using System; using ClassicalSharp.GraphicsAPI; using OpenTK; namespace ClassicalSharp { public partial class MapRenderer : IDisposable { void SimpleOcclusionCulling() { // TODO: still broken Vector3 p = game.LocalPlayer.EyePosition; Vector3I mapLoc = Vector3I.Floor( p ); Utils.Clamp( ref mapLoc.X, 0, game.Map.Width - 1 ); Utils.Clamp( ref mapLoc.Y, 0, game.Map.Height - 1 ); Utils.Clamp( ref mapLoc.Z, 0, game.Map.Length- 1 ); int cx = mapLoc.X >> 4; int cy = mapLoc.Y >> 4; int cz = mapLoc.Z >> 4; ChunkInfo chunkIn = unsortedChunks[cx + chunksX * (cy + cz * chunksY)]; byte chunkInOcclusionFlags = chunkIn.OcclusionFlags; chunkIn.OcclusionFlags = 0; ChunkQueue queue = new ChunkQueue( chunksX * chunksY * chunksZ ); for( int i = 0; i < chunks.Length; i++ ) { ChunkInfo chunk = chunks[i]; chunk.Visited = false; chunk.Occluded = false; chunk.OccludedFlags = chunk.OcclusionFlags; chunk.DistanceFlags = 0; } chunkIn.Visited = true; mapLoc = Vector3I.Floor( p ); if( game.Map.IsValidPos( mapLoc ) ) { chunkIn.DistanceFlags = flagX | flagY | flagZ; } else { chunkIn.OccludedFlags = chunkIn.OcclusionFlags = chunkInOcclusionFlags; chunkIn.DistanceFlags |= (mapLoc.X < 0 || mapLoc.X >= game.Map.Width) ? flagX : (byte)0; chunkIn.DistanceFlags |= (mapLoc.Y < 0 || mapLoc.Y >= game.Map.Height) ? flagY : (byte)0; chunkIn.DistanceFlags |= (mapLoc.Z < 0 || mapLoc.Z >= game.Map.Length) ? flagZ : (byte)0; } Console.WriteLine( "SRC {0}", cx + "," + cy + "," + cz ); QueueChunk( cx - 1, cy, cz, queue ); QueueChunk( cx + 1, cy, cz, queue ); QueueChunk( cx, cy - 1, cz, queue ); QueueChunk( cx, cy + 1, cz, queue ); QueueChunk( cx, cy, cz - 1, queue ); QueueChunk( cx, cy, cz + 1, queue ); ProcessQueue( queue ); chunkIn.OcclusionFlags = chunkInOcclusionFlags; } void ProcessQueue( ChunkQueue queue ) { Vector3I p = chunkPos; while( queue.Size > 0 ) { ChunkInfo chunk = queue.Dequeue(); 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; int xOffset, yOffset, zOffset; int dx = Math.Max( x1 - p.X, Math.Max( 0, p.X - x2 ) ); int dy = Math.Max( y1 - p.Y, Math.Max( 0, p.Y - y2 ) ); int dz = Math.Max( z1 - p.Z, Math.Max( 0, p.Z - z2 ) ); int distX, distY, distZ; // X axis collisions int dxLeft = Math.Abs( x1 - p.X ), dxRight = Math.Abs( x2 - p.X ); if( dxLeft < dxRight ) { distX = dxLeft * dxLeft + dy * dy + dz * dz; xOffset = -1; } else { distX = dxRight * dxRight + dy * dy + dz * dz; xOffset = 1; } // Z axis collisions int dxFront = Math.Abs( z1 - p.Z ), dxBack = Math.Abs( z2 - p.Z ); if( dxFront < dxBack ) { distZ = dx * dx + dy * dy + dxFront * dxFront; zOffset = -1; } else { distZ = dx * dx + dy * dy + dxBack * dxBack; zOffset = 1; } // Y axis collisions int dxBottom = Math.Abs( y1 - p.Y ), dxTop = Math.Abs( y2 - p.Y ); if( dxBottom < dxTop ) { distY = dx * dx + dxBottom * dxBottom + dz * dz; yOffset = -1; } else { distY = dx * dx + dxTop * dxTop + dz * dz; yOffset = 1; } chunk.Occluded = true; int distMin = Math.Min( distX, Math.Min( distY, distZ ) ); int cx = chunk.CentreX >> 4, cy = chunk.CentreY >> 4, cz = chunk.CentreZ >> 4; if( !chunk.Empty ) { Console.WriteLine( chunk.OccludedFlags + " , " + xOffset + " : " + yOffset + " : " + zOffset ); } if( distMin == distX ) OccludeX( cx, cy, cz, xOffset, chunk ); if( distMin == distY ) OccludeY( cx, cy, cz, yOffset, chunk ); if( distMin == distZ ) OccludeZ( cx, cy, cz, zOffset, chunk ); //Console.WriteLine( distMin + " , " + distX + " , " + distY + " , " + distZ ); //Console.WriteLine( chunk.DistanceFlags + " : " + chunk.OccludedFlags + " : " + chunk.OcclusionFlags ); QueueChunk( cx - 1, cy, cz, queue ); QueueChunk( cx + 1, cy, cz, queue ); QueueChunk( cx, cy, cz - 1, queue ); QueueChunk( cx, cy, cz + 1, queue ); QueueChunk( cx, cy - 1, cz, queue ); QueueChunk( cx, cy + 1, cz, queue ); if( !chunk.Empty ) { Console.WriteLine( "{0} D {1}: V {2}, O {3}, {4}", cx + "," + cy + "," + cz, chunk.DistanceFlags, chunk.OccludedFlags, chunk.OcclusionFlags, chunk.Occluded ); Console.WriteLine( " M {0} : X {1}, Y {2}, Z {3} ({4}, {5})", distMin, distX, distY, distZ, dxFront, dxBack ); } } Console.WriteLine( "======================" ); } const byte flagX = 1, flagZ = 2, flagY = 4; public void DebugPickedPos() { return; if( game.SelectedPos.Valid ) { Vector3I p = game.SelectedPos.BlockPos; int cx = p.X >> 4; int cy = p.Y >> 4; int cz = p.Z >> 4; Print( "-", cx, cy, cz ); //if( cx > 0 ) Print( "X-", cx - 1, cy, cz ); //if( cy > 0 ) Print( "Y-", cx, cy - 1, cz ); //if( cz > 0 ) Print( "Z-", cx, cy, cz - 1 ); //if( cx < chunksX - 1 ) Print( "X+", cx + 1, cy, cz ); //if( cy < chunksY - 1 ) Print( "Y+", cx, cy + 1, cz ); if( cz < chunksZ - 1 ) Print( "Z+", cx, cy, cz + 1 ); if( cz < chunksZ - 2 ) Print( "Z+2", cx, cy, cz + 2 ); if( cz < chunksZ - 3 ) Print( "Z+3", cx, cy, cz + 3 ); } } void Print( string prefix, int cx, int cy, int cz ) { ChunkInfo chunk = unsortedChunks[cx + chunksX * (cy + cz * chunksY)]; Console.WriteLine( "{0} D {1}: V {2}, O {3}, {4}", prefix, chunk.DistanceFlags, chunk.OccludedFlags, chunk.OcclusionFlags, chunk.Occluded ); // Console.WriteLine( chunk.DistanceFlags + " : " + chunk.OccludedFlags + " : " + chunk.OcclusionFlags + " , " + chunk.Occluded ); Vector3I p = chunkPos; 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; int dx = Math.Max( x1 - p.X, Math.Max( 0, p.X - x2 ) ); int dy = Math.Max( y1 - p.Y, Math.Max( 0, p.Y - y2 ) ); int dz = Math.Max( z1 - p.Z, Math.Max( 0, p.Z - z2 ) ); int distX, distY, distZ; // X axis collisions int dxLeft = Math.Abs( x1 - p.X ), dxRight = Math.Abs( x2 - p.X ); if( dxLeft < dxRight ) { distX = dxLeft * dxLeft + dy * dy + dz * dz; } else { distX = dxRight * dxRight + dy * dy + dz * dz; } // Z axis collisions int dxFront = Math.Abs( z1 - p.Z ), dxBack = Math.Abs( z2 - p.Z ); if( dxFront < dxBack ) { distZ = dx * dx + dy * dy + dxFront * dxFront; } else { distZ = dx * dx + dy * dy + dxBack * dxBack; } // Y axis collisions int dxBottom = Math.Abs( y1 - p.Y ), dxTop = Math.Abs( y2 - p.Y ); if( dxBottom < dxTop ) { distY = dx * dx + dxBottom * dxBottom + dz * dz; } else { distY = dx * dx + dxTop * dxTop + dz * dz; } int distMin = Math.Min( distX, Math.Min( distY, distZ ) ); Console.WriteLine( " M {0} : X {1}, Y {2}, Z {3} ({4}, {5})", distMin, distX, distY, distZ, dxFront, dxBack ); } void OccludeX( int cx, int cy, int cz, int xOffset, ChunkInfo info ) { cx += xOffset; if( cx >= 0 && cx < chunksX ) { ChunkInfo neighbour = unsortedChunks[cx + chunksX * (cy + cz * chunksY)]; if( (neighbour.OccludedFlags & neighbour.DistanceFlags) != neighbour.DistanceFlags ) info.Occluded = false; else info.OccludedFlags |= flagX; } else { info.Occluded = false; } info.DistanceFlags |= flagX; } void OccludeY( int cx, int cy, int cz, int yOffset, ChunkInfo info ) { cy += yOffset; if( cy >= 0 && cy < chunksY ) { ChunkInfo neighbour = unsortedChunks[cx + chunksX * (cy + cz * chunksY)]; if( (neighbour.OccludedFlags & neighbour.DistanceFlags) != neighbour.DistanceFlags ) info.Occluded = false; else info.OccludedFlags |= flagY; } else { info.Occluded = false; } info.DistanceFlags |= flagY; } void OccludeZ( int cx, int cy, int cz, int zOffset, ChunkInfo info ) { cz += zOffset; if( cz >= 0 && cz < chunksZ ) { ChunkInfo neighbour = unsortedChunks[cx + chunksX * (cy + cz * chunksY)]; if( (neighbour.OccludedFlags & neighbour.DistanceFlags) != neighbour.DistanceFlags ) info.Occluded = false; else info.OccludedFlags |= flagZ; } else { info.Occluded = false; } info.DistanceFlags |= flagZ; } void QueueChunk( int cx, int cy, int cz, ChunkQueue queue ) { if( cx >= 0 && cy >= 0 && cz >= 0 && cx < chunksX && cy < chunksY && cz < chunksZ ) { ChunkInfo info = unsortedChunks[cx + chunksX * (cy + cz * chunksY)]; if( !info.Visited ) queue.Enqueue( info ); info.Visited = true; } } class ChunkQueue { ChunkInfo[] array; int head, tail; public int Size; public ChunkQueue( int capacity ) { array = new ChunkInfo[capacity]; } public void Clear() { Array.Clear( array, 0, Size ); head = 0; tail = 0; Size = 0; } public void Enqueue( ChunkInfo item ) { if( Size == array.Length ) throw new InvalidOperationException( "Queue limit reached" ); array[tail] = item; tail = (tail + 1) % array.Length; Size++; } public ChunkInfo Dequeue() { if( Size == 0 ) throw new InvalidOperationException( "No elements left in queue" ); ChunkInfo item = array[head]; array[head] = null; head = (head + 1) % array.Length; Size--; return item; } } } }