using System; using ClassicalSharp.GraphicsAPI; using OpenTK; namespace ClassicalSharp { // TODO: optimise chunk rendering // --> reduce iterations: liquid and sprite pass only need 1 row public partial class MapRenderer : IDisposable { class ChunkInfo { public ushort CentreX, CentreY, CentreZ; public bool Visible = true; public bool Empty = false; public bool DrawLeft, DrawRight, DrawFront, DrawBack, DrawBottom, DrawTop; 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 ); } } Game game; IGraphicsApi api; int _1Dcount = 1; ChunkMeshBuilder builder; int width, height, length; ChunkInfo[] chunks, unsortedChunks; Vector3I chunkPos = new Vector3I( int.MaxValue, int.MaxValue, int.MaxValue ); int elementsPerBitmap = 0; public MapRenderer( Game window ) { game = window; _1Dcount = window.TerrainAtlas1D.TexIds.Length; builder = new ChunkMeshBuilder( window ); api = window.Graphics; elementsPerBitmap = window.TerrainAtlas1D.elementsPerBitmap; game.TerrainAtlasChanged += TerrainAtlasChanged; game.OnNewMap += OnNewMap; game.OnNewMapLoaded += OnNewMapLoaded; game.EnvVariableChanged += EnvVariableChanged; } public void Dispose() { ClearChunkCache(); chunks = null; unsortedChunks = null; game.TerrainAtlasChanged -= TerrainAtlasChanged; game.OnNewMap -= OnNewMap; game.OnNewMapLoaded -= OnNewMapLoaded; game.EnvVariableChanged -= EnvVariableChanged; builder.Dispose(); } public void Refresh() { if( chunks != null && !game.Map.IsNotLoaded ) { ClearChunkCache(); CreateChunkCache(); } chunkPos = new Vector3I( int.MaxValue, int.MaxValue, int.MaxValue ); } void EnvVariableChanged( object sender, EnvVariableEventArgs e ) { if( e.Var == EnvVariable.SunlightColour || e.Var == EnvVariable.ShadowlightColour ) { Refresh(); } else if( e.Var == EnvVariable.WaterLevel ) { builder.clipLevel = Math.Max( 0, game.Map.GroundHeight ); Refresh(); } } void TerrainAtlasChanged( object sender, EventArgs e ) { _1Dcount = game.TerrainAtlas1D.TexIds.Length; bool fullResetRequired = elementsPerBitmap != game.TerrainAtlas1D.elementsPerBitmap; if( fullResetRequired ) { Refresh(); } elementsPerBitmap = game.TerrainAtlas1D.elementsPerBitmap; } void OnNewMap( object sender, EventArgs e ) { game.ChunkUpdates = 0; ClearChunkCache(); chunks = null; unsortedChunks = null; chunkPos = new Vector3I( int.MaxValue, int.MaxValue, int.MaxValue ); builder.OnNewMap(); } int chunksX, chunksY, chunksZ; void OnNewMapLoaded( object sender, EventArgs e ) { width = NextMultipleOf16( game.Map.Width ); height = NextMultipleOf16( game.Map.Height ); length = NextMultipleOf16( game.Map.Length ); chunksX = width >> 4; chunksY = height >> 4; chunksZ = length >> 4; chunks = new ChunkInfo[chunksX * chunksY * chunksZ]; unsortedChunks = new ChunkInfo[chunksX * chunksY * chunksZ]; distances = new int[chunks.Length]; CreateChunkCache(); builder.OnNewMapLoaded(); } void ClearChunkCache() { if( chunks == null ) return; for( int i = 0; i < chunks.Length; i++ ) { DeleteChunk( chunks[i] ); } } void DeleteChunk( ChunkInfo info ) { info.Empty = false; DeleteData( ref info.NormalParts ); DeleteData( ref info.TranslucentParts ); } void DeleteData( ref ChunkPartInfo[] parts ) { if( parts == null ) return; for( int i = 0; i < parts.Length; i++ ) { api.DeleteVb( parts[i].VbId ); } parts = null; } void CreateChunkCache() { int index = 0; for( int z = 0; z < length; z += 16 ) { for( int y = 0; y < height; y += 16 ) { for( int x = 0; x < width; x += 16 ) { chunks[index] = new ChunkInfo( x, y, z ); unsortedChunks[index] = chunks[index]; index++; } } } } static int NextMultipleOf16( int value ) { return ( value + 0x0F ) & ~0x0F; } public void RedrawBlock( int x, int y, int z, byte block, int oldHeight, int newHeight ) { int cx = x >> 4, bX = x & 0x0F; int cy = y >> 4, bY = y & 0x0F; int cz = z >> 4, bZ = z & 0x0F; // NOTE: It's a lot faster to only update the chunks that are affected by the change in shadows, // rather than the entire column. int newLightcy = newHeight < 0 ? 0 : newHeight >> 4; int oldLightcy = oldHeight < 0 ? 