mirror of
https://github.com/ClassiCube/ClassiCube.git
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377 lines
12 KiB
C#
377 lines
12 KiB
C#
// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
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using System;
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using ClassicalSharp.Entities;
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using ClassicalSharp.Events;
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using ClassicalSharp.GraphicsAPI;
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using OpenTK;
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namespace ClassicalSharp.Renderers {
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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, Empty = false;
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public bool DrawLeft, DrawRight, DrawFront, DrawBack, DrawBottom, DrawTop;
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#if OCCLUSION
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public bool Visited = false, Occluded = false;
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public byte OcclusionFlags, OccludedFlags, DistanceFlags;
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#endif
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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 _1DUsed = 1;
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ChunkMeshBuilder builder;
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BlockInfo info;
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int width, height, length;
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ChunkInfo[] chunks, unsortedChunks;
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int[] distances;
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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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bool[] usedTranslucent, usedNormal, pendingTranslucent, pendingNormal;
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int[] totalUsed;
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public MapRenderer( Game game ) {
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this.game = game;
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_1DUsed = game.TerrainAtlas1D.CalcMaxUsedRow( game.TerrainAtlas, game.BlockInfo );
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totalUsed = new int[game.TerrainAtlas1D.TexIds.Length];
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RecalcBooleans( true );
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builder = new ChunkMeshBuilder( game );
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api = game.Graphics;
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elementsPerBitmap = game.TerrainAtlas1D.elementsPerBitmap;
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info = game.BlockInfo;
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game.Events.TerrainAtlasChanged += TerrainAtlasChanged;
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game.WorldEvents.OnNewMap += OnNewMap;
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game.WorldEvents.OnNewMapLoaded += OnNewMapLoaded;
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game.WorldEvents.EnvVariableChanged += EnvVariableChanged;
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game.Events.BlockDefinitionChanged += BlockDefinitionChanged;
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game.Events.ViewDistanceChanged += ViewDistanceChanged;
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game.Events.ProjectionChanged += ProjectionChanged;
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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.Events.TerrainAtlasChanged -= TerrainAtlasChanged;
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game.WorldEvents.OnNewMap -= OnNewMap;
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game.WorldEvents.OnNewMapLoaded -= OnNewMapLoaded;
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game.WorldEvents.EnvVariableChanged -= EnvVariableChanged;
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game.WorldEvents.BlockDefinitionChanged -= BlockDefinitionChanged;
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game.Events.ViewDistanceChanged -= ViewDistanceChanged;
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game.Events.ProjectionChanged -= ProjectionChanged;
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builder.Dispose();
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}
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public void Refresh() {
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chunkPos = new Vector3I( int.MaxValue );
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if( chunks == null || game.World.IsNotLoaded ) return;
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ClearChunkCache();
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CreateChunkCache();
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}
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void RefreshBorders( int clipLevel ) {
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chunkPos = new Vector3I( int.MaxValue );
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if( chunks == null || game.World.IsNotLoaded ) return;
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int index = 0;
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for( int z = 0; z < chunksZ; z++ )
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for( int y = 0; y < chunksY; y++ )
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for( int x = 0; x < chunksX; x++ )
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{
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bool isBorder = x == 0 || z == 0 || x == (chunksX - 1) || z == (chunksZ - 1);
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if( isBorder && (y * 16) < clipLevel )
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DeleteChunk( unsortedChunks[index] );
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index++;
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}
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}
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void EnvVariableChanged( object sender, EnvVarEventArgs e ) {
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if( e.Var == EnvVar.SunlightColour || e.Var == EnvVar.ShadowlightColour ) {
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Refresh();
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} else if( e.Var == EnvVar.EdgeLevel ) {
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int oldClip = builder.clipLevel;
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builder.clipLevel = Math.Max( 0, game.World.SidesHeight );
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RefreshBorders( Math.Max( oldClip, builder.clipLevel ) );
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}
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}
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void TerrainAtlasChanged( object sender, EventArgs e ) {
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bool refreshRequired = elementsPerBitmap != game.TerrainAtlas1D.elementsPerBitmap;
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elementsPerBitmap = game.TerrainAtlas1D.elementsPerBitmap;
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_1DUsed = game.TerrainAtlas1D.CalcMaxUsedRow( game.TerrainAtlas, game.BlockInfo );
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if( refreshRequired ) Refresh();
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RecalcBooleans( true );
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}
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void BlockDefinitionChanged( object sender, EventArgs e ) {
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_1DUsed = game.TerrainAtlas1D.CalcMaxUsedRow( game.TerrainAtlas, game.BlockInfo );
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RecalcBooleans( true );
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Refresh();
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}
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void ProjectionChanged( object sender, EventArgs e ) {
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lastCamPos = new Vector3( float.MaxValue );
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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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for( int i = 0; i < totalUsed.Length; i++ )
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totalUsed[i] = 0;
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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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void ViewDistanceChanged( object sender, EventArgs e ) {
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lastCamPos = new Vector3( float.MaxValue );
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lastYaw = float.MaxValue;
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lastPitch = float.MaxValue;
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}
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void RecalcBooleans( bool sizeChanged ) {
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if( sizeChanged ) {
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usedTranslucent = new bool[_1DUsed];
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usedNormal = new bool[_1DUsed];
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pendingTranslucent = new bool[_1DUsed];
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pendingNormal = new bool[_1DUsed];
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}
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for( int i = 0; i < _1DUsed; i++ ) {
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pendingTranslucent[i] = true; usedTranslucent[i] = false;
