ClassiCube/ClassicalSharp/Selections/SelectionManager.cs
2016-05-08 18:53:52 +10:00

88 lines
2.9 KiB
C#

// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
using System;
using System.Collections.Generic;
using ClassicalSharp.GraphicsAPI;
using OpenTK;
namespace ClassicalSharp.Selections {
public class SelectionManager : IGameComponent {
protected Game game;
public IGraphicsApi Graphics;
VertexP3fC4b[] vertices, lineVertices;
int vb, lineVb;
public void Init( Game game ) {
this.game = game;
Graphics = game.Graphics;
}
public void Ready( Game game ) { }
public void Reset( Game game ) { selections.Clear(); }
public void OnNewMap( Game game ) { selections.Clear(); }
public void OnNewMapLoaded( Game game ) { }
List<SelectionBox> selections = new List<SelectionBox>( 256 );
public void AddSelection( byte id, Vector3I p1, Vector3I p2, FastColour col ) {
RemoveSelection( id );
SelectionBox selection = new SelectionBox( p1, p2, col );
selection.ID = id;
selections.Add( selection );
}
public void RemoveSelection( byte id ) {
for( int i = 0; i < selections.Count; i++ ) {
SelectionBox sel = selections[i];
if( sel.ID == id ) {
selections.RemoveAt( i );
break;
}
}
}
SelectionBoxComparer comparer = new SelectionBoxComparer();
public void Render( double delta ) {
if( selections.Count == 0 ) return;
// TODO: Proper selection box sorting. But this is very difficult because
// we can have boxes within boxes, intersecting boxes, etc. Probably not worth it.
Vector3 camPos = game.CurrentCameraPos;
for( int i = 0; i < selections.Count; i++ )
comparer.Intersect( selections[i], camPos );
selections.Sort( comparer );
if( vertices == null )
InitData(); // lazy init as most servers don't use this.
int index = 0, lineIndex = 0;
for( int i = 0; i < selections.Count; i++ ) {
SelectionBox box = selections[i];
box.Render( delta, vertices, lineVertices, ref index, ref lineIndex );
}
Graphics.SetBatchFormat( VertexFormat.P3fC4b );
Graphics.UpdateDynamicVb( DrawMode.Lines, lineVb, lineVertices, selections.Count * LineVerticesCount );
Graphics.DepthWrite = false;
Graphics.AlphaBlending = true;
Graphics.UpdateDynamicIndexedVb( DrawMode.Triangles, vb, vertices,
selections.Count * VerticesCount, selections.Count * IndicesCount );
Graphics.DepthWrite = true;
Graphics.AlphaBlending = false;
}
public void Dispose() {
if( lineVb <= 0 ) return;
Graphics.DeleteDynamicVb( vb );
Graphics.DeleteDynamicVb( lineVb );
}
const int VerticesCount = 6 * 4, LineVerticesCount = 12 * 2, IndicesCount = 6 * 6;
void InitData() {
vertices = new VertexP3fC4b[256 * VerticesCount];
lineVertices = new VertexP3fC4b[256 * LineVerticesCount];
vb = Graphics.CreateDynamicVb( VertexFormat.P3fC4b, vertices.Length );
lineVb = Graphics.CreateDynamicVb( VertexFormat.P3fC4b, lineVertices.Length );
}
}
}