0 : oldHeight >> 4; ResetChunkAndBelow( cx, cy, cz, newLightcy, oldLightcy ); if( bX == 0 && cx > 0 ) ResetChunkAndBelow( cx - 1, cy, cz, newLightcy, oldLightcy ); if( bY == 0 && cy > 0 ) ResetChunkAndBelow( cx, cy - 1, cz, newLightcy, oldLightcy ); if( bZ == 0 && cz > 0 ) ResetChunkAndBelow( cx, cy, cz - 1, newLightcy, oldLightcy ); if( bX == 15 && cx < chunksX - 1 ) ResetChunkAndBelow( cx + 1, cy, cz, newLightcy, oldLightcy ); if( bY == 15 && cy < chunksY - 1 ) ResetChunkAndBelow( cx, cy + 1, cz, newLightcy, oldLightcy ); if( bZ == 15 && cz < chunksZ - 1 ) ResetChunkAndBelow( cx, cy, cz + 1, newLightcy, oldLightcy ); } void ResetChunkAndBelow( int cx, int cy, int cz, int newLightCy, int oldLightCy ) { if( newLightCy == oldLightCy ) { ResetChunk( cx, cy, cz ); } else { int cyMax = Math.Max( newLightCy, oldLightCy ); int cyMin = Math.Min( oldLightCy, newLightCy ); for( cy = cyMax; cy >= cyMin; cy-- ) { ResetChunk( cx, cy, cz ); } } } void ResetChunk( int cx, int cy, int cz ) { if( cx < 0 || cy < 0 || cz < 0 || cx >= chunksX || cy >= chunksY || cz >= chunksZ ) return; DeleteChunk( unsortedChunks[cx + chunksX * ( cy + cz * chunksY )] ); } public void Render( double deltaTime ) { if( chunks == null ) return; UpdateSortOrder(); UpdateChunks( deltaTime ); RenderNormal(); game.MapEnvRenderer.Render( deltaTime ); RenderTranslucent(); } int[] distances; void UpdateSortOrder() { Player p = game.LocalPlayer; Vector3I newChunkPos = Vector3I.Floor( p.EyePosition ); newChunkPos.X = ( newChunkPos.X & ~0x0F ) + 8; newChunkPos.Y = ( newChunkPos.Y & ~0x0F ) + 8; newChunkPos.Z = ( newChunkPos.Z & ~0x0F ) + 8; if( newChunkPos == chunkPos ) return; chunkPos = newChunkPos; for( int i = 0; i < distances.Length; i++ ) { ChunkInfo info = chunks[i]; distances[i] = Utils.DistanceSquared( info.CentreX, info.CentreY, info.CentreZ, chunkPos.X, chunkPos.Y, chunkPos.Z ); } // NOTE: Over 5x faster compared to normal comparison of IComparer.Compare Array.Sort( distances, chunks ); Vector3I pPos = newChunkPos; for( int i = 0; i < chunks.Length; i++ ) { ChunkInfo info = chunks[i]; int dX1 = ( info.CentreX - 8 ) - pPos.X, dX2 = ( info.CentreX + 8 ) - pPos.X; int dY1 = ( info.CentreY - 8 ) - pPos.Y, dY2 = ( info.CentreY + 8 ) - pPos.Y; int dZ1 = ( info.CentreZ - 8 ) - pPos.Z, dZ2 = ( info.CentreZ + 8 ) - pPos.Z; // Back face culling: make sure that the chunk is definitely entirely back facing. info.DrawLeft = !( dX1 <= 0 && dX2 <= 0 ); info.DrawRight = !( dX1 >= 0 && dX2 >= 0 ); info.DrawFront = !( dZ1 <= 0 && dZ2 <= 0 ); info.DrawBack = !( dZ1 >= 0 && dZ2 >= 0 ); info.DrawBottom = !( dY1 <= 0 && dY2 <= 0 ); info.DrawTop = !( dY1 >= 0 && dY2 >= 0 ); } } int chunksTarget = 4; void UpdateChunks( double deltaTime ) { int chunksUpdatedThisFrame = 0; int adjViewDistSqr = ( game.ViewDistance + 14 ) * ( game.ViewDistance + 14 ); chunksTarget += deltaTime < 0.034 ? 1 : -1; // build more chunks if 30 FPS or over, otherwise slowdown. Utils.Clamp( ref chunksTarget, 4, 12 ); for( int i = 0; i < chunks.Length; i++ ) { ChunkInfo info = chunks[i]; if( info.Empty ) continue; int distSqr = distances[i]; bool inRange = distSqr <= adjViewDistSqr; if( info.NormalParts == null && info.TranslucentParts == null ) { if( inRange && chunksUpdatedThisFrame < chunksTarget ) { game.ChunkUpdates++; builder.GetDrawInfo( info.CentreX - 8, info.CentreY - 8, info.CentreZ - 8, ref info.NormalParts, ref info.TranslucentParts ); if( info.NormalParts == null && info.TranslucentParts == null ) { info.Empty = true; } chunksUpdatedThisFrame++; } } info.Visible = inRange && game.Culling.SphereInFrustum( info.CentreX, info.CentreY, info.CentreZ, 14 ); // 14 ~ sqrt(3 * 8^2) } } // 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.BeginVbBatch( VertexFormat.Pos3fTex2fCol4b ); api.Texturing = true; api.AlphaTest = true; for( int batch = 0; batch < _1Dcount; batch++ ) { api.BindTexture( texIds[batch] ); RenderNormalBatch( batch ); } api.AlphaTest = false; api.Texturing = false; } // 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.BeginVbBatch( VertexFormat.Pos3fTex2fCol4b ); api.Texturing = false; api.AlphaBlending = false; api.ColourWrite = false; for( int batch = 0; batch < _1Dcount; batch++ ) { RenderTranslucentBatchDepthPass( batch ); } // 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 < _1Dcount; batch++ ) { api.BindTexture( texIds[batch] ); RenderTranslucentBatch( batch ); } api.DepthWrite = true; api.AlphaTest = false; api.AlphaBlending = false; api.Texturing = false; } } }