mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-10-07 04:56:04 -04:00
300 lines
9.5 KiB
C#
300 lines
9.5 KiB
C#
using System;
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using ClassicalSharp.GraphicsAPI;
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using OpenTK;
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namespace ClassicalSharp {
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// TODO: optimise chunk rendering
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// --> reduce iterations: liquid and sprite pass only need 1 row
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public partial class MapRenderer : IDisposable {
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class ChunkInfo {
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public ushort CentreX, CentreY, CentreZ;
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public bool Visible = true;
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public bool Empty = false;
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public bool DrawLeft, DrawRight, DrawFront, DrawBack, DrawBottom, DrawTop;
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public ChunkPartInfo[] NormalParts;
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public ChunkPartInfo[] TranslucentParts;
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public ChunkInfo( int x, int y, int z ) {
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CentreX = (ushort)( x + 8 );
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CentreY = (ushort)( y + 8 );
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CentreZ = (ushort)( z + 8 );
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}
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}
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Game game;
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IGraphicsApi api;
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int _1Dcount = 1;
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ChunkMeshBuilder builder;
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int width, height, length;
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ChunkInfo[] chunks, unsortedChunks;
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Vector3I chunkPos = new Vector3I( int.MaxValue, int.MaxValue, int.MaxValue );
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int elementsPerBitmap = 0;
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public MapRenderer( Game window ) {
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game = window;
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_1Dcount = window.TerrainAtlas1D.TexIds.Length;
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builder = new ChunkMeshBuilder( window );
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api = window.Graphics;
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elementsPerBitmap = window.TerrainAtlas1D.elementsPerBitmap;
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game.TerrainAtlasChanged += TerrainAtlasChanged;
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game.OnNewMap += OnNewMap;
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game.OnNewMapLoaded += OnNewMapLoaded;
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game.EnvVariableChanged += EnvVariableChanged;
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}
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public void Dispose() {
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ClearChunkCache();
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chunks = null;
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unsortedChunks = null;
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game.TerrainAtlasChanged -= TerrainAtlasChanged;
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game.OnNewMap -= OnNewMap;
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game.OnNewMapLoaded -= OnNewMapLoaded;
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game.EnvVariableChanged -= EnvVariableChanged;
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builder.Dispose();
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}
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public void Refresh() {
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if( chunks != null && !game.Map.IsNotLoaded ) {
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ClearChunkCache();
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CreateChunkCache();
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}
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}
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void EnvVariableChanged( object sender, EnvVariableEventArgs e ) {
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if( e.Variable == EnvVariable.SunlightColour || e.Variable == EnvVariable.ShadowlightColour ) {
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Refresh();
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}
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}
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void TerrainAtlasChanged( object sender, EventArgs e ) {
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_1Dcount = game.TerrainAtlas1D.TexIds.Length;
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bool fullResetRequired = elementsPerBitmap != game.TerrainAtlas1D.elementsPerBitmap;
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if( fullResetRequired ) {
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Refresh();
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}
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elementsPerBitmap = game.TerrainAtlas1D.elementsPerBitmap;
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}
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void OnNewMap( object sender, EventArgs e ) {
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game.ChunkUpdates = 0;
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ClearChunkCache();
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chunks = null;
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unsortedChunks = null;
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chunkPos = new Vector3I( int.MaxValue, int.MaxValue, int.MaxValue );
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builder.OnNewMap();
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}
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int chunksX, chunksY, chunksZ;
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void OnNewMapLoaded( object sender, EventArgs e ) {
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width = NextMultipleOf16( game.Map.Width );
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height = NextMultipleOf16( game.Map.Height );
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length = NextMultipleOf16( game.Map.Length );
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chunksX = width >> 4;
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chunksY = height >> 4;
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chunksZ = length >> 4;
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chunks = new ChunkInfo[chunksX * chunksY * chunksZ];
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unsortedChunks = new ChunkInfo[chunksX * chunksY * chunksZ];
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distances = new int[chunks.Length];
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CreateChunkCache();
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builder.OnNewMapLoaded();
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}
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void ClearChunkCache() {
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if( chunks == null ) return;
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for( int i = 0; i < chunks.Length; i++ ) {
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DeleteChunk( chunks[i] );
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}
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}
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void DeleteChunk( ChunkInfo info ) {
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info.Empty = false;
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DeleteData( ref info.NormalParts );
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DeleteData( ref info.TranslucentParts );
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}
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void DeleteData( ref ChunkPartInfo[] parts ) {
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if( parts == null ) return;
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for( int i = 0; i < parts.Length; i++ ) {
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api.DeleteVb( parts[i].VbId );
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}
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parts = null;
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}
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void CreateChunkCache() {
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int index = 0;
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for( int z = 0; z < length; z += 16 ) {
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for( int y = 0; y < height; y += 16 ) {
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for( int x = 0; x < width; x += 16 ) {
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chunks[index] = new ChunkInfo( x, y, z );
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unsortedChunks[index] = chunks[index];
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index++;
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}
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}
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}
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}
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static int NextMultipleOf16( int value ) {
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return ( value + 0x0F ) & ~0x0F;
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}
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public void RedrawBlock( int x, int y, int z, byte block, int oldHeight, int newHeight ) {
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int cx = x >> 4;
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int cy = y >> 4;
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int cz = z >> 4;
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// NOTE: It's a lot faster to only update the chunks that are affected by the change in shadows,
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// rather than the entire column.
