ClassiCube/ClassicalSharp/Rendering/MapEnvRenderer.cs

230 lines
8.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Drawing;
using ClassicalSharp.GraphicsAPI;
namespace ClassicalSharp {
public unsafe sealed class MapEnvRenderer : IDisposable {
Map map;
Game game;
IGraphicsApi graphics;
public MapEnvRenderer( Game game ) {
this.game = game;
map = game.Map;
graphics = game.Graphics;
}
int sidesVb = -1, edgesVb = -1;
int edgeTexId, sideTexId;
int sidesIndices, edgesIndices;
bool legacy;
public void SetUseLegacyMode( bool legacy ) {
this.legacy = legacy;
ResetSidesAndEdges( null, null );
}
public void Init() {
game.Events.OnNewMap += OnNewMap;
game.Events.OnNewMapLoaded += OnNewMapLoaded;
game.Events.EnvVariableChanged += EnvVariableChanged;
game.Events.ViewDistanceChanged += ResetSidesAndEdges;
game.Events.TerrainAtlasChanged += ResetTextures;
MakeTexture( ref edgeTexId, ref lastEdgeTexLoc, map.EdgeBlock );
MakeTexture( ref sideTexId, ref lastSideTexLoc, map.SidesBlock );
ResetSidesAndEdges( null, null );
}
public void Render( double deltaTime ) {
if( sidesVb == -1 || edgesVb == -1 ) return;
graphics.Texturing = true;
graphics.BindTexture( sideTexId );
graphics.BeginVbBatch( VertexFormat.Pos3fTex2fCol4b );
graphics.BindVb( sidesVb );
graphics.DrawIndexedVb_TrisT2fC4b( sidesIndices, 0 );
// Do not draw water when we cannot see it.
// Fixes 'depth bleeding through' issues with 16 bit depth buffers on large maps.
if( game.LocalPlayer.EyePosition.Y >= 0 ) {
graphics.AlphaBlending = true;
graphics.BindTexture( edgeTexId );
graphics.BindVb( edgesVb );
graphics.DrawIndexedVb_TrisT2fC4b( edgesIndices, 0 );
graphics.AlphaBlending = false;
}
graphics.Texturing = false;
}
public void Dispose() {
game.Events.OnNewMap -= OnNewMap;
game.Events.OnNewMapLoaded -= OnNewMapLoaded;
game.Events.EnvVariableChanged -= EnvVariableChanged;
game.Events.ViewDistanceChanged -= ResetSidesAndEdges;
game.Events.TerrainAtlasChanged -= ResetTextures;
graphics.DeleteTexture( ref edgeTexId );
graphics.DeleteTexture( ref sideTexId );
graphics.DeleteVb( sidesVb );
graphics.DeleteVb( edgesVb );
sidesVb = edgesVb = -1;
}
void OnNewMap( object sender, EventArgs e ) {
graphics.DeleteVb( sidesVb );
graphics.DeleteVb( edgesVb );
sidesVb = edgesVb = -1;
MakeTexture( ref edgeTexId, ref lastEdgeTexLoc, map.EdgeBlock );
MakeTexture( ref sideTexId, ref lastSideTexLoc, map.SidesBlock );
}
void OnNewMapLoaded( object sender, EventArgs e ) {
CalculateRects( game.ViewDistance );
RebuildSides( map.GroundHeight, legacy ? 128 : 65536 );
RebuildEdges( map.WaterHeight, legacy ? 128 : 65536 );
}
void EnvVariableChanged( object sender, EnvVarEventArgs e ) {
if( e.Var == EnvVar.EdgeBlock ) {
MakeTexture( ref edgeTexId, ref lastEdgeTexLoc, map.EdgeBlock );
} else if( e.Var == EnvVar.SidesBlock ) {
MakeTexture( ref sideTexId, ref lastSideTexLoc, map.SidesBlock );
} else if( e.Var == EnvVar.WaterLevel ) {
ResetSidesAndEdges( null, null );
} else if( e.Var == EnvVar.SunlightColour ) {
ResetSidesAndEdges( null, null );
}
}
void ResetTextures( object sender, EventArgs e ) {
lastEdgeTexLoc = lastSideTexLoc = -1;
MakeTexture( ref edgeTexId, ref lastEdgeTexLoc, map.EdgeBlock );
MakeTexture( ref sideTexId, ref lastSideTexLoc, map.SidesBlock );
}
void ResetSidesAndEdges( object sender, EventArgs e ) {
if( game.Map.IsNotLoaded ) return;
graphics.DeleteVb( sidesVb );
graphics.DeleteVb( edgesVb );
CalculateRects( game.ViewDistance );
RebuildSides( map.GroundHeight, legacy ? 128 : 65536 );
RebuildEdges( map.WaterHeight, legacy ? 128 : 65536 );
}
void RebuildSides( int groundLevel, int axisSize ) {
sidesIndices = 0;
foreach( Rectangle rec in rects ) {
sidesIndices += Utils.CountIndices( rec.Width, rec.Height, axisSize ); // YPlanes outside
}
sidesIndices += Utils.CountIndices( map.Width, map.Length, axisSize ); // YPlane beneath map
sidesIndices += 2 * Utils.CountIndices( map.Width, groundLevel, axisSize ); // ZPlanes
sidesIndices += 2 * Utils.CountIndices( map.Length, groundLevel, axisSize ); // XPlanes
VertexPos3fTex2fCol4b* vertices = stackalloc VertexPos3fTex2fCol4b[sidesIndices / 6 * 4];