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pendingNormal[i] = true; usedNormal[i] = false;
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}
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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.World.Width );
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height = NextMultipleOf16( game.World.Height );
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length = NextMultipleOf16( game.World.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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lastCamPos = new Vector3( float.MaxValue );
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lastYaw = float.MaxValue;
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lastPitch = float.MaxValue;
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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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totalUsed = new int[game.TerrainAtlas1D.TexIds.Length];
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}
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void DeleteChunk( ChunkInfo info ) {
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info.Empty = false;
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#if OCCLUSION
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info.OcclusionFlags = 0;
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info.OccludedFlags = 0;
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#endif
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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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DecrementUsed( 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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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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{
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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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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, bX = x & 0x0F;
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int cy = y >> 4, bY = y & 0x0F;
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int cz = z >> 4, bZ = z & 0x0F;
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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 < 0 ? 0 : newHeight >> 4;
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int oldLightcy = oldHeight < 0 ? 0 : oldHeight >> 4;
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ResetChunkAndBelow( cx, cy, cz, newLightcy, oldLightcy );
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if( bX == 0 && cx > 0 && NeedsUpdate( x, y, z, x - 1, y, z ) )
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ResetChunkAndBelow( cx - 1, cy, cz, newLightcy, oldLightcy );
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if( bY == 0 && cy > 0 && NeedsUpdate( x, y, z, x, y - 1, z ) )
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ResetChunkAndBelow( cx, cy - 1, cz, newLightcy, oldLightcy );
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if( bZ == 0 && cz > 0 && NeedsUpdate( x, y, z, x, y, z - 1 ) )
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ResetChunkAndBelow( cx, cy, cz - 1, newLightcy, oldLightcy );
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if( bX == 15 && cx < chunksX - 1 && NeedsUpdate( x, y, z, x + 1, y, z ) )
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ResetChunkAndBelow( cx + 1, cy, cz, newLightcy, oldLightcy );
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if( bY == 15 && cy < chunksY - 1 && NeedsUpdate( x, y, z, x, y + 1, z ) )
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ResetChunkAndBelow( cx, cy + 1, cz, newLightcy, oldLightcy );
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if( bZ == 15 && cz < chunksZ - 1 && NeedsUpdate( x, y, z, x, y, z + 1 ) )
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ResetChunkAndBelow( cx, cy, cz + 1, newLightcy, oldLightcy );
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}
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bool NeedsUpdate( int x1, int y1, int z1, int x2, int y2, int z2 ) {
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byte b1 = game.World.GetBlock( x1, y1, z1 );
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byte b2 = game.World.GetBlock( x2, y2, z2 );
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return (!info.IsOpaque[b1] && info.IsOpaque[b2]) || !(info.IsOpaque[b1] && b2 == 0);
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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( deltaTime );
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RenderNormal();
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game.MapBordersRenderer.Render( deltaTime );
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RenderTranslucent();
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game.Players.DrawShadows();
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}
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int chunksTarget = 4;
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const double targetTime = (1.0 / 30) + 0.01;
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void UpdateChunks( double deltaTime ) {
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int chunkUpdates = 0;
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int viewDist = Utils.AdjViewDist( game.ViewDistance < 16 ? 16 : game.ViewDistance );
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int adjViewDistSqr = (viewDist + 24) * (viewDist + 24);
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chunksTarget += deltaTime < targetTime ? 1 : -1; // build more chunks if 30 FPS or over, otherwise slowdown.
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Utils.Clamp( ref chunksTarget, 4, 12 );
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LocalPlayer p = game.LocalPlayer;
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Vector3 cameraPos = game.CurrentCameraPos;
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bool samePos = cameraPos == lastCamPos && p.HeadYawDegrees == lastYaw
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&& p.PitchDegrees == lastPitch;
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if( samePos )
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UpdateChunksStill( deltaTime, ref chunkUpdates, adjViewDistSqr );
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else
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UpdateChunksAndVisibility( deltaTime, ref chunkUpdates, adjViewDistSqr );
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lastCamPos = cameraPos;
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lastYaw = p.HeadYawDegrees; lastPitch = p.PitchDegrees;
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if( !samePos || chunkUpdates != 0 )
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RecalcBooleans( false );
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}
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Vector3 lastCamPos;
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float lastYaw, lastPitch;
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void UpdateChunksAndVisibility( double deltaTime, ref int chunkUpdats, int adjViewDistSqr ) {
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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 && chunkUpdats < chunksTarget )
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BuildChunk( info, ref chunkUpdats );
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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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void UpdateChunksStill( double deltaTime, ref int chunkUpdates, int adjViewDistSqr ) {
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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 && chunkUpdates < chunksTarget ) {
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BuildChunk( info, ref chunkUpdates );
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// only need to update the visibility of chunks in range.
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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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}
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}
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void BuildChunk( ChunkInfo info, ref int chunkUpdates ) {
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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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} else {
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IncrementUsed( info.NormalParts );
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IncrementUsed( info.TranslucentParts );
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}
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chunkUpdates++;
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}
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void IncrementUsed( 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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if( parts[i].IndicesCount == 0 ) continue;
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totalUsed[i]++;
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}
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}
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void DecrementUsed( 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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if( parts[i].IndicesCount == 0 ) continue;
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totalUsed[i]--;
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}
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}
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}
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} |