mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-10-08 13:34:54 -04:00
228 lines
8.7 KiB
C#
228 lines
8.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Drawing;
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using ClassicalSharp.GraphicsAPI;
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namespace ClassicalSharp {
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public unsafe sealed class MapEnvRenderer : IDisposable {
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public Map Map;
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public Game Window;
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public IGraphicsApi Graphics;
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public MapEnvRenderer( Game window ) {
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Window = window;
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Map = Window.Map;
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}
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int sidesVb = -1, edgesVb = -1;
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int edgeTexId, sideTexId;
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int sidesIndices, edgesIndices;
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static readonly FastColour sidesCol = new FastColour( 128, 128, 128 ), edgesCol = FastColour.White;
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bool legacy;
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public void SetUseLegacyMode( bool legacy ) {
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this.legacy = legacy;
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ResetSidesAndEdges( null, null );
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}
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public void Init() {
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Window.OnNewMap += OnNewMap;
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Window.OnNewMapLoaded += OnNewMapLoaded;
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Window.EnvVariableChanged += EnvVariableChanged;
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Window.ViewDistanceChanged += ResetSidesAndEdges;
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Window.TerrainAtlasChanged += ResetTextures;
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Graphics = Window.Graphics;
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MakeTexture( ref edgeTexId, ref lastEdgeTexLoc, Map.EdgeBlock );
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MakeTexture( ref sideTexId, ref lastSideTexLoc, Map.SidesBlock );
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ResetSidesAndEdges( null, null );
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}
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public void Render( double deltaTime ) {
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if( sidesVb == -1 || edgesVb == -1 ) return;
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Graphics.Texturing = true;
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Graphics.BindTexture( sideTexId );
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Graphics.BeginVbBatch( VertexFormat.Pos3fTex2fCol4b );
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Graphics.BindVb( sidesVb );
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Graphics.DrawIndexedVb_TrisT2fC4b( sidesIndices, 0 );
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// Do not draw water when we cannot see it.
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// Fixes 'depth bleeding through' issues with 16 bit depth buffers on large maps.
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if( Window.LocalPlayer.EyePosition.Y >= 0 ) {
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Graphics.AlphaBlending = true;
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Graphics.BindTexture( edgeTexId );
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Graphics.BindVb( edgesVb );
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Graphics.DrawIndexedVb_TrisT2fC4b( edgesIndices, 0 );
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Graphics.AlphaBlending = false;
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}
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Graphics.Texturing = false;
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}
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public void Dispose() {
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Window.OnNewMap -= OnNewMap;
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Window.OnNewMapLoaded -= OnNewMapLoaded;
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Window.EnvVariableChanged -= EnvVariableChanged;
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Window.ViewDistanceChanged -= ResetSidesAndEdges;
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Window.TerrainAtlasChanged -= ResetTextures;
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Graphics.DeleteTexture( ref edgeTexId );
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Graphics.DeleteTexture( ref sideTexId );
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Graphics.DeleteVb( sidesVb );
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Graphics.DeleteVb( edgesVb );
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sidesVb = edgesVb = -1;
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}
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void OnNewMap( object sender, EventArgs e ) {
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Graphics.DeleteVb( sidesVb );
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Graphics.DeleteVb( edgesVb );
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sidesVb = edgesVb = -1;
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MakeTexture( ref edgeTexId, ref lastEdgeTexLoc, Map.EdgeBlock );
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MakeTexture( ref sideTexId, ref lastSideTexLoc, Map.SidesBlock );
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}
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void OnNewMapLoaded( object sender, EventArgs e ) {
