// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3 using System; using ClassicalSharp.Entities; using ClassicalSharp.Events; using ClassicalSharp.GraphicsAPI; using ClassicalSharp.Map; using OpenTK; #if USE16_BIT using BlockID = System.UInt16; #else using BlockID = System.Byte; #endif namespace ClassicalSharp.Renderers { /// Manages the process of building/deleting chunk meshes, /// in addition to calculating the visibility of chunks. public sealed class ChunkUpdater : IDisposable { Game game; internal ChunkMeshBuilder builder; BlockInfo info; int width, height, length; internal int[] distances; internal Vector3I chunkPos = new Vector3I(int.MaxValue); int elementsPerBitmap = 0; MapRenderer renderer; public ChunkUpdater(Game game, MapRenderer renderer) { this.game = game; this.renderer = renderer; info = game.BlockInfo; game.Events.TerrainAtlasChanged += TerrainAtlasChanged; game.WorldEvents.OnNewMap += OnNewMap; game.WorldEvents.OnNewMapLoaded += OnNewMapLoaded; game.WorldEvents.EnvVariableChanged += EnvVariableChanged; game.Events.BlockDefinitionChanged += BlockDefinitionChanged; game.Events.ViewDistanceChanged += ViewDistanceChanged; game.Events.ProjectionChanged += ProjectionChanged; game.Graphics.ContextLost += ContextLost; game.Graphics.ContextRecreated += ContextRecreated; } public void Dispose() { ClearChunkCache(); renderer.chunks = null; renderer.unsortedChunks = null; game.Events.TerrainAtlasChanged -= TerrainAtlasChanged; game.WorldEvents.OnNewMap -= OnNewMap; game.WorldEvents.OnNewMapLoaded -= OnNewMapLoaded; game.WorldEvents.EnvVariableChanged -= EnvVariableChanged; game.Events.BlockDefinitionChanged -= BlockDefinitionChanged; game.Events.ViewDistanceChanged -= ViewDistanceChanged; game.Events.ProjectionChanged -= ProjectionChanged; game.Graphics.ContextLost -= ContextLost; game.Graphics.ContextRecreated -= ContextRecreated; builder.Dispose(); } public void Refresh() { chunkPos = new Vector3I(int.MaxValue); renderer.totalUsed = new int[game.TerrainAtlas1D.TexIds.Length]; if (renderer.chunks == null || game.World.IsNotLoaded) return; ClearChunkCache(); ResetChunkCache(); } void RefreshBorders(int clipLevel) { chunkPos = new Vector3I(int.MaxValue); if (renderer.chunks == null || game.World.IsNotLoaded) return; int index = 0; for (int z = 0; z < chunksZ; z++) for (int y = 0; y < chunksY; y++) for (int x = 0; x < chunksX; x++) { bool isBorder = x == 0 || z == 0 || x == (chunksX - 1) || z == (chunksZ - 1); if (isBorder && (y * 16) < clipLevel) DeleteChunk(renderer.unsortedChunks[index], true); index++; } } void EnvVariableChanged(object sender, EnvVarEventArgs e) { if (e.Var == EnvVar.SunlightColour || e.Var == EnvVar.ShadowlightColour) { Refresh(); } else if (e.Var == EnvVar.EdgeLevel) { int oldClip = builder.edgeLevel; builder.sidesLevel = Math.Max(0, game.World.Env.SidesHeight); builder.edgeLevel = Math.Max(0, game.World.Env.EdgeHeight); RefreshBorders(Math.Max(oldClip, builder.edgeLevel)); } } void TerrainAtlasChanged(object sender, EventArgs e) { if (renderer._1DUsed == -1) { renderer.totalUsed = new int[game.TerrainAtlas1D.TexIds.Length]; } else { bool refreshRequired = elementsPerBitmap != game.TerrainAtlas1D.elementsPerBitmap; if (refreshRequired) Refresh(); } renderer._1DUsed = game.TerrainAtlas1D.CalcMaxUsedRow(game.TerrainAtlas, info); elementsPerBitmap = game.TerrainAtlas1D.elementsPerBitmap; ResetUsedFlags(); } void BlockDefinitionChanged(object sender, EventArgs e) { renderer._1DUsed = game.TerrainAtlas1D.CalcMaxUsedRow(game.TerrainAtlas, info); ResetUsedFlags(); Refresh(); } void ProjectionChanged(object sender, EventArgs e) { lastCamPos = Utils.MaxPos(); } void OnNewMap(object sender, EventArgs e) { game.ChunkUpdates = 0; ClearChunkCache(); for (int i = 0; i < renderer.totalUsed.Length; i++) renderer.totalUsed[i] = 0; renderer.chunks = null; renderer.unsortedChunks = null; chunkPos = new Vector3I(int.MaxValue, int.MaxValue, int.MaxValue); } void ViewDistanceChanged(object sender, EventArgs e) { lastCamPos = Utils.MaxPos(); lastRotY = float.MaxValue; lastHeadX = float.MaxValue; } internal void ResetUsedFlags() { int count = renderer._1DUsed; bool[] used = renderer.usedTranslucent; if (used == null || count > used.Length) { renderer.usedTranslucent = new bool[count]; renderer.usedNormal = new bool[count]; renderer.pendingTranslucent = new bool[count]; renderer.pendingNormal = new bool[count]; } for (int i = 0; i < count; i++) { renderer.pendingTranslucent[i] = true; renderer.usedTranslucent[i] = false; renderer.pendingNormal[i] = true; renderer.usedNormal[i] = false; } } int chunksX, chunksY, chunksZ; void OnNewMapLoaded(object sender, EventArgs e) { width = NextMultipleOf16(game.World.Width); height = NextMultipleOf16(game.World.Height); length = NextMultipleOf16(game.World.Length); chunksX = width >> 4; chunksY = height >> 4; chunksZ = length >> 4; int count = chunksX * chunksY * chunksZ; if (renderer.chunks == null || renderer.chunks.Length != count) { renderer.chunks = new ChunkInfo[count]; renderer.unsortedChunks = new ChunkInfo[count]; renderer.renderChunks = new ChunkInfo[count]; distances = new int[count]; } CreateChunkCache(); builder.OnNewMapLoaded(); lastCamPos = Utils.MaxPos(); lastRotY = float.MaxValue; lastHeadX = float.MaxValue; } 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) { renderer.chunks[index] = new ChunkInfo(x, y, z); renderer.unsortedChunks[index] = renderer.chunks[index]; renderer.renderChunks[index] = renderer.chunks[index]; distances[index] = 0; index++; } } void ResetChunkCache() { 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) { renderer.unsortedChunks[index].Reset(x, y, z); index++; } } void ClearChunkCache() { if (renderer.chunks == null) return; for (int i = 0; i < renderer.chunks.Length; i++) DeleteChunk(renderer.chunks[i], false); renderer.totalUsed = new int[game.TerrainAtlas1D.TexIds.Length]; } void DeleteChunk(ChunkInfo info, bool decUsed) { info.Empty = false; info.AllAir = false; #if OCCLUSION info.OcclusionFlags = 0; info.OccludedFlags = 0; #endif if (info.NormalParts != null) DeleteData(ref info.NormalParts, decUsed); if (info.TranslucentParts != null) DeleteData(ref info.TranslucentParts, decUsed); } void DeleteData(ref ChunkPartInfo[] parts, bool decUsed) { if (decUsed) DecrementUsed(parts); for (int i = 0; i < parts.Length; i++) game.Graphics.DeleteVb(ref parts[i].VbId); parts = null; } static int NextMultipleOf16(int