ClassiCube/ClassicalSharp/Rendering/MapRenderer.Occlusion.cs

273 lines
9.7 KiB
C#

// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
#if OCCLUSION
using System;
using ClassicalSharp.GraphicsAPI;
using OpenTK;
namespace ClassicalSharp.Renderers {
public partial class MapRenderer : IDisposable {
void SimpleOcclusionCulling() { // TODO: still broken
Vector3 p = game.LocalPlayer.EyePosition;
Vector3I mapLoc = Vector3I.Floor( p );
Utils.Clamp( ref mapLoc.X, 0, game.World.Width - 1 );
Utils.Clamp( ref mapLoc.Y, 0, game.World.Height - 1 );
Utils.Clamp( ref mapLoc.Z, 0, game.World.Length- 1 );
int cx = mapLoc.X >> 4;
int cy = mapLoc.Y >> 4;
int cz = mapLoc.Z >> 4;
ChunkInfo chunkIn = unsortedChunks[cx + chunksX * (cy + cz * chunksY)];
byte chunkInOcclusionFlags = chunkIn.OcclusionFlags;
chunkIn.OcclusionFlags = 0;
ChunkQueue queue = new ChunkQueue( chunksX * chunksY * chunksZ );
for( int i = 0; i < chunks.Length; i++ ) {
ChunkInfo chunk = chunks[i];
chunk.Visited = false;
chunk.Occluded = false;
chunk.OccludedFlags = chunk.OcclusionFlags;
chunk.DistanceFlags = 0;
}
chunkIn.Visited = true;
mapLoc = Vector3I.Floor( p );
if( game.World.IsValidPos( mapLoc ) ) {
chunkIn.DistanceFlags = flagX | flagY | flagZ;
} else {
chunkIn.OccludedFlags = chunkIn.OcclusionFlags = chunkInOcclusionFlags;
chunkIn.DistanceFlags |= (mapLoc.X < 0 || mapLoc.X >= game.World.Width) ? flagX : (byte)0;
chunkIn.DistanceFlags |= (mapLoc.Y < 0 || mapLoc.Y >= game.World.Height) ? flagY : (byte)0;
chunkIn.DistanceFlags |= (mapLoc.Z < 0 || mapLoc.Z >= game.World.Length) ? flagZ : (byte)0;
}
Console.WriteLine( "SRC {0}", cx + "," + cy + "," + cz );
QueueChunk( cx - 1, cy, cz, queue );
QueueChunk( cx + 1, cy, cz, queue );
QueueChunk( cx, cy - 1, cz, queue );
QueueChunk( cx, cy + 1, cz, queue );
QueueChunk( cx, cy, cz - 1, queue );
QueueChunk( cx, cy, cz + 1, queue );
ProcessQueue( queue );
chunkIn.OcclusionFlags = chunkInOcclusionFlags;
}
void ProcessQueue( ChunkQueue queue ) {
Vector3I p = chunkPos;
while( queue.Size > 0 ) {
ChunkInfo chunk = queue.Dequeue();
int x1 = chunk.CentreX - 8, x2 = chunk.CentreX + 8;
int y1 = chunk.CentreY - 8, y2 = chunk.CentreY + 8;
int z1 = chunk.CentreZ - 8, z2 = chunk.CentreZ + 8;
int xOffset, yOffset, zOffset;
int dx = Math.Max( x1 - p.X, Math.Max( 0, p.X - x2 ) );
int dy = Math.Max( y1 - p.Y, Math.Max( 0, p.Y - y2 ) );
int dz = Math.Max( z1 - p.Z, Math.Max( 0, p.Z - z2 ) );
int distX, distY, distZ;
// X axis collisions
int dxLeft = Math.Abs( x1 - p.X ), dxRight = Math.Abs( x2 - p.X );
if( dxLeft < dxRight ) {
distX = dxLeft * dxLeft + dy * dy + dz * dz; xOffset = -1;
} else {
distX = dxRight * dxRight + dy * dy + dz * dz; xOffset = 1;
}
// Z axis collisions
int dxFront = Math.Abs( z1 - p.Z ), dxBack = Math.Abs( z2 - p.Z );
if( dxFront < dxBack ) {
distZ = dx * dx + dy * dy + dxFront * dxFront; zOffset = -1;
} else {
distZ = dx * dx + dy * dy + dxBack * dxBack; zOffset = 1;
