ClassiCube/ClassicalSharp/Rendering/Env/MapBordersRenderer.cs

271 lines
9.8 KiB
C#

// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
using System;
using System.Collections.Generic;
using System.Drawing;
using ClassicalSharp.Events;
using ClassicalSharp.GraphicsAPI;
using ClassicalSharp.Map;
using OpenTK;
namespace ClassicalSharp.Renderers {
public unsafe sealed class MapBordersRenderer : IGameComponent {
World map;
Game game;
IGraphicsApi graphics;
int sidesVb = -1, edgesVb = -1;
int edgeTexId, sideTexId;
int sidesVertices, edgesVertices;
internal bool legacy;
bool fullColSides, fullColEdge;
public void UseLegacyMode( bool legacy ) {
this.legacy = legacy;
ResetSidesAndEdges( null, null );
}
public void Init( Game game ) {
this.game = game;
map = game.World;
graphics = game.Graphics;
game.WorldEvents.EnvVariableChanged += EnvVariableChanged;
game.Events.ViewDistanceChanged += ResetSidesAndEdges;
game.Events.TerrainAtlasChanged += ResetTextures;
}
public void RenderSides( double delta ) {
if( sidesVb == -1 ) return;
byte block = game.World.Env.SidesBlock;
if( game.BlockInfo.IsAir[block] ) return;
graphics.Texturing = true;
graphics.AlphaTest = true;
graphics.BindTexture( sideTexId );
graphics.SetBatchFormat( VertexFormat.P3fT2fC4b );
graphics.BindVb( sidesVb );
graphics.DrawIndexedVb_TrisT2fC4b( sidesVertices * 6 / 4, 0 );
graphics.Texturing = false;
graphics.AlphaTest = false;
}
public void RenderEdges( double delta ) {
if( edgesVb == -1 ) return;
byte block = game.World.Env.EdgeBlock;
if( game.BlockInfo.IsAir[block] ) return;
Vector3 camPos = game.CurrentCameraPos;
graphics.AlphaBlending = true;
graphics.Texturing = true;
graphics.AlphaTest = true;
graphics.BindTexture( edgeTexId );
graphics.SetBatchFormat( VertexFormat.P3fT2fC4b );
graphics.BindVb( edgesVb );
// Do not draw water when we cannot see it.
// Fixes some 'depth bleeding through' issues with 16 bit depth buffers on large maps.
float yVisible = Math.Min( 0, map.Env.SidesHeight );
if( camPos.Y >= yVisible )
graphics.DrawIndexedVb_TrisT2fC4b( edgesVertices * 6 / 4, 0 );
graphics.AlphaBlending = false;
graphics.Texturing = false;
graphics.AlphaTest = false;
}
public void Dispose() {
game.WorldEvents.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;
}
public void Ready( Game game ) { }
public void Reset( Game game ) { OnNewMap( game ); }
public void OnNewMap( Game game ) {
graphics.DeleteVb( sidesVb );
graphics.DeleteVb( edgesVb );
sidesVb = edgesVb = -1;
MakeTexture( ref edgeTexId, ref lastEdgeTexLoc, map.Env.EdgeBlock );
MakeTexture( ref sideTexId, ref lastSideTexLoc, map.Env.SidesBlock );
}
public void OnNewMapLoaded( Game game ) {
CalculateRects( game.ViewDistance );
RebuildSides( map.Env.SidesHeight, legacy ? 128 : 65536 );
RebuildEdges( map.Env.EdgeHeight, legacy ? 128 : 65536 );
}
void EnvVariableChanged( object sender, EnvVarEventArgs e ) {
if( e.Var == EnvVar.EdgeBlock ) {
MakeTexture( ref edgeTexId, ref lastEdgeTexLoc, map.Env.EdgeBlock );
if( game.BlockInfo.BlocksLight[map.Env.EdgeBlock] != fullColEdge )
ResetSidesAndEdges( null, null );
} else if( e.Var == EnvVar.SidesBlock ) {
MakeTexture( ref sideTexId, ref lastSideTexLoc, map.Env.SidesBlock );
if( game.BlockInfo.BlocksLight[map.Env.SidesBlock] != fullColSides )
ResetSidesAndEdges( null, null );
} else if( e.Var == EnvVar.EdgeLevel ) {
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.Env.EdgeBlock );
MakeTexture( ref sideTexId, ref lastSideTexLoc, map.Env.SidesBlock );
}
void ResetSidesAndEdges( object sender, EventArgs e ) {
if( game.World.IsNotLoaded ) return;
graphics.DeleteVb( sidesVb );
graphics.DeleteVb( edgesVb );
CalculateRects( game.ViewDistance );
RebuildSides( map.Env.SidesHeight, legacy ? 128 : 65536 );
RebuildEdges( map.Env.EdgeHeight, legacy ? 128 : 65536 );
}
void RebuildSides( int y, int axisSize ) {
byte block = game.World.Env.SidesBlock;
sidesVertices = 0;
foreach( Rectangle r in rects )