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int newLightcy = newHeight == -1 ? 0 : newHeight >> 4;
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int oldLightcy = oldHeight == -1 ? 0 : oldHeight >> 4;
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ResetChunkAndBelow( cx, cy, cz, newLightcy, oldLightcy );
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int bX = x & 0x0F; // % 16
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int bY = y & 0x0F;
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int bZ = z & 0x0F;
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if( bX == 0 && cx > 0 ) ResetChunkAndBelow( cx - 1, cy, cz, newLightcy, oldLightcy );
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if( bY == 0 && cy > 0 ) ResetChunkAndBelow( cx, cy - 1, cz, newLightcy, oldLightcy );
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if( bZ == 0 && cz > 0 ) ResetChunkAndBelow( cx, cy, cz - 1, newLightcy, oldLightcy );
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if( bX == 15 && cx < chunksX - 1 ) ResetChunkAndBelow( cx + 1, cy, cz, newLightcy, oldLightcy );
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if( bY == 15 && cy < chunksY - 1 ) ResetChunkAndBelow( cx, cy + 1, cz, newLightcy, oldLightcy );
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if( bZ == 15 && cz < chunksZ - 1 ) ResetChunkAndBelow( cx, cy, cz + 1, newLightcy, oldLightcy );
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}
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void ResetChunkAndBelow( int cx, int cy, int cz, int newLightCy, int oldLightCy ) {
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if( newLightCy == oldLightCy ) {
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ResetChunk( cx, cy, cz );
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} else {
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int cyMax = Math.Max( newLightCy, oldLightCy );
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int cyMin = Math.Min( oldLightCy, newLightCy );
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for( cy = cyMax; cy >= cyMin; cy-- ) {
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ResetChunk( cx, cy, cz );
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}
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}
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}
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void ResetChunk( int cx, int cy, int cz ) {
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if( cx < 0 || cy < 0 || cz < 0 ||
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cx >= chunksX || cy >= chunksY || cz >= chunksZ ) return;
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DeleteChunk( unsortedChunks[cx + chunksX * ( cy + cz * chunksY )] );
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}
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public void Render( double deltaTime ) {
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if( chunks == null ) return;
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UpdateSortOrder();
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UpdateChunks();
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RenderNormal();
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game.MapEnvRenderer.Render( deltaTime );
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RenderTranslucent();
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}
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int[] distances;
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void UpdateSortOrder() {
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Player p = game.LocalPlayer;
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Vector3I newChunkPos = Vector3I.Floor( p.EyePosition );
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newChunkPos.X = ( newChunkPos.X & ~0x0F ) + 8;
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newChunkPos.Y = ( newChunkPos.Y & ~0x0F ) + 8;
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newChunkPos.Z = ( newChunkPos.Z & ~0x0F ) + 8;
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if( newChunkPos == chunkPos ) return;
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chunkPos = newChunkPos;
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for( int i = 0; i < distances.Length; i++ ) {
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ChunkInfo info = chunks[i];
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distances[i] = Utils.DistanceSquared( info.CentreX, info.CentreY, info.CentreZ, chunkPos.X, chunkPos.Y, chunkPos.Z );
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}
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// NOTE: Over 5x faster compared to normal comparison of IComparer<ChunkInfo>.Compare
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Array.Sort( distances, chunks );
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Vector3I pPos = newChunkPos;
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for( int i = 0; i < chunks.Length; i++ ) {
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ChunkInfo info = chunks[i];
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int dX1 = ( info.CentreX - 8 ) - pPos.X, dX2 = ( info.CentreX + 8 ) - pPos.X;
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int dY1 = ( info.CentreY - 8 ) - pPos.Y, dY2 = ( info.CentreY + 8 ) - pPos.Y;
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int dZ1 = ( info.CentreZ - 8 ) - pPos.Z, dZ2 = ( info.CentreZ + 8 ) - pPos.Z;
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// Back face culling: make sure that the chunk is definitely entirely back facing.