}
// Y axis collisions
int dxBottom = Math.Abs( y1 - p.Y ), dxTop = Math.Abs( y2 - p.Y );
if( dxBottom < dxTop ) {
distY = dx * dx + dxBottom * dxBottom + dz * dz; yOffset = -1;
} else {
distY = dx * dx + dxTop * dxTop + dz * dz; yOffset = 1;
}
chunk.Occluded = true;
int distMin = Math.Min( distX, Math.Min( distY, distZ ) );
int cx = chunk.CentreX >> 4, cy = chunk.CentreY >> 4, cz = chunk.CentreZ >> 4;
if( !chunk.Empty ) {
Console.WriteLine( chunk.OccludedFlags + " , " + xOffset + " : " + yOffset + " : " + zOffset );
}
if( distMin == distX ) OccludeX( cx, cy, cz, xOffset, chunk );
if( distMin == distY ) OccludeY( cx, cy, cz, yOffset, chunk );
if( distMin == distZ ) OccludeZ( cx, cy, cz, zOffset, chunk );
//Console.WriteLine( distMin + " , " + distX + " , " + distY + " , " + distZ );
//Console.WriteLine( chunk.DistanceFlags + " : " + chunk.OccludedFlags + " : " + chunk.OcclusionFlags );
QueueChunk( cx - 1, cy, cz, queue );
QueueChunk( cx + 1, cy, cz, queue );
QueueChunk( cx, cy, cz - 1, queue );
QueueChunk( cx, cy, cz + 1, queue );
QueueChunk( cx, cy - 1, cz, queue );
QueueChunk( cx, cy + 1, cz, queue );
if( !chunk.Empty ) {
Console.WriteLine( "{0} D {1}: V {2}, O {3}, {4}", cx + "," + cy + "," + cz, chunk.DistanceFlags,
chunk.OccludedFlags, chunk.OcclusionFlags, chunk.Occluded );
Console.WriteLine( " M {0} : X {1}, Y {2}, Z {3} ({4}, {5})", distMin, distX, distY, distZ, dxFront, dxBack );
}
}
Console.WriteLine( "======================" );
}
const byte flagX = 1, flagZ = 2, flagY = 4;
public void DebugPickedPos() {
return;
if( game.SelectedPos.Valid ) {
Vector3I p = game.SelectedPos.BlockPos;
int cx = p.X >> 4; int cy = p.Y >> 4; int cz = p.Z >> 4;
Print( "-", cx, cy, cz );
//if( cx > 0 ) Print( "X-", cx - 1, cy, cz );
//if( cy > 0 ) Print( "Y-", cx, cy - 1, cz );
//if( cz > 0 ) Print( "Z-", cx, cy, cz - 1 );
//if( cx < chunksX - 1 ) Print( "X+", cx + 1, cy, cz );
//if( cy < chunksY - 1 ) Print( "Y+", cx, cy + 1, cz );
if( cz < chunksZ - 1 ) Print( "Z+", cx, cy, cz + 1 );
if( cz < chunksZ - 2 ) Print( "Z+2", cx, cy, cz + 2 );
if( cz < chunksZ - 3 ) Print( "Z+3", cx, cy, cz + 3 );
}
}
void Print( string prefix, int cx, int cy, int cz ) {
ChunkInfo chunk = unsortedChunks[cx + chunksX * (cy + cz * chunksY)];
Console.WriteLine( "{0} D {1}: V {2}, O {3}, {4}", prefix, chunk.DistanceFlags,
chunk.OccludedFlags, chunk.OcclusionFlags, chunk.Occluded );
// Console.WriteLine( chunk.DistanceFlags + " : " + chunk.OccludedFlags + " : " + chunk.OcclusionFlags + " , " + chunk.Occluded );
Vector3I p = chunkPos;
int x1 = chunk.CentreX - 8, x2 = chunk.CentreX + 8;
int y1 = chunk.CentreY - 8, y2 = chunk.CentreY + 8;
int z1 = chunk.CentreZ - 8, z2 = chunk.CentreZ + 8;
int dx = Math.Max( x1 - p.X, Math.Max( 0, p.X - x2 ) );
int dy = Math.Max( y1 - p.Y, Math.Max( 0, p.Y - y2 ) );
int dz = Math.Max( z1 - p.Z, Math.Max( 0, p.Z - z2 ) );
int distX, distY, distZ;
// X axis collisions
