = chunk.CentreY - 8, y2 = chunk.CentreY + 8;
int z1 = chunk.CentreZ - 8, z2 = chunk.CentreZ + 8;
float minDist = float.PositiveInfinity;
int xOffset = -1, yOffset = 0, zOffset = 0;
int flags = 0x1;
int xOffset = 0, yOffset = 0, zOffset = 0;
float dx = 0, dy = 0, dz = 0;
float distX, distY, distZ;
// TODO: two axes with same distance
minDist = DistToRecSquared( p, x1, y1, z1, x1, y2, z2 ); // left
float rightDist = DistToRecSquared( p, x2, y1, z1, x2, y2, z2 );
if( rightDist < minDist ) {
minDist = rightDist; xOffset = 1;
// X axis collisions
dy = Math.Max( y1 - p.Y, Math.Max( 0, p.Y - y2 ) );
dz = Math.Max( z1 - p.Z, Math.Max( 0, p.Z - z2 ) );
float dxLeft = Math.Max( x1 - p.X, Math.Max( 0, p.X - x1 ) );
float dxRight = Math.Max( x2 - p.X, Math.Max( 0, p.X - x2 ) );
if( dxLeft < dxRight ) {
xOffset = -1;
distX = dxLeft * dxLeft + dy * dy + dz * dz;
} else {
xOffset = 1;
distX = dxRight * dxRight + dy * dy + dz * dz;
}
float frontDist = DistToRecSquared( p, x1, y1, z1, x2, y2, z1 );
if( frontDist < minDist ) {
minDist = frontDist; xOffset = 0; zOffset = -1; flags = 2;
// Z axis collisions
dx = Math.Max( x1 - p.X, Math.Max( 0, p.X - x2 ) );
dy = Math.Max( y1 - p.Y, Math.Max( 0, p.Y - y2 ) );
float dxFront = Math.Max( z1 - p.Z, Math.Max( 0, p.Z - z1 ) );
float dxBack = Math.Max( z2 - p.Z, Math.Max( 0, p.Z - z2 ) );
if( dxFront < dxBack ) {
zOffset = -1;
distZ = dx * dx + dy * dy + dxFront * dxFront;
} else {
zOffset = 1;
distZ = dx * dx + dy * dy + dxBack * dxBack;
}
float backDist = DistToRecSquared( p, x1, y1, z2, x2, y2, z2 );
if( backDist < minDist ) {
minDist = backDist; xOffset = 0; zOffset = 1; flags = 2;
// Y axis collisions
dx = Math.Max( x1 - p.X, Math.Max( 0, p.X - x2 ) );
dz = Math.Max( z1 - p.Z, Math.Max( 0, p.Z - z2 ) );
float dxBottom = Math.Max( y1 - p.Y, Math.Max( 0, p.Y - y1 ) );
float dxTop = Math.Max( y2 - p.Y, Math.Max( 0, p.Y - y2 ) );
if( dxBottom < dxTop ) {
yOffset = -1;
distY = dx * dx + dxBottom * dxBottom + dz * dz;
} else {
yOffset = 1;
distY = dx * dx + dxTop * dxTop + dz * dz;
}
float bottomDist = DistToRecSquared( p, x1, y1, z1, x2, y1, z2 );
if( bottomDist < minDist ) {
minDist = bottomDist; xOffset = 0; zOffset = 0; yOffset = -1; flags = 4;
}
int cx = chunk.CentreX >> 4;
int cy = chunk.CentreY >> 4;
int cz = chunk.CentreZ >> 4;
float distMin = Math.Min( distX, Math.Min( distY, distZ ) );
float topDist = DistToRecSquared( p, x1, y2, z1, x2, y2, z2 );
if( topDist < minDist ) {
minDist = topDist; xOffset = 0; zOffset = 0; yOffset = -1; flags = 4;
}
if( (cx + xOffset) >= 0 && (cy + yOffset) >= 0 && (cz + zOffset) >= 0 &&
(cx + xOffset) < chunksX && (cy + yOffset) < chunksY && (cz + zOffset) < chunksZ ) {
cx += xOffset; cy += yOffset; cz += zOffset;
ChunkInfo neighbour = unsortedChunks[cx + chunksX * (cy + cz * chunksY)];
if( (neighbour.OcclusionFlags & flags) != 0 ) {
Console.WriteLine( "HIDE" );
chunks[i].Visible = false;
}
bool occlude = true;
byte flags = 0;
if( Math.Abs( distMin - distX ) < 0.00001f )
OccludeX( cx, cy, cz, xOffset, ref occlude, ref flags );
if( Math.Abs( distMin - distZ ) < 0.00001f )
OccludeZ( cx, cy, cz, zOffset, ref occlude, ref flags );
if( Math.Abs( distMin - distY ) < 0.00001f )
OccludeY( cx, cy, cz, yOffset, ref occlude, ref flags );
if( occlude ) {
chunk.Visible = false;
chunk.VisibilityFlags = flags;
}
}
chunks[0].Visible = true;
if( chunkIn != null ) {
chunkIn.Visible = true;
chunkIn.OcclusionFlags = chunkInFlags;
}
}
void OccludeX( int cx, int cy, int cz, int xOffset, ref bool occlude, ref byte flags ) {
cx += xOffset;
if( cx >= 0 && cx < chunksX ) {
ChunkInfo neighbour = unsortedChunks[cx + chunksX * (cy + cz * chunksY)];
if( (neighbour.VisibilityFlags & 0x1) == 0 )
occlude = false;
else
flags |= 0x1;
}
}
void OccludeZ( int cx, int cy, int cz, int zOffset, ref bool occlude, ref byte flags ) {
cz += zOffset;
if( cz >= 0 && cz < chunksZ ) {
ChunkInfo neighbour = unsortedChunks[cx + chunksX * (cy + cz * chunksY)];
if( (neighbour.VisibilityFlags & 0x2) == 0 )
occlude = false;
else
flags |= 0x2;
}
}
void OccludeY( int cx, int cy, int cz, int yOffset, ref bool occlude, ref byte flags ) {
cy += yOffset;
if( cy >= 0 && cy< chunksY ) {
ChunkInfo neighbour = unsortedChunks[cx + chunksX * (cy + cz * chunksY)];
if( (neighbour.VisibilityFlags & 0x4) == 0 )
occlude = false;
else
flags |= 0x4;
}
}
static float DistToRecSquared( Vector3 p, int x1, int y1, int z1, int x2, int y2, int z2 ) {