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info.DrawLeft = !( dX1 <= 0 && dX2 <= 0 );
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info.DrawRight = !( dX1 >= 0 && dX2 >= 0 );
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info.DrawFront = !( dZ1 <= 0 && dZ2 <= 0 );
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info.DrawBack = !( dZ1 >= 0 && dZ2 >= 0 );
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info.DrawBottom = !( dY1 <= 0 && dY2 <= 0 );
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info.DrawTop = !( dY1 >= 0 && dY2 >= 0 );
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}
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}
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void UpdateChunks() {
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int chunksUpdatedThisFrame = 0;
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int adjViewDistSqr = ( game.ViewDistance + 14 ) * ( game.ViewDistance + 14 );
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for( int i = 0; i < chunks.Length; i++ ) {
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ChunkInfo info = chunks[i];
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if( info.Empty ) continue;
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int distSqr = distances[i];
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bool inRange = distSqr <= adjViewDistSqr;
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if( info.NormalParts == null && info.TranslucentParts == null ) {
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if( inRange && chunksUpdatedThisFrame < 4 ) {
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game.ChunkUpdates++;
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builder.GetDrawInfo( info.CentreX - 8, info.CentreY - 8, info.CentreZ - 8,
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ref info.NormalParts, ref info.TranslucentParts );
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if( info.NormalParts == null && info.TranslucentParts == null ) {
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info.Empty = true;
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}
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chunksUpdatedThisFrame++;
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}
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}
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info.Visible = inRange &&
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game.Culling.SphereInFrustum( info.CentreX, info.CentreY, info.CentreZ, 14 ); // 14 ~ sqrt(3 * 8^2)
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}
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}
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// Render solid and fully transparent to fill depth buffer.
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// These blocks are treated as having an alpha value of either none or full.
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void RenderNormal() {
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int[] texIds = game.TerrainAtlas1D.TexIds;
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api.BeginVbBatch( VertexFormat.Pos3fTex2fCol4b );
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api.Texturing = true;
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api.AlphaTest = true;
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for( int batch = 0; batch < _1Dcount; batch++ ) {
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api.BindTexture( texIds[batch] );
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RenderNormalBatch( batch );
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}
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api.AlphaTest = false;
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api.Texturing = false;
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}
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// Render translucent(liquid) blocks. These 'blend' into other blocks.
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void RenderTranslucent() {
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// First fill depth buffer
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int[] texIds = game.TerrainAtlas1D.TexIds;
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api.BeginVbBatch( VertexFormat.Pos3fTex2fCol4b );
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api.Texturing = false;
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api.AlphaBlending = false;
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api.ColourWrite = false;
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for( int batch = 0; batch < _1Dcount; batch++ ) {
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RenderTranslucentBatchDepthPass( batch );
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}
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// Then actually draw the transluscent blocks
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api.AlphaBlending = true;
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api.Texturing = true;
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api.ColourWrite = true;
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api.DepthWrite = false; // we already calculated depth values in depth pass
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for( int batch = 0; batch < _1Dcount; batch++ ) {
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api.BindTexture( texIds[batch] );
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RenderTranslucentBatch( batch );
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}
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api.DepthWrite = true;
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api.AlphaTest = false;
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api.AlphaBlending = false;
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api.Texturing = false;
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}
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}
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} |