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CalculateRects( Window.ViewDistance );
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RebuildSides( Map.GroundHeight, legacy ? 128 : 65536 );
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RebuildEdges( Map.WaterHeight, legacy ? 128 : 65536 );
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}
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void EnvVariableChanged( object sender, EnvVariableEventArgs e ) {
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if( e.Variable == EnvVariable.EdgeBlock ) {
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MakeTexture( ref edgeTexId, ref lastEdgeTexLoc, Map.EdgeBlock );
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} else if( e.Variable == EnvVariable.SidesBlock ) {
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MakeTexture( ref sideTexId, ref lastSideTexLoc, Map.SidesBlock );
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} else if( e.Variable == EnvVariable.WaterLevel ) {
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ResetSidesAndEdges( null, null );
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}
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}
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void ResetTextures( object sender, EventArgs e ) {
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lastEdgeTexLoc = lastSideTexLoc = -1;
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MakeTexture( ref edgeTexId, ref lastEdgeTexLoc, Map.EdgeBlock );
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MakeTexture( ref sideTexId, ref lastSideTexLoc, Map.SidesBlock );
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}
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void ResetSidesAndEdges( object sender, EventArgs e ) {
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if( Window.Map.IsNotLoaded ) return;
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Graphics.DeleteVb( sidesVb );
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Graphics.DeleteVb( edgesVb );
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CalculateRects( Window.ViewDistance );
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RebuildSides( Map.GroundHeight, legacy ? 128 : 65536 );
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RebuildEdges( Map.WaterHeight, legacy ? 128 : 65536 );
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}
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void RebuildSides( int groundLevel, int axisSize ) {
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sidesIndices = 0;
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foreach( Rectangle rec in rects ) {
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sidesIndices += Utils.CountIndices( rec.Width, rec.Height, axisSize ); // YPlanes outside
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}
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sidesIndices += Utils.CountIndices( Map.Width, Map.Length, axisSize ); // YPlane beneath map
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sidesIndices += 2 * Utils.CountIndices( Map.Width, groundLevel, axisSize ); // ZPlanes
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sidesIndices += 2 * Utils.CountIndices( Map.Length, groundLevel, axisSize ); // XPlanes
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VertexPos3fTex2fCol4b* vertices = stackalloc VertexPos3fTex2fCol4b[sidesIndices / 6 * 4];
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IntPtr ptr = (IntPtr)vertices;
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foreach( Rectangle rec in rects ) {
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DrawY( rec.X, rec.Y, rec.X + rec.Width, rec.Y + rec.Height, groundLevel, axisSize, sidesCol, ref vertices );
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}
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DrawY( 0, 0, Map.Width, Map.Length, 0, axisSize, sidesCol, ref vertices );
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DrawZ( 0, 0, Map.Width, 0, groundLevel, axisSize, sidesCol, ref vertices );
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DrawZ( Map.Length, 0, Map.Width, 0, groundLevel, axisSize, sidesCol, ref vertices );
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DrawX( 0, 0, Map.Length, 0, groundLevel, axisSize, sidesCol, ref vertices );
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DrawX( Map.Width, 0, Map.Length, 0, groundLevel, axisSize, sidesCol, ref vertices );
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sidesVb = Graphics.CreateVb( ptr, VertexFormat.Pos3fTex2fCol4b, sidesIndices / 6 * 4 );
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}
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void RebuildEdges( int waterLevel, int axisSize ) {
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edgesIndices = 0;
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foreach( Rectangle rec in rects ) {
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edgesIndices += Utils.CountIndices( rec.Width, rec.Height, axisSize ); // YPlanes outside
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}
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VertexPos3fTex2fCol4b* vertices = stackalloc VertexPos3fTex2fCol4b[edgesIndices / 6 * 4];
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IntPtr ptr = (IntPtr)vertices;
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foreach( Rectangle rec in rects ) {
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DrawY( rec.X, rec.Y, rec.X + rec.Width, rec.Y + rec.Height, waterLevel, axisSize, edgesCol, ref vertices );
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}
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edgesVb = Graphics.CreateVb( ptr, VertexFormat.Pos3fTex2fCol4b, edgesIndices / 6 * 4 );
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}
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void DrawX( int x, int z1, int z2, int y1, int y2, int axisSize, FastColour col, ref VertexPos3fTex2fCol4b* vertices ) {
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int endZ = z2, endY = y2, startY = y1;
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for( ; z1 < endZ; z1 += axisSize ) {
