ClassiCube/src/EnvRenderer.c

1002 lines
34 KiB
C

#include "EnvRenderer.h"
#include "String.h"
#include "ExtMath.h"
#include "World.h"
#include "Funcs.h"
#include "Graphics.h"
#include "Physics.h"
#include "Block.h"
#include "Platform.h"
#include "Event.h"
#include "Utils.h"
#include "Game.h"
#include "Logger.h"
#include "Block.h"
#include "Event.h"
#include "TexturePack.h"
#include "Platform.h"
#include "Camera.h"
#include "Particle.h"
#include "Options.h"
#include "Entity.h"
cc_bool EnvRenderer_Legacy, EnvRenderer_Minimal;
static CC_INLINE int EnvRenderer_AxisSize(void) {
if (Gfx.Limitations & GFX_LIMIT_MAX_VERTEX_SIZE) return 8;
return EnvRenderer_Legacy ? 128 : 2048;
}
/* Returns the number of vertices needed to subdivide a quad */
static int CalcNumVertices(int axis1Len, int axis2Len) {
int axisSize = EnvRenderer_AxisSize();
return Math_CeilDiv(axis1Len, axisSize) * Math_CeilDiv(axis2Len, axisSize) * 4;
}
/*########################################################################################################################*
*------------------------------------------------------------Fog----------------------------------------------------------*
*#########################################################################################################################*/
static PackedCol fog_color;
static float CalcBlendFactor(float x) {
float blend = -0.13f + 0.28f * ((float)Math_Log2(x) * 0.17329f);
if (blend < 0.0f) blend = 0.0f;
if (blend > 1.0f) blend = 1.0f;
return blend;
}
static CC_INLINE void UpdateFogBlend(void) {
float blend = CalcBlendFactor((float)Game_ViewDistance);
/* Blend fog and sky together */
fog_color = PackedCol_Lerp(Env.FogCol, Env.SkyCol, blend);
}
static cc_bool CameraInsideBlock(BlockID block, IVec3* coords) {
struct AABB blockBB;
Vec3 pos;
IVec3_ToVec3(&pos, coords); /* pos = coords; */
Vec3_Add(&blockBB.Min, &pos, &Blocks.MinBB[block]);
Vec3_Add(&blockBB.Max, &pos, &Blocks.MaxBB[block]);
return AABB_ContainsPoint(&blockBB, &Camera.CurrentPos);
}
static PackedCol CalcFog(float* density) {
IVec3 coords;
BlockID block;
IVec3_Floor(&coords, &Camera.CurrentPos); /* coords = floor(camera_pos); */
block = World_SafeGetBlock(coords.x, coords.y, coords.z);
if (Blocks.FogDensity[block] && CameraInsideBlock(block, &coords)) {
*density = Blocks.FogDensity[block];
return Blocks.FogCol[block];
} else {
*density = 0.0f;
return fog_color;
}
}
static void UpdateFogMinimal(float fogDensity) {
int dist;
/* TODO: rewrite this to avoid raising the event? want to avoid recreating vbos too many times often */
if (fogDensity != 0.0f) {
/* Exp fog mode: f = e^(-density*coord) */
/* Solve coord for f = 0.05 (good approx for fog end) */
/* i.e. log(0.05) = -density * coord */
#define LOG_005 -2.99573227355399f
dist = (int)(LOG_005 / -fogDensity);
Game_SetViewDistance(min(dist, Game_UserViewDistance));
} else {
Game_SetViewDistance(Game_UserViewDistance);
}
}
static void UpdateFogNormal(float fogDensity, PackedCol fogColor) {
float density;
if (fogDensity != 0.0f) {
Gfx_SetFogMode(FOG_EXP);
Gfx_SetFogDensity(fogDensity);
} else if (Env.ExpFog) {
Gfx_SetFogMode(FOG_EXP);
/* f = 1-z/end f = e^(-dz)
solve for f = 0.01 gives:
e^(-dz)=0.01 --> -dz=ln(0.01)
0.99=z/end --> z=end*0.99
therefore
d = -ln(0.01)/(end*0.99) */
#define LOG_001 -4.60517018598809f
density = -LOG_001 / (Game_ViewDistance * 0.99f);
Gfx_SetFogDensity(density);
} else {
Gfx_SetFogMode(FOG_LINEAR);
Gfx_SetFogEnd((float)Game_ViewDistance);
}
Gfx_SetFogCol(fogColor);
Game_SetViewDistance(Game_UserViewDistance);
}
void EnvRenderer_UpdateFog(void) {
float fogDensity;
PackedCol fogColor;
if (!World.Loaded) return;
fogColor = CalcFog(&fogDensity);
Gfx_ClearColor(fogColor);
if (EnvRenderer_Minimal) {
UpdateFogMinimal(fogDensity);
} else {
UpdateFogNormal(fogDensity, fogColor);
}
}
/*########################################################################################################################*
*----------------------------------------------------------Clouds---------------------------------------------------------*
