ClassiCube/ClassicalSharp/Rendering/Env/WeatherRenderer.cs
UnknownShadow200 98d435b110 fix licensing
2017-01-20 09:12:04 +11:00

212 lines
6.7 KiB
C#

// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
using System;
using System.IO;
using ClassicalSharp.Events;
using ClassicalSharp.GraphicsAPI;
using ClassicalSharp.Map;
using OpenTK;
namespace ClassicalSharp.Renderers {
public class WeatherRenderer : IGameComponent {
Game game;
World map;
IGraphicsApi gfx;
BlockInfo info;
public int RainTexId, SnowTexId;
int vb;
public short[] heightmap;
const int extent = 4;
VertexP3fT2fC4b[] vertices = new VertexP3fT2fC4b[8 * (extent * 2 + 1) * (extent * 2 + 1)];
double rainAcc;
Vector3I lastPos = new Vector3I(Int32.MinValue);
public void Init(Game game) {
this.game = game;
map = game.World;
gfx = game.Graphics;
info = game.BlockInfo;
game.Events.TextureChanged += TextureChanged;
ContextRecreated();
game.Graphics.ContextLost += ContextLost;
game.Graphics.ContextRecreated += ContextRecreated;
}
public void Render(double deltaTime) {
Weather weather = map.Env.Weather;
if (weather == Weather.Sunny) return;
if (heightmap == null) InitHeightmap();
gfx.BindTexture(weather == Weather.Rainy ? RainTexId : SnowTexId);
Vector3 camPos = game.CurrentCameraPos;
Vector3I pos = Vector3I.Floor(camPos);
bool moved = pos != lastPos;
lastPos = pos;
WorldEnv env = game.World.Env;
float speed = (weather == Weather.Rainy ? 1.0f : 0.2f) * env.WeatherSpeed;
float vOffset = (float)game.accumulator * speed;
rainAcc += deltaTime;
bool particles = weather == Weather.Rainy;
int index = 0;
FastColour col = game.World.Env.Sunlight;
VertexP3fT2fC4b v = default(VertexP3fT2fC4b);
for (int dx = -extent; dx <= extent; dx++)
for (int dz = -extent; dz <= extent; dz++)
{
int x = pos.X + dx, z = pos.Z + dz;
float y = RainHeight(x, z);
float height = Math.Max(game.World.Height, pos.Y + 64) - y;
if (height <= 0) continue;
if (particles && (rainAcc >= 0.25 || moved))
game.ParticleManager.AddRainParticle(new Vector3(x, y, z));
float alpha = AlphaAt(dx * dx + dz * dz);
Utils.Clamp(ref alpha, 0, 0xFF);
col.A = (byte)alpha;
// NOTE: Making vertex is inlined since this is called millions of times.
v.Colour = col.Pack();
float worldV = vOffset + (z & 1) / 2f - (x & 0x0F) / 16f;
float v1 = y / 6f + worldV, v2 = (y + height) / 6f + worldV;
v.X = x; v.Y = y; v.Z = z; v.U = 0; v.V = v1; vertices[index++] = v;
// (x, y, z) (0, v1)
v.Y = y + height; v.V = v2; vertices[index++] = v;
// (x, y + height, z) (0, v2)
v.X = x + 1; v.Z = z + 1; v.U = 1; vertices[index++] = v;
// (x + 1, y + height, z + 1) (1, v2)
v.Y = y; v.V = v1; vertices[index++] = v;
// (x + 1, y, z + 1) (1, v1)
v.Z = z; vertices[index++] = v;
// (x + 1, y, z) (1, v1)
v.Y = y + height; v.V = v2; vertices[index++] = v;
// (x + 1, y + height, z) (1, v2)
v.X = x; v.Z = z + 1; v.U = 0; vertices[index++] = v;
// (x, y + height, z + 1) (0, v2)
v.Y = y; v.V = v1; vertices[index++] = v;
// (x y, z + 1) (0, v1)
}
if (particles && (rainAcc >= 0.25 || moved))
rainAcc = 0;
if (index == 0) return;
gfx.AlphaTest = false;
gfx.DepthWrite = false;
gfx.AlphaArgBlend = true;
gfx.SetBatchFormat(VertexFormat.P3fT2fC4b);
gfx.UpdateDynamicIndexedVb(DrawMode.Triangles, vb, vertices, index);
gfx.AlphaArgBlend = false;
gfx.AlphaTest = true;
gfx.DepthWrite = true;
}
float AlphaAt(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 * game.World.Env.WeatherFade;
}
int length, width, maxY, oneY;
public void Ready(Game game) { }
public void Reset(Game game) { OnNewMap(game); }
public void OnNewMap(Game game) {
heightmap = null;
lastPos = new Vector3I(Int32.MaxValue);
}
public void OnNewMapLoaded(Game game) {
length = map.Length;
width = map.Width;
maxY = map.Height - 1;
oneY = length * width;
}
void TextureChanged(object sender, TextureEventArgs e) {
if (e.Name == "snow.png")
game.UpdateTexture(ref SnowTexId, e.Name, e.Data, false);
else if (e.Name == "rain.png")
game.UpdateTexture(ref RainTexId, e.Name, e.Data, false);
}
public void Dispose() {
game.Graphics.DeleteTexture(ref RainTexId);
game.Graphics.DeleteTexture(ref SnowTexId);
ContextLost();
game.Events.TextureChanged -= TextureChanged;
game.Graphics.ContextLost -= ContextLost;
game.Graphics.ContextRecreated -= ContextRecreated;
}
void InitHeightmap() {
heightmap = new short[map.Width * map.Length];
for (int i = 0; i < heightmap.Length; i++) {
heightmap[i] = short.MaxValue;
}
}
float RainHeight(int x, int z) {
if (x < 0 || z < 0 || x >= width || z >= length) return map.Env.EdgeHeight;
int index = (x * length) + z;
int height = heightmap[index];
int y = height == short.MaxValue ? CalcHeightAt(x, maxY, z, index) : height;
return y == -1 ? 0 :
y + game.BlockInfo.MaxBB[map.GetBlock(x, y, z)].Y;
}
int CalcHeightAt(int x, int maxY, int z, int index) {
int mapIndex = (maxY * length + z) * width + x;
for (int y = maxY; y >= 0; y--) {
byte draw = info.Draw[map.blocks[mapIndex]];
if (!(draw == DrawType.Gas || draw == DrawType.Sprite)) {
heightmap[index] = (short)y;
return y;
}
mapIndex -= oneY;
}
heightmap[index] = -1;
return -1;
}
internal void UpdateHeight(int x, int y, int z, byte oldBlock, byte newBlock) {
bool didBlock = !(info.Draw[oldBlock] == DrawType.Gas || info.Draw[oldBlock] == DrawType.Sprite);
bool nowBlock = !(info.Draw[newBlock] == DrawType.Gas || info.Draw[newBlock] == DrawType.Sprite);
if (didBlock == nowBlock) return;
int index = (x * length) + z;
int height = heightmap[index];
if (height == short.MaxValue) {
if (map.Env.Weather == Weather.Sunny) return;
// We have to calculate the entire column for visibility, because the old/new block info is
// useless if there is another block higher than block.y that stops rain.
CalcHeightAt(x, maxY, z, index);
} else if (y >= height) {
if (nowBlock) {
heightmap[index] = (short)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
CalcHeightAt(x, y, z, index);
}
}
}
void ContextLost() { game.Graphics.DeleteVb(ref vb); }
void ContextRecreated() {
vb = gfx.CreateDynamicVb(VertexFormat.P3fT2fC4b, vertices.Length);
}
}
}