value) { return (value + 0x0F) & ~0x0F; } void ContextLost() { ClearChunkCache(); } void ContextRecreated() { Refresh(); } public void RedrawBlock(int x, int y, int z, BlockID block, int oldHeight, int newHeight) { int cx = x >> 4, cy = y >> 4, cz = z >> 4; // Does this chunk now contain air? ChunkInfo curInfo = renderer.unsortedChunks[cx + chunksX * (cy + cz * chunksY)]; curInfo.AllAir &= game.BlockInfo.Draw[block] == DrawType.Gas; // 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 newCy = newHeight < 0 ? 0 : newHeight >> 4; int oldCy = oldHeight < 0 ? 0 : oldHeight >> 4; int minCy = Math.Min(oldCy, newCy), maxCy = Math.Max(oldCy, newCy); ResetColumn(cx, cy, cz, minCy, maxCy); World world = game.World; int bX = x & 0x0F, bY = y & 0x0F, bZ = z & 0x0F; if (bX == 0 && cx > 0) ResetNeighbour(x - 1, y, z, block, cx - 1, cy, cz, minCy, maxCy); if (bY == 0 && cy > 0 && Needs(block, world.GetBlock(x, y - 1, z))) ResetChunk(cx, cy - 1, cz); if (bZ == 0 && cz > 0) ResetNeighbour(x, y, z - 1, block, cx, cy, cz - 1, minCy, maxCy); if (bX == 15 && cx < chunksX - 1) ResetNeighbour(x + 1, y, z, block, cx + 1, cy, cz, minCy, maxCy); if (bY == 15 && cy < chunksY - 1 && Needs(block, world.GetBlock(x, y + 1, z))) ResetChunk(cx, cy + 1, cz); if (bZ == 15 && cz < chunksZ - 1) ResetNeighbour(x, y, z + 1, block, cx, cy, cz + 1, minCy, maxCy); } bool Needs(BlockID block, BlockID other) { return info.Draw[block] != DrawType.Opaque || info.Draw[other] != DrawType.Gas; } void ResetNeighbour(int x, int y, int z, BlockID block, int cx, int cy, int cz, int minCy, int maxCy) { World world = game.World; if (minCy == maxCy) { int index = x + world.Width * (z + y * world.Length); ResetNeighourChunk(cx, cy, cz, block, y, index, y); } else { for (cy = maxCy; cy >= minCy; cy--) { int maxY = Math.Min(world.Height - 1, (cy << 4) + 15); int index = x + world.Width * (z + maxY * world.Length); ResetNeighourChunk(cx, cy, cz, block, maxY, index, y); } } } void ResetNeighourChunk(int cx, int cy, int cz, BlockID block, int y, int index, int nY) { World world = game.World; int minY = cy << 4; // Update if any blocks in the chunk are affected by light change for (; y >= minY; y--) { BlockID other = world.blocks[index]; bool affected = y == nY ? Needs(block, other) : info.Draw[other] != DrawType.Gas; if (affected) { ResetChunk(cx, cy, cz); return; } index -= world.Width * world.Length; } } void ResetColumn(int cx, int cy, int cz, int minCy, int maxCy) { if (minCy == maxCy) { ResetChunk(cx, cy, cz); } else { for (cy = maxCy; cy >= minCy; 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; ChunkInfo info = renderer.unsortedChunks[cx + chunksX * (cy + cz * chunksY)]; if (info.AllAir) return; // do not recreate chunks completely air info.Empty = false; info.PendingDelete = true; } int chunksTarget = 12; const double targetTime = (1.0 / 30) + 0.01; public void UpdateChunks(double delta) { int chunkUpdates = 0; chunksTarget += delta < targetTime ? 