*#########################################################################################################################*/
static GfxResourceID clouds_vb, clouds_tex;
static int clouds_vertices;
static void DrawCloudsY(int x1, int z1, int x2, int z2, int y, struct VertexTextured* v) {
int endX = x2, endZ = z2, startZ = z1, axisSize = EnvRenderer_AxisSize();
float u1, u2, v1, v2;
float yy = (float)y + 0.1f;
PackedCol col = Env.CloudsCol;
/* adjust range so that largest negative uv coordinate is shifted to 0 or above. */
float offset = (float)Math_CeilDiv(-x1, 2048);
for (; x1 < endX; x1 += axisSize) {
x2 = x1 + axisSize;
if (x2 > endX) x2 = endX;
for (z1 = startZ; z1 < endZ; z1 += axisSize) {
z2 = z1 + axisSize;
if (z2 > endZ) z2 = endZ;
u1 = (float)x1 / 2048.0f + offset; u2 = (float)x2 / 2048.0f + offset;
v1 = (float)z1 / 2048.0f + offset; v2 = (float)z2 / 2048.0f + offset;
v->x = (float)x1; v->y = yy; v->z = (float)z1; v->Col = col; v->U = u1; v->V = v1; v++;
v->x = (float)x1; v->y = yy; v->z = (float)z2; v->Col = col; v->U = u1; v->V = v2; v++;
v->x = (float)x2; v->y = yy; v->z = (float)z2; v->Col = col; v->U = u2; v->V = v2; v++;
v->x = (float)x2; v->y = yy; v->z = (float)z1; v->Col = col; v->U = u2; v->V = v1; v++;
}
}
}
static CC_NOINLINE void BuildClouds(void) {
struct VertexTextured* data;
int extent;
int x1, z1, x2, z2;
if (!World.Loaded || EnvRenderer_Minimal) return;
extent = Utils_AdjViewDist(Game_ViewDistance);
x1 = -extent; x2 = World.Width + extent;
z1 = -extent; z2 = World.Length + extent;
clouds_vertices = CalcNumVertices(x2 - x1, z2 - z1);
clouds_vb = Gfx_CreateVb(VERTEX_FORMAT_TEXTURED, clouds_vertices);
data = (struct VertexTextured*)Gfx_LockVb(clouds_vb,
VERTEX_FORMAT_TEXTURED, clouds_vertices);
DrawCloudsY(x1, z1, x2, z2, Env.CloudsHeight, data);
Gfx_UnlockVb(clouds_vb);
}
void EnvRenderer_RenderClouds(void) {
float offset;
if (Env.CloudsHeight < -2000 || !clouds_tex) return;
if (!clouds_vb) {
BuildClouds();
if (!clouds_vb) return;
}
offset = (float)(Game.Time / 2048.0f * 0.6f * Env.CloudsSpeed);
Gfx_EnableTextureOffset(offset, 0);
Gfx_SetAlphaTest(true);
Gfx_BindTexture(clouds_tex);
Gfx_SetVertexFormat(VERTEX_FORMAT_TEXTURED);
Gfx_BindVb(clouds_vb);
Gfx_DrawVb_IndexedTris(clouds_vertices);
Gfx_SetAlphaTest(false);
Gfx_DisableTextureOffset();
}
/*########################################################################################################################*
*------------------------------------------------------------Sky----------------------------------------------------------*
*#########################################################################################################################*/
static GfxResourceID sky_vb;
static int sky_vertices;
static void DrawSkyY(int x1, int z1, int x2, int z2, int y, struct VertexColoured* v) {
int endX = x2, endZ = z2, startZ = z1, axisSize = EnvRenderer_AxisSize();
PackedCol col = Env.SkyCol;
for (; x1 < endX; x1 += axisSize) {
x2 = x1 + axisSize;
if (x2 > endX) x2 = endX;
for (z1 = startZ; z1 < endZ; z1 += axisSize) {
z2 = z1 + axisSize;
if (z2 > endZ) z2 = endZ;
v->x = (float)x1; v->y = (float)y; v->z = (float)z1; v->Col = col; v++;
v->x = (float)x1; v->y = (float)y; v->z = (float)z2; v->Col = col; v++;
v->x = (float)x2; v->y = (float)y; v->z = (float)z2; v->Col = col; v++;
v->x = (float)x2; v->y = (float)y; v->z = (float)z1; v->Col = col; v++;
}
}
}
static CC_NOINLINE void BuildSky(void) {
struct VertexColoured* data;
int extent, height;
int x1, z1, x2, z2;
if (!World.Loaded || EnvRenderer_Minimal) return;
extent = Utils_AdjViewDist(Game_ViewDistance);
x1 = -extent; x2 = World.Width + extent;
z1 = -extent; z2 = World.Length + extent;
sky_vertices = CalcNumVertices(x2 - x1, z2 - z1);
sky_vb = Gfx_CreateVb(VERTEX_FORMAT_COLOURED, sky_vertices);
data = (struct VertexColoured*)Gfx_LockVb(sky_vb,
VERTEX_FORMAT_COLOURED, sky_vertices);
height = max((World.Height + 2), Env.CloudsHeight) + 6;
DrawSkyY(x1, z1, x2, z2, height, data);
