mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-23 20:57:12 -04:00
258 lines
9.8 KiB
C#
258 lines
9.8 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Drawing;
|
|
using ClassicalSharp.GraphicsAPI;
|
|
using OpenTK;
|
|
|
|
namespace ClassicalSharp {
|
|
|
|
public unsafe sealed class MapEnvRenderer : IDisposable {
|
|
|
|
Map map;
|
|
Game game;
|
|
IGraphicsApi graphics;
|
|
|
|
public MapEnvRenderer( Game game ) {
|
|
this.game = game;
|
|
map = game.Map;
|
|
graphics = game.Graphics;
|
|
}
|
|
|
|
int sidesVb = -1, edgesVb = -1;
|
|
int edgeTexId, sideTexId;
|
|
int sidesVertices, edgesVertices,
|
|
edgesBaseVertices, edgesVerVertices;
|
|
bool legacy;
|
|
|
|
public void SetUseLegacyMode( bool legacy ) {
|
|
this.legacy = legacy;
|
|
ResetSidesAndEdges( null, null );
|
|
}
|
|
|
|
public void Init() {
|
|
game.Events.OnNewMap += OnNewMap;
|
|
game.Events.OnNewMapLoaded += OnNewMapLoaded;
|
|
game.Events.EnvVariableChanged += EnvVariableChanged;
|
|
game.Events.ViewDistanceChanged += ResetSidesAndEdges;
|
|
game.Events.TerrainAtlasChanged += ResetTextures;
|
|
|
|
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.AlphaTest = true;
|
|
graphics.BindTexture( sideTexId );
|
|
graphics.BeginVbBatch( VertexFormat.Pos3fTex2fCol4b );
|
|
graphics.BindVb( sidesVb );
|
|
graphics.DrawIndexedVb_TrisT2fC4b( sidesVertices * 6 / 4, 0 );
|
|
|
|
graphics.AlphaBlending = true;
|
|
graphics.BindTexture( edgeTexId );
|
|
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.
|
|
Vector3 eyePos = game.LocalPlayer.EyePosition;
|
|
float yVisible = Math.Min( 0, map.SidesHeight );
|
|
if( game.Camera.GetCameraPos( eyePos ).Y >= yVisible ) {
|
|
graphics.DrawIndexedVb_TrisT2fC4b( edgesVertices * 6 / 4, 0 );
|
|
} else {
|
|
graphics.DrawIndexedVb_TrisT2fC4b( edgesVerVertices * 6 / 4, edgesBaseVertices * 6 / 4 );
|
|
}
|
|
graphics.AlphaBlending = false;
|
|
graphics.Texturing = false;
|
|
graphics.AlphaTest = false;
|
|
}
|
|
|
|
public void Dispose() {
|
|
game.Events.OnNewMap -= OnNewMap;
|
|
game.Events.OnNewMapLoaded -= OnNewMapLoaded;
|
|
game.Events.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;
|
|
}
|
|
|
|
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( game.ViewDistance );
|
|
RebuildSides( map.SidesHeight, legacy ? 128 : 65536 );
|
|
RebuildEdges( map.EdgeHeight, legacy ? 128 : 65536 );
|
|
}
|
|
|
|
void EnvVariableChanged( object sender, EnvVarEventArgs e ) {
|
|
if( e.Var == EnvVar.EdgeBlock ) {
|
|
MakeTexture( ref edgeTexId, ref lastEdgeTexLoc, map.EdgeBlock );
|
|
} else if( e.Var == EnvVar.SidesBlock ) {
|
|
MakeTexture( ref sideTexId, ref lastSideTexLoc, map.SidesBlock );
|
|
} 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.EdgeBlock );
|
|
MakeTexture( ref sideTexId, ref lastSideTexLoc, map.SidesBlock );
|
|
}
|
|
|
|
void ResetSidesAndEdges( object sender, EventArgs e ) {
|
|
if( game.Map.IsNotLoaded ) return;
|
|
graphics.DeleteVb( sidesVb );
|
|
graphics.DeleteVb( edgesVb );
|
|
CalculateRects( game.ViewDistance );
|
|
RebuildSides( map.SidesHeight, legacy ? 128 : 65536 );
|
|
RebuildEdges( map.EdgeHeight, legacy ? 128 : 65536 );
|
|
}
|
|
|
|
void RebuildSides( int groundLevel, int axisSize ) {
|
|
sidesVertices = 0;
|
|
foreach( Rectangle rec in rects ) {
|
|
sidesVertices += Utils.CountVertices( rec.Width, rec.Height, axisSize ); // YPlanes outside
|
|
}
|
|
sidesVertices += Utils.CountVertices( map.Width, map.Length, axisSize ); // YPlane beneath map
|
|
sidesVertices += 2 * Utils.CountVertices( map.Width, Math.Abs( groundLevel ), axisSize ); // ZPlanes
|
|