sidesVertices += Utils.CountVertices( r.Width, r.Height, axisSize ); // YQuads outside
sidesVertices += Utils.CountVertices( map.Width, map.Length, axisSize ); // YQuads beneath map
sidesVertices += 2 * Utils.CountVertices( map.Width, Math.Abs( y ), axisSize ); // ZQuads
sidesVertices += 2 * Utils.CountVertices( map.Length, Math.Abs( y ), axisSize ); // XQuads
VertexP3fT2fC4b* v = stackalloc VertexP3fT2fC4b[sidesVertices];
IntPtr ptr = (IntPtr)v;
fullColSides = game.BlockInfo.FullBright[block];
FastColour col = fullColSides ? FastColour.White : map.Env.Shadowlight;
foreach( Rectangle r in rects )
DrawY( r.X, r.Y, r.X + r.Width, r.Y + r.Height, y, axisSize, col, 0, YOffset( block ), ref v );
// Work properly for when ground level is below 0
int y1 = 0, y2 = y;
if( y < 0 ) { y1 = y; y2 = 0; }
DrawY( 0, 0, map.Width, map.Length, 0, axisSize, col, 0, 0, ref v );
DrawZ( 0, 0, map.Width, y1, y2, axisSize, col, ref v );
DrawZ( map.Length, 0, map.Width, y1, y2, axisSize, col, ref v );
DrawX( 0, 0, map.Length, y1, y2, axisSize, col, ref v );
DrawX( map.Width, 0, map.Length, y1, y2, axisSize, col, ref v );
sidesVb = graphics.CreateVb( ptr, VertexFormat.P3fT2fC4b, sidesVertices );
}
void RebuildEdges( int y, int axisSize ) {
byte block = game.World.Env.EdgeBlock;
edgesVertices = 0;
foreach( Rectangle r in rects )
edgesVertices += Utils.CountVertices( r.Width, r.Height, axisSize ); // YPlanes outside
VertexP3fT2fC4b* v = stackalloc VertexP3fT2fC4b[edgesVertices];
IntPtr ptr = (IntPtr)v;
fullColEdge = game.BlockInfo.FullBright[block];
FastColour col = fullColEdge ? FastColour.White : map.Env.Sunlight;
foreach( Rectangle r in rects )
DrawY( r.X, r.Y, r.X + r.Width, r.Y + r.Height, y, axisSize, col, -0.1f/16, YOffset( block ), ref v );
edgesVb = graphics.CreateVb( ptr, VertexFormat.P3fT2fC4b, edgesVertices );
}
float YOffset( byte block ) {
BlockInfo info = game.BlockInfo;
float offset = 0;
if( info.IsTranslucent[block] && info.Collide[block] != CollideType.Solid )
offset -= 0.1f/16;
if( info.IsLiquid[block] )
offset -= 1.5f/16;
return offset;
}
void DrawX( int x, int z1, int z2, int y1, int y2, int axisSize,
FastColour col, ref VertexP3fT2fC4b* v ) {
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 );
*v = new VertexP3fT2fC4b( x, y1, z1, rec.U1, rec.V2, col ); v++;
*v = new VertexP3fT2fC4b( x, y2, z1, rec.U1, rec.V1, col ); v++;
*v = new VertexP3fT2fC4b( x, y2, z2, rec.U2, rec.V1, col ); v++;
*v = new VertexP3fT2fC4b( x, y1, z2, rec.U2, rec.V2, col ); v++;
}
}
}
void DrawZ( int z, int x1, int x2, int y1, int y2, int axisSize,
FastColour col, ref VertexP3fT2fC4b* v ) {
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 );
*v = new VertexP3fT2fC4b( x1, y1, z, rec.U1, rec.V2, col ); v++;
*v = new VertexP3fT2fC4b( x1, y2, z, rec.U1, rec.V1, col ); v++;
*v = new VertexP3fT2fC4b( x2, y2, z, rec.U2, rec.V1, col ); v++;
*v = new VertexP3fT2fC4b( x2, y1, z, rec.U2, rec.V2, col ); v++;
}
}
}
void DrawY( int x1, int z1, int x2, int z2, float y, int axisSize,
FastColour col, float offset, float yOffset, ref VertexP3fT2fC4b* v ) {
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 );
*v = new VertexP3fT2fC4b( x1 + offset, y + yOffset, z1 + offset, rec.U1, rec.V1, col ); v++;
*v = new VertexP3fT2fC4b( x1 + offset, y + yOffset, z2 + offset, rec.U1, rec.V2, col ); v++;
*v = new VertexP3fT2fC4b( x2 + offset, y + yOffset, z2 + offset, rec.U2, rec.V2, col ); v++;
*v = new VertexP3fT2fC4b( x2 + offset, y + yOffset, z1 + offset, rec.U2, rec.V1, col ); v++;
}
}
}
Rectangle[] rects = new Rectangle[4];
void CalculateRects( int extent ) {
extent = Utils.AdjViewDist( 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, byte block ) {
int texLoc = game.BlockInfo.GetTextureLoc( block, Side.Top );
if( texLoc == lastTexLoc ) return;
lastTexLoc = texLoc;
game.Graphics.DeleteTexture( ref texId );
texId = game.TerrainAtlas.LoadTextureElement( texLoc );
}
}
}