Gfx_UnlockVb(sky_vb);
}
void EnvRenderer_RenderSky(void) {
struct Matrix m;
float skyY, normY, dy;
if (EnvRenderer_ShouldRenderSkybox()) return;
if (!sky_vb) {
BuildSky();
if (!sky_vb) return;
}
normY = (float)World.Height + 8.0f;
skyY = max(Camera.CurrentPos.y + 8.0f, normY);
Gfx_SetVertexFormat(VERTEX_FORMAT_COLOURED);
Gfx_BindVb(sky_vb);
if (skyY == normY) {
Gfx_DrawVb_IndexedTris(sky_vertices);
} else {
m = Gfx.View;
dy = skyY - normY;
/* inlined Y translation matrix multiply */
m.row4.x += dy * m.row2.x; m.row4.y += dy * m.row2.y;
m.row4.z += dy * m.row2.z; m.row4.w += dy * m.row2.w;
Gfx_LoadMatrix(MATRIX_VIEW, &m);
Gfx_DrawVb_IndexedTris(sky_vertices);
Gfx_LoadMatrix(MATRIX_VIEW, &Gfx.View);
}
}
/*########################################################################################################################*
*----------------------------------------------------------Skybox---------------------------------------------------------*
*#########################################################################################################################*/
static GfxResourceID skybox_tex, skybox_vb;
#define SKYBOX_COUNT (6 * 4)
cc_bool EnvRenderer_ShouldRenderSkybox(void) { return skybox_tex && !EnvRenderer_Minimal; }
static CC_NOINLINE void BuildSkybox(void) {
static const struct VertexTextured vertices[SKYBOX_COUNT] = {
/* Front quad */
{ -1, -1, -1, 0, 0.25f, 1.00f }, { 1, -1, -1, 0, 0.50f, 1.00f },
{ 1, 1, -1, 0, 0.50f, 0.50f }, { -1, 1, -1, 0, 0.25f, 0.50f },
/* Left quad */
{ -1, -1, 1, 0, 0.00f, 1.00f }, { -1, -1, -1, 0, 0.25f, 1.00f },
{ -1, 1, -1, 0, 0.25f, 0.50f }, { -1, 1, 1, 0, 0.00f, 0.50f },
/* Back quad */
{ 1, -1, 1, 0, 0.75f, 1.00f }, { -1, -1, 1, 0, 1.00f, 1.00f },
{ -1, 1, 1, 0, 1.00f, 0.50f }, { 1, 1, 1, 0, 0.75f, 0.50f },
/* Right quad */
{ 1, -1, -1, 0, 0.50f, 1.00f }, { 1, -1, 1, 0, 0.75f, 1.00f },
{ 1, 1, 1, 0, 0.75f, 0.50f }, { 1, 1, -1, 0, 0.50f, 0.50f },
/* Top quad */
{ 1, 1, -1, 0, 0.50f, 0.50f }, { 1, 1, 1, 0, 0.50f, 0.00f },
{ -1, 1, 1, 0, 0.25f, 0.00f }, { -1, 1, -1, 0, 0.25f, 0.50f },
/* Bottom quad */
{ 1, -1, -1, 0, 0.75f, 0.50f }, { 1, -1, 1, 0, 0.75f, 0.00f },
{ -1, -1, 1, 0, 0.50f, 0.00f }, { -1, -1, -1, 0, 0.50f, 0.50f },
};
struct VertexTextured* data;
int i;
skybox_vb = Gfx_CreateVb(VERTEX_FORMAT_TEXTURED, SKYBOX_COUNT);
data = (struct VertexTextured*)Gfx_LockVb(skybox_vb,
VERTEX_FORMAT_TEXTURED, SKYBOX_COUNT);
Mem_Copy(data, vertices, sizeof(vertices));
for (i = 0; i < SKYBOX_COUNT; i++) { data[i].Col = Env.SkyboxCol; }
Gfx_UnlockVb(skybox_vb);
}
void EnvRenderer_RenderSkybox(void) {
struct Matrix m, rotX, rotY, view;
float rotTime;
Vec3 pos;
if (!skybox_vb) {
BuildSkybox();
if (!skybox_vb) return;
}
Gfx_SetDepthWrite(false);
Gfx_BindTexture(skybox_tex);
Gfx_SetVertexFormat(VERTEX_FORMAT_TEXTURED);
/* Base skybox rotation */
rotTime = (float)(Game.Time * 2 * MATH_PI); /* So speed of 1 rotates whole skybox every second */
Matrix_RotateY(&rotY, Env.SkyboxHorSpeed * rotTime);
Matrix_RotateX(&rotX, Env.SkyboxVerSpeed * rotTime);
Matrix_Mul(&m, &rotY, &rotX);
/* Rotate around camera */
pos = Camera.CurrentPos;
Vec3_Set(Camera.CurrentPos, 0,0,0);
Camera.Active->GetView(&view);
Matrix_MulBy(&m, &view);
Camera.CurrentPos = pos;
Gfx_LoadMatrix(MATRIX_VIEW, &m);
Gfx_BindVb(skybox_vb);
Gfx_DrawVb_IndexedTris(SKYBOX_COUNT);
Gfx_LoadMatrix(MATRIX_VIEW, &Gfx.View);
Gfx_SetDepthWrite(true);
}
/*########################################################################################################################*
*----------------------------------------------------------Weather--------------------------------------------------------*
*#########################################################################################################################*/
cc_int16* Weather_Heightmap;
static GfxResourceID rain_tex, snow_tex, weather_vb;
static float weather_accumulator;
static IVec3 lastPos;
#define WEATHER_EXTENT 4
#define WEATHER_VERTS 8 /* 2 quads per tile */
#define WEATHER_RANGE (WEATHER_EXTENT * 2 + 1)