sidesVertices += 2 * Utils.CountVertices( map.Length, Math.Abs( groundLevel ), axisSize ); // XPlanes
|
|
VertexPos3fTex2fCol4b* vertices = stackalloc VertexPos3fTex2fCol4b[sidesVertices];
|
|
IntPtr ptr = (IntPtr)vertices;
|
|
|
|
FastColour col = map.SunlightYBottom;
|
|
foreach( Rectangle rec in rects ) {
|
|
DrawY( rec.X, rec.Y, rec.X + rec.Width, rec.Y + rec.Height, groundLevel, axisSize, col, ref vertices );
|
|
}
|
|
// Work properly for when ground level is below 0
|
|
int y1 = 0, y2 = groundLevel;
|
|
if( groundLevel < 0 ) {
|
|
y1 = groundLevel;
|
|
y2 = 0;
|
|
}
|
|
DrawY( 0, 0, map.Width, map.Length, 0, axisSize, col, ref vertices );
|
|
DrawZ( 0, 0, map.Width, y1, y2, axisSize, col, ref vertices );
|
|
DrawZ( map.Length, 0, map.Width, y1, y2, axisSize, col, ref vertices );
|
|
DrawX( 0, 0, map.Length, y1, y2, axisSize, col, ref vertices );
|
|
DrawX( map.Width, 0, map.Length, y1, y2, axisSize, col, ref vertices );
|
|
sidesVb = graphics.CreateVb( ptr, VertexFormat.Pos3fTex2fCol4b, sidesVertices );
|
|
}
|
|
|
|
void RebuildEdges( int waterLevel, int axisSize ) {
|
|
edgesVertices = 0;
|
|
foreach( Rectangle rec in rects ) {
|
|
edgesVertices += Utils.CountVertices( rec.Width, rec.Height, axisSize ); // YPlanes outside
|
|
}
|
|
edgesBaseVertices = edgesVertices;
|
|
if( waterLevel >= 0 ) {
|
|
edgesVertices += 2 * Utils.CountVertices( map.Width, 2, axisSize ); // ZPlanes
|
|
edgesVertices += 2 * Utils.CountVertices( map.Length, 2, axisSize ); // XPlanes
|
|
}
|
|
edgesVerVertices = edgesVertices - edgesBaseVertices;
|
|
VertexPos3fTex2fCol4b* vertices = stackalloc VertexPos3fTex2fCol4b[edgesVertices];
|
|
IntPtr ptr = (IntPtr)vertices;
|
|
|
|
FastColour col = map.SunlightYBottom;
|
|
foreach( Rectangle rec in rects ) {
|
|
DrawY( rec.X, rec.Y, rec.X + rec.Width, rec.Y + rec.Height, waterLevel, axisSize, game.Map.Sunlight, ref vertices );
|
|
}
|
|
if( waterLevel >= 0 ) {
|
|
DrawZ( 0, 0, map.Width, waterLevel - 2, waterLevel, axisSize, col, ref vertices );
|
|
DrawZ( map.Length, 0, map.Width, waterLevel - 2, waterLevel, axisSize, col, ref vertices );
|
|
DrawX( 0, 0, map.Length, waterLevel - 2, waterLevel, axisSize, col, ref vertices );
|
|
DrawX( map.Width, 0, map.Length, waterLevel - 2, waterLevel, axisSize, col, ref vertices );
|
|
}
|
|
edgesVb = graphics.CreateVb( ptr, VertexFormat.Pos3fTex2fCol4b, edgesVertices );
|
|
}
|
|
|
|
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;
|
|
|
|
TextureRec rec = new TextureRec( 0, 0, z2 - z1, y2 - y1 );
|
|
*vertices++ = new VertexPos3fTex2fCol4b( x, y1, z1, rec.U1, rec.V2, col );
|
|
*vertices++ = new VertexPos3fTex2fCol4b( x, y2, z1, rec.U1, rec.V1, col );
|
|
*vertices++ = new VertexPos3fTex2fCol4b( x, y2, z2, rec.U2, rec.V1, col );
|
|
*vertices++ = new VertexPos3fTex2fCol4b( x, y1, z2, rec.U2, rec.V2, 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;
|
|
|
|
TextureRec rec = new TextureRec( 0, 0, x2 - x1, y2 - y1 );
|
|
*vertices++ = new VertexPos3fTex2fCol4b( x1, y1, z, rec.U1, rec.V2, col );
|
|
*vertices++ = new VertexPos3fTex2fCol4b( x1, y2, z, rec.U1, rec.V1, col );
|
|
*vertices++ = new VertexPos3fTex2fCol4b( x2, y2, z, rec.U2, rec.V1, col );
|
|
*vertices++ = new VertexPos3fTex2fCol4b( x2, y1, z, rec.U2, rec.V2, 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;
|
|
|
|
TextureRec rec = new TextureRec( 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 = game.BlockInfo.GetTextureLoc( (byte)block, TileSide.Top );
|
|
if( texLoc != lastTexLoc ) {
|
|
lastTexLoc = texLoc;
|
|
game.Graphics.DeleteTexture( ref texId );
|
|
texId = game.TerrainAtlas.LoadTextureElement( texLoc );
|
|
}
|
|
}
|
|
}
|
|
} |