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z2 = z1 + axisSize;
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if( z2 > endZ ) z2 = endZ;
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y1 = startY;
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for( ; y1 < endY; y1 += axisSize ) {
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y2 = y1 + axisSize;
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if( y2 > endY ) y2 = endY;
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TextureRectangle rec = new TextureRectangle( 0, 0, z2 - z1, y2 - y1 );
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*vertices++ = new VertexPos3fTex2fCol4b( x, y1, z1, rec.U1, rec.V1, col );
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*vertices++ = new VertexPos3fTex2fCol4b( x, y2, z1, rec.U1, rec.V2, col );
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*vertices++ = new VertexPos3fTex2fCol4b( x, y2, z2, rec.U2, rec.V2, col );
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*vertices++ = new VertexPos3fTex2fCol4b( x, y1, z2, rec.U2, rec.V1, col );
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}
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}
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}
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void DrawZ( int z, int x1, int x2, int y1, int y2, int axisSize, FastColour col, ref VertexPos3fTex2fCol4b* vertices ) {
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int endX = x2, endY = y2, startY = y1;
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for( ; x1 < endX; x1 += axisSize ) {
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x2 = x1 + axisSize;
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if( x2 > endX ) x2 = endX;
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y1 = startY;
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for( ; y1 < endY; y1 += axisSize ) {
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y2 = y1 + axisSize;
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if( y2 > endY ) y2 = endY;
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TextureRectangle rec = new TextureRectangle( 0, 0, x2 - x1, y2 - y1 );
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*vertices++ = new VertexPos3fTex2fCol4b( x1, y1, z, rec.U1, rec.V1, col );
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*vertices++ = new VertexPos3fTex2fCol4b( x1, y2, z, rec.U1, rec.V2, col );
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*vertices++ = new VertexPos3fTex2fCol4b( x2, y2, z, rec.U2, rec.V2, col );
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*vertices++ = new VertexPos3fTex2fCol4b( x2, y1, z, rec.U2, rec.V1, col );
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}
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}
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}
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void DrawY( int x1, int z1, int x2, int z2, int y, int axisSize, FastColour col, ref VertexPos3fTex2fCol4b* vertices ) {
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int endX = x2, endZ = z2, startZ = z1;
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for( ; x1 < endX; x1 += axisSize ) {
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x2 = x1 + axisSize;
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if( x2 > endX ) x2 = endX;
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z1 = startZ;
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for( ; z1 < endZ; z1 += axisSize ) {
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z2 = z1 + axisSize;
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if( z2 > endZ ) z2 = endZ;
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TextureRectangle rec = new TextureRectangle( 0, 0, x2 - x1, z2 - z1 );
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*vertices++ = new VertexPos3fTex2fCol4b( x1, y, z1, rec.U1, rec.V1, col );
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*vertices++ = new VertexPos3fTex2fCol4b( x1, y, z2, rec.U1, rec.V2, col );
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*vertices++ = new VertexPos3fTex2fCol4b( x2, y, z2, rec.U2, rec.V2, col );
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*vertices++ = new VertexPos3fTex2fCol4b( x2, y, z1, rec.U2, rec.V1, col );
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}
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}
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}
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Rectangle[] rects = new Rectangle[4];
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void CalculateRects( int extent ) {
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rects[0] = new Rectangle( -extent, -extent, extent + Map.Width + extent, extent );
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rects[1] = new Rectangle( -extent, Map.Length, extent + Map.Width + extent, extent );
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rects[2] = new Rectangle( -extent, 0, extent, Map.Length );
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rects[3] = new Rectangle( Map.Width, 0, extent, Map.Length );
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}
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int lastEdgeTexLoc, lastSideTexLoc;
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void MakeTexture( ref int texId, ref int lastTexLoc, Block block ) {
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int texLoc = Window.BlockInfo.GetOptimTextureLoc( (byte)block, TileSide.Top );
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if( texLoc != lastTexLoc ) {
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lastTexLoc = texLoc;
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Window.Graphics.DeleteTexture( ref texId );
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texId = Window.TerrainAtlas.LoadTextureElement( texLoc );
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}
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}
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}
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} |