#define WEATHER_VERTS_COUNT WEATHER_RANGE * WEATHER_RANGE * WEATHER_VERTS
#define Weather_Pack(x, z) ((x) * World.Length + (z))
static void InitWeatherHeightmap(void) {
int i;
Weather_Heightmap = (cc_int16*)Mem_Alloc(World.Width * World.Length, 2, "weather heightmap");
for (i = 0; i < World.Width * World.Length; i++) {
Weather_Heightmap[i] = Int16_MaxValue;
}
}
#define RainCalcBody(get_block)\
for (y = maxY; y >= 0; y--, i -= World.OneY) {\
draw = Blocks.Draw[get_block];\
\
if (!(draw == DRAW_GAS || draw == DRAW_SPRITE)) {\
Weather_Heightmap[hIndex] = y;\
return y;\
}\
}
static int CalcRainHeightAt(int x, int maxY, int z, int hIndex) {
int i = World_Pack(x, maxY, z), y;
cc_uint8 draw;
#ifndef EXTENDED_BLOCKS
RainCalcBody(World.Blocks[i]);
#else
if (World.IDMask <= 0xFF) {
RainCalcBody(World.Blocks[i]);
} else {
RainCalcBody(World.Blocks[i] | (World.Blocks2[i] << 8));
}
#endif
Weather_Heightmap[hIndex] = -1;
return -1;
}
static float GetRainHeight(int x, int z) {
int hIndex, height;
int y;
if (!World_ContainsXZ(x, z)) return (float)Env.EdgeHeight;
hIndex = Weather_Pack(x, z);
height = Weather_Heightmap[hIndex];
y = height == Int16_MaxValue ? CalcRainHeightAt(x, World.MaxY, z, hIndex) : height;
return y == -1 ? 0 : y + Blocks.MaxBB[World_GetBlock(x, y, z)].y;
}
void EnvRenderer_OnBlockChanged(int x, int y, int z, BlockID oldBlock, BlockID newBlock) {
cc_bool didBlock = !(Blocks.Draw[oldBlock] == DRAW_GAS || Blocks.Draw[oldBlock] == DRAW_SPRITE);
cc_bool nowBlock = !(Blocks.Draw[newBlock] == DRAW_GAS || Blocks.Draw[newBlock] == DRAW_SPRITE);
int hIndex, height;
if (didBlock == nowBlock) return;
hIndex = Weather_Pack(x, z);
height = Weather_Heightmap[hIndex];
/* Two cases can be skipped here: */
/* a) rain height was not calculated to begin with (height is short.MaxValue) */
/* b) changed y is below current calculated rain height */
if (y < height) return;
if (nowBlock) {
/* Simple case: Rest of column below is now not visible to rain. */
Weather_Heightmap[hIndex] = y;
} else {
/* Part of the column is now visible to rain, we don't know how exactly how high it should be though. */
/* However, we know that if the old block was above or equal to rain height, then the new rain height must be <= old block.y */
CalcRainHeightAt(x, y, z, hIndex);
}
}
static float CalcRainAlphaAt(float x) {
/* Wolfram Alpha: fit {0,178},{1,169},{4,147},{9,114},{16,59},{25,9} */
float falloff = 0.05f * x * x - 7 * x;
return 178 + falloff * Env.WeatherFade;
}
struct RainCoord { int dx, dz; float y; };
static RNGState snowDirRng;
void EnvRenderer_RenderWeather(float delta) {
struct RainCoord coords[WEATHER_RANGE * WEATHER_RANGE];
int i, weather, numCoords = 0;
struct VertexTextured* v;
cc_bool moved, particles;
float speed, vOffsetBase, vOffset;
IVec3 pos;
PackedCol color;
int dist, dx, dz, x, z;
float alpha, y, height;
float uOffset1, uOffset2, uSpeed;
float worldV, v1, v2, vPlane1Offset;
float x1,y1,z1, x2,y2,z2;
weather = Env.Weather;
if (weather == WEATHER_SUNNY) return;
if (!Weather_Heightmap)
InitWeatherHeightmap();
if (!weather_vb)
weather_vb = Gfx_CreateDynamicVb(VERTEX_FORMAT_TEXTURED, WEATHER_VERTS_COUNT);
IVec3_Floor(&pos, &Camera.CurrentPos);
moved = pos.x != lastPos.x || pos.y != lastPos.y || pos.z != lastPos.z;
lastPos = pos;
/* Rain should extend up by 64 blocks, or to the top of the world. */
pos.y += 64;
pos.y = max(World.Height, pos.y);
weather_accumulator += delta;
particles = weather == WEATHER_RAINY && (weather_accumulator >= 0.25f || moved);
for (dx = -WEATHER_EXTENT; dx <= WEATHER_EXTENT; dx++) {
for (dz = -WEATHER_EXTENT; dz <= WEATHER_EXTENT; dz++) {
x = pos.x + dx; z = pos.z + dz;
y = GetRainHeight(x, z);
if (pos.y <= y) continue;
if (particles) Particles_RainSnowEffect((float)x, y, (float)z);
coords[numCoords].dx = dx;
coords[numCoords].y = y;
coords[numCoords].dz = dz;
numCoords++;
}
}
Gfx_BindTexture(weather == WEATHER_RAINY ? rain_tex : snow_tex);
if (particles) weather_accumulator = 0;
if (!numCoords) return;
