ClassiCube/ClassicalSharp/Rendering/MapEnvRenderer.cs
2015-08-23 09:13:28 +10:00

228 lines
8.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Drawing;
using ClassicalSharp.GraphicsAPI;
namespace ClassicalSharp {
public unsafe sealed class MapEnvRenderer : IDisposable {
public Map Map;
public Game Window;
public IGraphicsApi Graphics;
public MapEnvRenderer( Game window ) {
Window = window;
Map = Window.Map;
}
int sidesVb = -1, edgesVb = -1;
int edgeTexId, sideTexId;
int sidesIndices, edgesIndices;
static readonly FastColour sidesCol = new FastColour( 128, 128, 128 ), edgesCol = FastColour.White;
bool legacy;
public void SetUseLegacyMode( bool legacy ) {
this.legacy = legacy;
ResetSidesAndEdges( null, null );
}
public void Init() {
Window.OnNewMap += OnNewMap;
Window.OnNewMapLoaded += OnNewMapLoaded;
Window.EnvVariableChanged += EnvVariableChanged;
Window.ViewDistanceChanged += ResetSidesAndEdges;
Window.TerrainAtlasChanged += ResetTextures;
Graphics = Window.Graphics;
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( Window.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() {
Window.OnNewMap -= OnNewMap;
Window.OnNewMapLoaded -= OnNewMapLoaded;
Window.EnvVariableChanged -= EnvVariableChanged;
Window.ViewDistanceChanged -= ResetSidesAndEdges;
Window.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( Window.ViewDistance );
RebuildSides( Map.GroundHeight, legacy ? 128 : 65536 );
RebuildEdges( Map.WaterHeight, legacy ? 128 : 65536 );
}
void EnvVariableChanged( object sender, EnvVariableEventArgs e ) {
if( e.Variable == EnvVariable.EdgeBlock ) {
MakeTexture( ref edgeTexId, ref lastEdgeTexLoc, Map.EdgeBlock );
} else if( e.Variable == EnvVariable.SidesBlock ) {
MakeTexture( ref sideTexId, ref lastSideTexLoc, Map.SidesBlock );
} else if( e.Variable == EnvVariable.WaterLevel ) {
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( Window.Map.IsNotLoaded ) return;
Graphics.DeleteVb( sidesVb );
Graphics.DeleteVb( edgesVb );
CalculateRects( Window.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;
foreach( Rectangle rec in rects ) {
DrawY( rec.X, rec.Y, rec.X + rec.Width, rec.Y + rec.Height, groundLevel, axisSize, sidesCol, ref vertices );
}
DrawY( 0, 0, Map.Width, Map.Length, 0, axisSize, sidesCol, ref vertices );
DrawZ( 0, 0, Map.Width, 0, groundLevel, axisSize, sidesCol, ref vertices );
DrawZ( Map.Length, 0, Map.Width, 0, groundLevel, axisSize, sidesCol, ref vertices );
DrawX( 0, 0, Map.Length, 0, groundLevel, axisSize, sidesCol, ref vertices );
DrawX( Map.Width, 0, Map.Length, 0, groundLevel, axisSize, sidesCol, 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, edgesCol, 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;
TextureRectangle rec = new TextureRectangle( 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;
TextureRectangle rec = new TextureRectangle( 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;
TextureRectangle rec = new TextureRectangle( 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 = Window.BlockInfo.GetOptimTextureLoc( (byte)block, TileSide.Top );
if( texLoc != lastTexLoc ) {
lastTexLoc = texLoc;
Window.Graphics.DeleteTexture( ref texId );
texId = Window.TerrainAtlas.LoadTextureElement( texLoc );
}
}
}
}