int dxLeft = Math.Abs( x1 - p.X ), dxRight = Math.Abs( x2 - p.X );
if( dxLeft < dxRight ) {
distX = dxLeft * dxLeft + dy * dy + dz * dz;
} else {
distX = dxRight * dxRight + dy * dy + dz * dz;
}
// Z axis collisions
int dxFront = Math.Abs( z1 - p.Z ), dxBack = Math.Abs( z2 - p.Z );
if( dxFront < dxBack ) {
distZ = dx * dx + dy * dy + dxFront * dxFront;
} else {
distZ = dx * dx + dy * dy + dxBack * dxBack;
}
// Y axis collisions
int dxBottom = Math.Abs( y1 - p.Y ), dxTop = Math.Abs( y2 - p.Y );
if( dxBottom < dxTop ) {
distY = dx * dx + dxBottom * dxBottom + dz * dz;
} else {
distY = dx * dx + dxTop * dxTop + dz * dz;
}
int distMin = Math.Min( distX, Math.Min( distY, distZ ) );
Console.WriteLine( " M {0} : X {1}, Y {2}, Z {3} ({4}, {5})", distMin, distX, distY, distZ, dxFront, dxBack );
}
void OccludeX( int cx, int cy, int cz, int xOffset, ChunkInfo info ) {
cx += xOffset;
if( cx >= 0 && cx < chunksX ) {
ChunkInfo neighbour = unsortedChunks[cx + chunksX * (cy + cz * chunksY)];
if( (neighbour.OccludedFlags & neighbour.DistanceFlags) != neighbour.DistanceFlags )
info.Occluded = false;
else
info.OccludedFlags |= flagX;
} else {
info.Occluded = false;
}
info.DistanceFlags |= flagX;
}
void OccludeY( int cx, int cy, int cz, int yOffset, ChunkInfo info ) {
cy += yOffset;
if( cy >= 0 && cy < chunksY ) {
ChunkInfo neighbour = unsortedChunks[cx + chunksX * (cy + cz * chunksY)];
if( (neighbour.OccludedFlags & neighbour.DistanceFlags) != neighbour.DistanceFlags )
info.Occluded = false;
else
info.OccludedFlags |= flagY;
} else {
info.Occluded = false;
}
info.DistanceFlags |= flagY;
}
void OccludeZ( int cx, int cy, int cz, int zOffset, ChunkInfo info ) {
cz += zOffset;
if( cz >= 0 && cz < chunksZ ) {
ChunkInfo neighbour = unsortedChunks[cx + chunksX * (cy + cz * chunksY)];
if( (neighbour.OccludedFlags & neighbour.DistanceFlags) != neighbour.DistanceFlags )
info.Occluded = false;
else
info.OccludedFlags |= flagZ;
} else {
info.Occluded = false;
}
info.DistanceFlags |= flagZ;
}
void QueueChunk( int cx, int cy, int cz, ChunkQueue queue ) {
if( cx >= 0 && cy >= 0 && cz >= 0 && cx < chunksX && cy < chunksY && cz < chunksZ ) {
ChunkInfo info = unsortedChunks[cx + chunksX * (cy + cz * chunksY)];
if( !info.Visited )
queue.Enqueue( info );
info.Visited = true;
}
}
class ChunkQueue {
ChunkInfo[] array;
int head, tail;
public int Size;
public ChunkQueue( int capacity ) {
array = new ChunkInfo[capacity];
}
public void Clear() {
Array.Clear( array, 0, Size );
head = 0;
tail = 0;
Size = 0;
}
public void Enqueue( ChunkInfo item ) {
if( Size == array.Length )
throw new InvalidOperationException( "Queue limit reached" );
array[tail] = item;
tail = (tail + 1) % array.Length;
Size++;
}
public ChunkInfo Dequeue() {
if( Size == 0 )
throw new InvalidOperationException( "No elements left in queue" );
ChunkInfo item = array[head];
array[head] = null;
head = (head + 1) % array.Length;
Size--;
return item;
}
}
}
}
#endif