Gfx_SetAlphaTest(false);
Gfx_SetDepthWrite(false);
Gfx_SetAlphaArgBlend(true);
Gfx_SetVertexFormat(VERTEX_FORMAT_TEXTURED);
v = (struct VertexTextured*)Gfx_LockDynamicVb(weather_vb,
VERTEX_FORMAT_TEXTURED, numCoords * WEATHER_VERTS);
color = Env.SunCol;
speed = (weather == WEATHER_RAINY ? 1.0f : 0.2f) * Env.WeatherSpeed;
vOffsetBase = (float)Game.Time * speed;
vPlane1Offset = weather == WEATHER_RAINY ? 0 : 0.25f; /* Offset v on 1 plane while snowing to avoid the unnatural mirrored texture effect */
for (i = 0; i < numCoords; i++)
{
dx = coords[i].dx;
y = coords[i].y;
dz = coords[i].dz;
height = pos.y - y;
dist = dx * dx + dz * dz;
alpha = CalcRainAlphaAt((float)dist);
Math_Clamp(alpha, 0.0f, 255.0f);
color = (color & PACKEDCOL_RGB_MASK) | PackedCol_A_Bits(alpha);
x = dx + pos.x;
z = dz + pos.z;
uOffset1 = 0;
uOffset2 = 0;
if (weather == WEATHER_SNOWY) {
Random_Seed(&snowDirRng, (x + 1217 * z) & 0x7fffffff);
/* Multiply horizontal speed by a random float from -1 to 1 */
uSpeed = (float)Game.Time * Env.WeatherSpeed * 0.5f;
uOffset1 = uSpeed * (Random_Float(&snowDirRng) * 2 + -1);
uOffset2 = uSpeed * (Random_Float(&snowDirRng) * 2 + -1);
/* Multiply vertical speed by a random float from 1.0 to 0.25 */
vOffset = vOffsetBase * (float)(Random_Float(&snowDirRng) * (1.0f - 0.25f) + 0.25f);
} else {
vOffset = vOffsetBase;
}
worldV = vOffset + (z & 1) / 2.0f - (x & 0x0F) / 16.0f;
v1 = y / 6.0f + worldV;
v2 = (y + height) / 6.0f + worldV;
x1 = (float)x; y1 = (float)y; z1 = (float)z;
x2 = (float)(x + 1); y2 = (float)(y + height); z2 = (float)(z + 1);
v->x = x1; v->y = y1; v->z = z1; v->Col = color; v->U = uOffset1; v->V = v1 + vPlane1Offset; v++;
v->x = x1; v->y = y2; v->z = z1; v->Col = color; v->U = uOffset1; v->V = v2 + vPlane1Offset; v++;
v->x = x2; v->y = y2; v->z = z2; v->Col = color; v->U = uOffset1 + 1.0f; v->V = v2 + vPlane1Offset; v++;
v->x = x2; v->y = y1; v->z = z2; v->Col = color; v->U = uOffset1 + 1.0f; v->V = v1 + vPlane1Offset; v++;
v->x = x2; v->y = y1; v->z = z1; v->Col = color; v->U = uOffset2 + 1.0f; v->V = v1; v++;
v->x = x2; v->y = y2; v->z = z1; v->Col = color; v->U = uOffset2 + 1.0f; v->V = v2; v++;
v->x = x1; v->y = y2; v->z = z2; v->Col = color; v->U = uOffset2; v->V = v2; v++;
v->x = x1; v->y = y1; v->z = z2; v->Col = color; v->U = uOffset2; v->V = v1; v++;
}
Gfx_UnlockDynamicVb(weather_vb);
Gfx_DrawVb_IndexedTris(numCoords * WEATHER_VERTS);
Gfx_SetAlphaArgBlend(false);
Gfx_SetDepthWrite(true);
Gfx_SetAlphaTest(false);
}
/*########################################################################################################################*
*--------------------------------------------------------Sides/Edge-------------------------------------------------------*
*#########################################################################################################################*/
static GfxResourceID sides_vb, edges_vb, sides_tex, edges_tex;
static int sides_vertices, edges_vertices;
static cc_bool sides_fullBright, edges_fullBright;
static TextureLoc edges_lastTexLoc, sides_lastTexLoc;
static void MakeBorderTex(GfxResourceID* texId, BlockID block) {
TextureLoc loc = Block_Tex(block, FACE_YMAX);
if (Gfx.LostContext) return;
Gfx_DeleteTexture(texId);
*texId = Atlas2D_LoadTile(loc);
}
static Rect2D EnvRenderer_Rect(int x, int y, int width, int height) {
Rect2D r;
r.x = x; r.y = y; r.width = width; r.height = height;
return r;
}
static void CalcBorderRects(Rect2D* rects) {
int extent = Utils_AdjViewDist(Game_ViewDistance);
rects[0] = EnvRenderer_Rect(-extent, -extent, extent + World.Width + extent, extent);
rects[1] = EnvRenderer_Rect(-extent, World.Length, extent + World.Width + extent, extent);
rects[2] = EnvRenderer_Rect(-extent, 0, extent, World.Length);
rects[3] = EnvRenderer_Rect(World.Width, 0, extent, World.Length);
}
static void UpdateBorderTextures(void) {
MakeBorderTex(&edges_tex, Env.EdgeBlock);
MakeBorderTex(&sides_tex, Env.SidesBlock);
}
#define Borders_HorOffset(block) (Blocks.RenderMinBB[block].x - Blocks.MinBB[block].x)