IntPtr ptr = (IntPtr)vertices;
FastColour col = map.SunlightYBottom;
foreach( Rectangle rec in rects ) {
DrawY( rec.X, rec.Y, rec.X + rec.Width, rec.Y + rec.Height, groundLevel, axisSize, col, ref vertices );
}
DrawY( 0, 0, map.Width, map.Length, 0, axisSize, col, ref vertices );
DrawZ( 0, 0, map.Width, 0, groundLevel, axisSize, col, ref vertices );
DrawZ( map.Length, 0, map.Width, 0, groundLevel, axisSize, col, ref vertices );
DrawX( 0, 0, map.Length, 0, groundLevel, axisSize, col, ref vertices );
DrawX( map.Width, 0, map.Length, 0, groundLevel, axisSize, col, ref vertices );
sidesVb = graphics.CreateVb( ptr, VertexFormat.Pos3fTex2fCol4b, sidesIndices / 6 * 4 );
}
void RebuildEdges( int waterLevel, int axisSize ) {
edgesIndices = 0;
foreach( Rectangle rec in rects ) {
edgesIndices += Utils.CountIndices( rec.Width, rec.Height, axisSize ); // YPlanes outside
}
VertexPos3fTex2fCol4b* vertices = stackalloc VertexPos3fTex2fCol4b[edgesIndices / 6 * 4];
IntPtr ptr = (IntPtr)vertices;
foreach( Rectangle rec in rects ) {
DrawY( rec.X, rec.Y, rec.X + rec.Width, rec.Y + rec.Height, waterLevel, axisSize, game.Map.Sunlight, ref vertices );
}
edgesVb = graphics.CreateVb( ptr, VertexFormat.Pos3fTex2fCol4b, edgesIndices / 6 * 4 );
}
void DrawX( int x, int z1, int z2, int y1, int y2, int axisSize, FastColour col, ref VertexPos3fTex2fCol4b* vertices ) {
int endZ = z2, endY = y2, startY = y1;
for( ; z1 < endZ; z1 += axisSize ) {
z2 = z1 + axisSize;
if( z2 > endZ ) z2 = endZ;
y1 = startY;
for( ; y1 < endY; y1 += axisSize ) {
y2 = y1 + axisSize;
if( y2 > endY ) y2 = endY;
TextureRec rec = new TextureRec( 0, 0, z2 - z1, y2 - y1 );
*vertices++ = new VertexPos3fTex2fCol4b( x, y1, z1, rec.U1, rec.V1, col );
*vertices++ = new VertexPos3fTex2fCol4b( x, y2, z1, rec.U1, rec.V2, col );
*vertices++ = new VertexPos3fTex2fCol4b( x, y2, z2, rec.U2, rec.V2, col );
*vertices++ = new VertexPos3fTex2fCol4b( x, y1, z2, rec.U2, rec.V1, col );
}
}
}
void DrawZ( int z, int x1, int x2, int y1, int y2, int axisSize, FastColour col, ref VertexPos3fTex2fCol4b* vertices ) {
int endX = x2, endY = y2, startY = y1;
for( ; x1 < endX; x1 += axisSize ) {
x2 = x1 + axisSize;
if( x2 > endX ) x2 = endX;
y1 = startY;
for( ; y1 < endY; y1 += axisSize ) {
y2 = y1 + axisSize;
if( y2 > endY ) y2 = endY;
TextureRec rec = new TextureRec( 0, 0, x2 - x1, y2 - y1 );
*vertices++ = new VertexPos3fTex2fCol4b( x1, y1, z, rec.U1, rec.V1, col );
*vertices++ = new VertexPos3fTex2fCol4b( x1, y2, z, rec.U1, rec.V2, col );
*vertices++ = new VertexPos3fTex2fCol4b( x2, y2, z, rec.U2, rec.V2, col );
*vertices++ = new VertexPos3fTex2fCol4b( x2, y1, z, rec.U2, rec.V1, col );
}
}
}
void DrawY( int x1, int z1, int x2, int z2, int y, int axisSize, FastColour col, ref VertexPos3fTex2fCol4b* vertices ) {
int endX = x2, endZ = z2, startZ = z1;
for( ; x1 < endX; x1 += axisSize ) {
x2 = x1 + axisSize;
if( x2 > endX ) x2 = endX;
z1 = startZ;
for( ; z1 < endZ; z1 += axisSize ) {
z2 = z1 + axisSize;
if( z2 > endZ ) z2 = endZ;
TextureRec rec = new TextureRec( 0, 0, x2 - x1, z2 - z1 );
*vertices++ = new VertexPos3fTex2fCol4b( x1, y, z1, rec.U1, rec.V1, col );
*vertices++ = new VertexPos3fTex2fCol4b( x1, y, z2, rec.U1, rec.V2, col );
*vertices++ = new VertexPos3fTex2fCol4b( x2, y, z2, rec.U2, rec.V2, col );
*vertices++ = new VertexPos3fTex2fCol4b( x2, y, z1, rec.U2, rec.V1, col );
}
}
}
Rectangle[] rects = new Rectangle[4];
void CalculateRects( int extent ) {
rects[0] = new Rectangle( -extent, -extent, extent + map.Width + extent, extent );
rects[1] = new Rectangle( -extent, map.Length, extent + map.Width + extent, extent );
rects[2] = new Rectangle( -extent, 0, extent, map.Length );
rects[3] = new Rectangle( map.Width, 0, extent, map.Length );
}
int lastEdgeTexLoc, lastSideTexLoc;
void MakeTexture( ref int texId, ref int lastTexLoc, Block block ) {
int texLoc = game.BlockInfo.GetTextureLoc( (byte)block, TileSide.Top );
if( texLoc != lastTexLoc ) {
lastTexLoc = texLoc;
game.Graphics.DeleteTexture( ref texId );
texId = game.TerrainAtlas.LoadTextureElement( texLoc );
}
}
}
}