300 lines
9.5 KiB
C#

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();
}
}
void EnvVariableChanged( object sender, EnvVariableEventArgs e ) {
if( e.Variable == EnvVariable.SunlightColour || e.Variable == EnvVariable.ShadowlightColour ) {
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;
int cy = y >> 4;
int cz = z >> 4;
// 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 == -1 ? 0 : newHeight >> 4;
int oldLightcy = oldHeight == -1 ? 0 : oldHeight >> 4;
ResetChunkAndBelow( cx, cy, cz, newLightcy, oldLightcy );
int bX = x & 0x0F; // % 16
int bY = y & 0x0F;
int bZ = z & 0x0F;
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();
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<ChunkInfo>.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 );
}
}
void UpdateChunks() {
int chunksUpdatedThisFrame = 0;
int adjViewDistSqr = ( game.ViewDistance + 14 ) * ( game.ViewDistance + 14 );
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 < 4 ) {
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() {
// 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;
}
}
}