#define Borders_YOffset(block) (Blocks.RenderMinBB[block].y - Blocks.MinBB[block].y)
static void DrawBorderX(int x, int z1, int z2, int y1, int y2, PackedCol color, struct VertexTextured** vertices) {
int endZ = z2, endY = y2, startY = y1, axisSize = EnvRenderer_AxisSize();
float u2, v2;
struct VertexTextured* v = *vertices;
for (; z1 < endZ; z1 += axisSize) {
z2 = z1 + axisSize;
if (z2 > endZ) z2 = endZ;
for (y1 = startY; y1 < endY; y1 += axisSize) {
y2 = y1 + axisSize;
if (y2 > endY) y2 = endY;
u2 = (float)z2 - (float)z1; v2 = (float)y2 - (float)y1;
v->x = (float)x; v->y = (float)y1; v->z = (float)z1; v->Col = color; v->U = 0; v->V = v2; v++;
v->x = (float)x; v->y = (float)y2; v->z = (float)z1; v->Col = color; v->U = 0; v->V = 0; v++;
v->x = (float)x; v->y = (float)y2; v->z = (float)z2; v->Col = color; v->U = u2; v->V = 0; v++;
v->x = (float)x; v->y = (float)y1; v->z = (float)z2; v->Col = color; v->U = u2; v->V = v2; v++;
}
}
*vertices = v;
}
static void DrawBorderZ(int z, int x1, int x2, int y1, int y2, PackedCol color, struct VertexTextured** vertices) {
int endX = x2, endY = y2, startY = y1, axisSize = EnvRenderer_AxisSize();
float u2, v2;
struct VertexTextured* v = *vertices;
for (; x1 < endX; x1 += axisSize) {
x2 = x1 + axisSize;
if (x2 > endX) x2 = endX;
for (y1 = startY; y1 < endY; y1 += axisSize) {
y2 = y1 + axisSize;
if (y2 > endY) y2 = endY;
u2 = (float)x2 - (float)x1; v2 = (float)y2 - (float)y1;
v->x = (float)x1; v->y = (float)y1; v->z = (float)z; v->Col = color; v->U = 0; v->V = v2; v++;
v->x = (float)x1; v->y = (float)y2; v->z = (float)z; v->Col = color; v->U = 0; v->V = 0; v++;
v->x = (float)x2; v->y = (float)y2; v->z = (float)z; v->Col = color; v->U = u2; v->V = 0; v++;
v->x = (float)x2; v->y = (float)y1; v->z = (float)z; v->Col = color; v->U = u2; v->V = v2; v++;
}
}
*vertices = v;
}
static void DrawBorderY(int x1, int z1, int x2, int z2, float y, PackedCol color, float offset, float yOffset, struct VertexTextured** vertices) {
int endX = x2, endZ = z2, startZ = z1, axisSize = EnvRenderer_AxisSize();
float u2, v2;
struct VertexTextured* v = *vertices;
float yy = y + yOffset;
for (; x1 < endX; x1 += axisSize) {
x2 = x1 + axisSize;
if (x2 > endX) x2 = endX;
for (z1 = startZ; z1 < endZ; z1 += axisSize) {
z2 = z1 + axisSize;
if (z2 > endZ) z2 = endZ;
u2 = (float)x2 - (float)x1; v2 = (float)z2 - (float)z1;
v->x = (float)x1 + offset; v->y = yy; v->z = (float)z1 + offset; v->Col = color; v->U = 0; v->V = 0; v++;
v->x = (float)x1 + offset; v->y = yy; v->z = (float)z2 + offset; v->Col = color; v->U = 0; v->V = v2; v++;
v->x = (float)x2 + offset; v->y = yy; v->z = (float)z2 + offset; v->Col = color; v->U = u2; v->V = v2; v++;
v->x = (float)x2 + offset; v->y = yy; v->z = (float)z1 + offset; v->Col = color; v->U = u2; v->V = 0; v++;
}
}
*vertices = v;
}
static CC_NOINLINE void BuildMapSides(void) {
Rect2D rects[4], r;
BlockID block;
PackedCol color;
int y, y1, y2;
int i;
struct VertexTextured* data;
if (!World.Loaded) return;
block = Env.SidesBlock;
if (Blocks.Draw[block] == DRAW_GAS) return;
CalcBorderRects(rects);
sides_vertices = 0;
for (i = 0; i < 4; i++) {
r = rects[i];
sides_vertices += CalcNumVertices(r.width, r.height); /* YQuads outside */
}
y = Env_SidesHeight;
sides_vertices += CalcNumVertices(World.Width, World.Length); /* YQuads beneath map */
sides_vertices += 2 * CalcNumVertices(World.Width, Math_AbsI(y)); /* ZQuads */
sides_vertices += 2 * CalcNumVertices(World.Length, Math_AbsI(y)); /* XQuads */
sides_vb = Gfx_CreateVb(VERTEX_FORMAT_TEXTURED, sides_vertices);
data = (struct VertexTextured*)Gfx_LockVb(sides_vb,
VERTEX_FORMAT_TEXTURED, sides_vertices);
sides_fullBright = Blocks.Brightness[block];
color = sides_fullBright ? PACKEDCOL_WHITE : Env.ShadowCol;
Block_Tint(color, block)
for (i = 0; i < 4; i++) {
r = rects[i];
DrawBorderY(r.x, r.y, r.x + r.width, r.y + r.height, (float)y, color,
0, Borders_YOffset(block), &data);
}
/* Work properly for when ground level is below 0 */
y1 = 0; y2 = y;
if (y < 0) { y1 = y; y2 = 0; }