1 : -1; // build more chunks if 30 FPS or over, otherwise slowdown. Utils.Clamp(ref chunksTarget, 4, 20); LocalPlayer p = game.LocalPlayer; Vector3 cameraPos = game.CurrentCameraPos; bool samePos = cameraPos == lastCamPos && p.HeadY == lastRotY && p.HeadX == lastHeadX; renderer.renderCount = samePos ? UpdateChunksStill(ref chunkUpdates) : UpdateChunksAndVisibility(ref chunkUpdates); lastCamPos = cameraPos; lastRotY = p.HeadY; lastHeadX = p.HeadX; if (!samePos || chunkUpdates != 0) ResetUsedFlags(); } Vector3 lastCamPos; float lastRotY, lastHeadX; int UpdateChunksAndVisibility(ref int chunkUpdates) { ChunkInfo[] chunks = renderer.chunks, render = renderer.renderChunks; int j = 0; int viewDistSqr = AdjustViewDist(game.ViewDistance); int userDistSqr = AdjustViewDist(game.UserViewDistance); for (int i = 0; i < chunks.Length; i++) { ChunkInfo info = chunks[i]; if (info.Empty) continue; int distSqr = distances[i]; bool noData = info.NormalParts == null && info.TranslucentParts == null; // Unload chunks beyond visible range if (!noData && distSqr >= userDistSqr + 32 * 16) { DeleteChunk(info, true); continue; } noData |= info.PendingDelete; if (noData && distSqr <= viewDistSqr && chunkUpdates < chunksTarget) { DeleteChunk(info, true); BuildChunk(info, ref chunkUpdates); } info.Visible = distSqr <= viewDistSqr && game.Culling.SphereInFrustum(info.CentreX, info.CentreY, info.CentreZ, 14); // 14 ~ sqrt(3 * 8^2) if (info.Visible && !info.Empty) { render[j] = info; j++; } } return j; } int UpdateChunksStill(ref int chunkUpdates) { ChunkInfo[] chunks = renderer.chunks, render = renderer.renderChunks; int j = 0; int viewDistSqr = AdjustViewDist(game.ViewDistance); int userDistSqr = AdjustViewDist(game.UserViewDistance); for (int i = 0; i < chunks.Length; i++) { ChunkInfo info = chunks[i]; if (info.Empty) continue; int distSqr = distances[i]; bool noData = info.NormalParts == null && info.TranslucentParts == null; if (!noData && distSqr >= userDistSqr + 32 * 16) { DeleteChunk(info, true); continue; } noData |= info.PendingDelete; if (noData && distSqr <= userDistSqr && chunkUpdates < chunksTarget) { DeleteChunk(info, true); BuildChunk(info, ref chunkUpdates); // only need to update the visibility of chunks in range. info.Visible = distSqr <= viewDistSqr && game.Culling.SphereInFrustum(info.CentreX, info.CentreY, info.CentreZ, 14); // 14 ~ sqrt(3 * 8^2) if (info.Visible && !info.Empty) { render[j] = info; j++; } } else if (info.Visible) { render[j] = info; j++; } } return j; } static int AdjustViewDist(float dist) { int viewDist = Utils.AdjViewDist(Math.Max(16, dist)); return (viewDist + 24) * (viewDist + 24); } void BuildChunk(ChunkInfo info, ref int chunkUpdates) { game.ChunkUpdates++; builder.GetDrawInfo(info.CentreX - 8, info.CentreY - 8, info.CentreZ - 8, ref info.NormalParts, ref info.TranslucentParts, ref info.AllAir); info.PendingDelete = false; if (info.NormalParts == null && info.TranslucentParts == null) { info.Empty = true; } else { if (info.NormalParts != null) IncrementUsed(info.NormalParts); if (info.TranslucentParts != null) IncrementUsed(info.TranslucentParts); } chunkUpdates++; } void IncrementUsed(ChunkPartInfo[] parts) { for (int i = 0; i < parts.Length; i++) { if (parts[i].IndicesCount == 0) continue; renderer.totalUsed[i]++; } } void DecrementUsed(ChunkPartInfo[] parts) { for (int i = 0; i < parts.Length; i++) { if (parts[i].IndicesCount == 0) continue; renderer.totalUsed[i]--; } } } }