// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT using System; using ClassicalSharp.Entities; using ClassicalSharp.Events; 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 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; 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(); game.MapBordersRenderer.Render( deltaTime ); RenderTranslucent(); 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() { 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; } } api.AlphaTest = false; api.Texturing = false; #if DEBUG_OCCLUSION DebugPickedPos(); #endif } // Render translucent(liquid) blocks. These 'blend' into other blocks. void RenderTranslucent() { Block block = game.LocalPlayer.BlockAtHead; drawAllFaces = block == Block.Water || block == Block.StillWater; // 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; 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 ) { api.FaceCulling = true; api.DrawIndexedVb_TrisT2fC4b( part.spriteCount, 0 ); 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 ); } } bool drawAllFaces = false; 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 ); } } } } }