DrawBorderY(0, 0, World.Width, World.Length, 0, color, 0, 0, &data);
DrawBorderZ(0, 0, World.Width, y1, y2, color, &data);
DrawBorderZ(World.Length, 0, World.Width, y1, y2, color, &data);
DrawBorderX(0, 0, World.Length, y1, y2, color, &data);
DrawBorderX(World.Width, 0, World.Length, y1, y2, color, &data);
Gfx_UnlockVb(sides_vb);
}
static CC_NOINLINE void BuildMapEdges(void) {
Rect2D rects[4], r;
BlockID block;
PackedCol color;
float y;
int i;
struct VertexTextured* data;
if (!World.Loaded) return;
block = Env.EdgeBlock;
if (Blocks.Draw[block] == DRAW_GAS) return;
CalcBorderRects(rects);
edges_vertices = 0;
for (i = 0; i < 4; i++) {
r = rects[i];
edges_vertices += CalcNumVertices(r.width, r.height); /* YPlanes outside */
}
edges_vb = Gfx_CreateVb(VERTEX_FORMAT_TEXTURED, edges_vertices);
data = (struct VertexTextured*)Gfx_LockVb(edges_vb,
VERTEX_FORMAT_TEXTURED, edges_vertices);
edges_fullBright = Blocks.Brightness[block];
color = edges_fullBright ? PACKEDCOL_WHITE : Env.SunCol;
Block_Tint(color, block)
y = (float)Env.EdgeHeight;
for (i = 0; i < 4; i++) {
r = rects[i];
DrawBorderY(r.x, r.y, r.x + r.width, r.y + r.height, y, color,
Borders_HorOffset(block), Borders_YOffset(block), &data);
}
Gfx_UnlockVb(edges_vb);
}
static void RenderBorders(BlockID block, GfxResourceID vb, GfxResourceID tex, int count) {
Gfx_SetupAlphaState(Blocks.Draw[block]);
Gfx_EnableMipmaps();
Gfx_BindTexture(tex);
Gfx_SetVertexFormat(VERTEX_FORMAT_TEXTURED);
Gfx_BindVb(vb);
Gfx_DrawVb_IndexedTris(count);
Gfx_DisableMipmaps();
Gfx_RestoreAlphaState(Blocks.Draw[block]);
}
void EnvRenderer_RenderMapSides(void) {
if (!sides_vb) {
BuildMapSides();
if (!sides_vb) return;
}
RenderBorders(Env.SidesBlock, sides_vb, sides_tex, sides_vertices);
}
void EnvRenderer_RenderMapEdges(void) {
/* Do not draw water when player cannot see it */
/* Fixes some 'depth bleeding through' issues with 16 bit depth buffers on large maps */
int yVisible = min(0, Env_SidesHeight);
if (Camera.CurrentPos.y < yVisible && sides_vb) return;
if (!edges_vb) {
BuildMapEdges();
if (!edges_vb) return;
}
RenderBorders(Env.EdgeBlock, edges_vb, edges_tex, edges_vertices);
}
/*########################################################################################################################*
*---------------------------------------------------------General---------------------------------------------------------*
*#########################################################################################################################*/
static void CloudsPngProcess(struct Stream* stream, const cc_string* name) {
Game_UpdateTexture(&clouds_tex, stream, name, NULL, NULL);
}
static struct TextureEntry clouds_entry = { "clouds.png", CloudsPngProcess };
static void SkyboxPngProcess(struct Stream* stream, const cc_string* name) {
Game_UpdateTexture(&skybox_tex, stream, name, NULL, NULL);
}
static struct TextureEntry skybox_entry = { "skybox.png", SkyboxPngProcess };
static void SnowPngProcess(struct Stream* stream, const cc_string* name) {
Game_UpdateTexture(&snow_tex, stream, name, NULL, NULL);
}
static struct TextureEntry snow_entry = { "snow.png", SnowPngProcess };
static void RainPngProcess(struct Stream* stream, const cc_string* name) {
Game_UpdateTexture(&rain_tex, stream, name, NULL, NULL);
}
static struct TextureEntry rain_entry = { "rain.png", RainPngProcess };
static void DeleteSkyVB(void) { Gfx_DeleteVb(&sky_vb); }
static void DeleteCloudsVB(void) { Gfx_DeleteVb(&clouds_vb); }
static void DeleteSkyboxVB(void) { Gfx_DeleteVb(&skybox_vb); }
static void DeleteSidesVB(void) { Gfx_DeleteVb(&sides_vb); }
static void DeleteEdgesVB(void) { Gfx_DeleteVb(&edges_vb); }
static void DeleteWeatherVB(void) { Gfx_DeleteDynamicVb(&weather_vb); }
static void DeleteStaticVbs(void) {
DeleteSkyVB();
DeleteCloudsVB();
DeleteSkyboxVB();
DeleteSidesVB();
DeleteEdgesVB();
}
static void OnContextLost(void* obj) {
DeleteStaticVbs();
DeleteWeatherVB();
Gfx_DeleteTexture(&sides_tex);
Gfx_DeleteTexture(&edges_tex);
if (Gfx.ManagedTextures) return;
Gfx_DeleteTexture(&clouds_tex);
Gfx_DeleteTexture(&skybox_tex);
Gfx_DeleteTexture(&rain_tex);
Gfx_DeleteTexture(&snow_tex);
}
static void UpdateAll(void) {
DeleteStaticVbs();
UpdateFogBlend();
EnvRenderer_UpdateFog();
DeleteWeatherVB();
/* TODO: Unnecessary to delete the weather VB? */
if (Gfx.LostContext) return;
/* TODO: Don't need to do this on every new map */
UpdateBorderTextures();
}
static void OnContextRecreated(void* obj) {
Gfx_SetFog(!EnvRenderer_Minimal);
UpdateAll();
}
void EnvRenderer_SetMode(int flags) {
EnvRenderer_Legacy = flags & ENV_LEGACY;
EnvRenderer_Minimal = flags & ENV_MINIMAL;
OnContextRecreated(NULL);
}
int EnvRenderer_CalcFlags(const cc_string* mode) {
if (String_CaselessEqualsConst(mode, "normal")) return 0;
if (String_CaselessEqualsConst(mode, "legacy")) return ENV_LEGACY;
if (String_CaselessEqualsConst(mode, "fast")) return ENV_MINIMAL;
/* backwards compatibility */
if (String_CaselessEqualsConst(mode, "normalfast")) return ENV_MINIMAL;
if (String_CaselessEqualsConst(mode, "legacyfast")) return ENV_LEGACY | ENV_MINIMAL;
return -1;
}
static void OnTexturePackChanged(void* obj) {
/* TODO: Find better way, really should delete them all here */
Gfx_DeleteTexture(&skybox_tex);
}
static void OnTerrainAtlasChanged(void* obj) { UpdateBorderTextures(); }
static void OnViewDistanceChanged(void* obj) { UpdateAll(); }
static void OnEnvVariableChanged(void* obj, int envVar) {
if (envVar == ENV_VAR_EDGE_BLOCK) {
MakeBorderTex(&edges_tex, Env.EdgeBlock);
DeleteEdgesVB();
} else if (envVar == ENV_VAR_SIDES_BLOCK) {
MakeBorderTex(&sides_tex, Env.SidesBlock);
DeleteSidesVB();
} else if (envVar == ENV_VAR_EDGE_HEIGHT || envVar == ENV_VAR_SIDES_OFFSET) {
DeleteEdgesVB();
DeleteSidesVB();
} else if (envVar == ENV_VAR_SUN_COLOR) {
DeleteEdgesVB();
} else if (envVar == ENV_VAR_SHADOW_COLOR) {
DeleteSidesVB();
} else if (envVar == ENV_VAR_SKY_COLOR) {
UpdateFogBlend();
DeleteSkyVB();
} else if (envVar == ENV_VAR_FOG_COLOR) {
UpdateFogBlend();
EnvRenderer_UpdateFog();
} else if (envVar == ENV_VAR_CLOUDS_COLOR) {
DeleteCloudsVB();
} else if (envVar == ENV_VAR_CLOUDS_HEIGHT) {
DeleteSkyVB();
DeleteCloudsVB();
} else if (envVar == ENV_VAR_SKYBOX_COLOR) {
DeleteSkyboxVB();
}
}
/*########################################################################################################################*
*--------------------------------------------------EnvRenderer component--------------------------------------------------*
*#########################################################################################################################*/
static void OnInit(void) {
cc_string renderType;
int flags;
Options_UNSAFE_Get(OPT_RENDER_TYPE, &renderType);
flags = EnvRenderer_CalcFlags(&renderType);
if (flags == -1) flags = 0;
EnvRenderer_Legacy = flags & ENV_LEGACY;
EnvRenderer_Minimal = flags & ENV_MINIMAL;
TextureEntry_Register(&clouds_entry);
TextureEntry_Register(&skybox_entry);
TextureEntry_Register(&snow_entry);
TextureEntry_Register(&rain_entry);
Event_Register_(&TextureEvents.PackChanged, NULL, OnTexturePackChanged);
Event_Register_(&TextureEvents.AtlasChanged, NULL, OnTerrainAtlasChanged);
Event_Register_(&GfxEvents.ViewDistanceChanged, NULL, OnViewDistanceChanged);
Event_Register_(&WorldEvents.EnvVarChanged, NULL, OnEnvVariableChanged);
Event_Register_(&GfxEvents.ContextLost, NULL, OnContextLost);
Event_Register_(&GfxEvents.ContextRecreated, NULL, OnContextRecreated);
Game_SetViewDistance(Game_UserViewDistance);
}
static void OnFree(void) {
OnContextLost(NULL);
Mem_Free(Weather_Heightmap);
Weather_Heightmap = NULL;
}
static void OnReset(void) {
Gfx_SetFog(false);
DeleteStaticVbs();
DeleteWeatherVB();
Mem_Free(Weather_Heightmap);
Weather_Heightmap = NULL;
lastPos = IVec3_MaxValue();
}
static void OnNewMapLoaded(void) { OnContextRecreated(NULL); }
struct IGameComponent EnvRenderer_Component = {
OnInit, /* Init */
OnFree, /* Free */
OnReset, /* Reset */
OnReset, /* OnNewMap */
OnNewMapLoaded /* OnNewMapLoaded */
};