ClassiCube/ClassicalSharp/Selections/SelectionManager.cs
UnknownShadow200 98d435b110 fix licensing
2017-01-20 09:12:04 +11:00

99 lines
3.0 KiB
C#

// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
using System;
using System.Collections.Generic;
using ClassicalSharp.GraphicsAPI;
using OpenTK;
namespace ClassicalSharp.Selections {
public class SelectionManager : IGameComponent {
protected Game game;
IGraphicsApi gfx;
VertexP3fC4b[] vertices, lineVertices;
int vb, lineVb;
public void Init(Game game) {
this.game = game;
gfx = game.Graphics;
game.Graphics.ContextLost += ContextLost;
game.Graphics.ContextRecreated += ContextRecreated;
}
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) continue;
selections.RemoveAt(i);
break;
}
}
SelectionBoxComparer comparer = new SelectionBoxComparer();
public void Render(double delta) {
if (selections.Count == 0 || game.Graphics.LostContext) 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) { // lazy init as most servers don't use this.
vertices = new VertexP3fC4b[256 * VerticesCount];
lineVertices = new VertexP3fC4b[256 * LineVerticesCount];
ContextRecreated();
}
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);
}
gfx.SetBatchFormat(VertexFormat.P3fC4b);
gfx.UpdateDynamicVb(DrawMode.Lines, lineVb, lineVertices,
selections.Count * LineVerticesCount);
gfx.DepthWrite = false;
gfx.AlphaBlending = true;
gfx.UpdateDynamicIndexedVb(DrawMode.Triangles, vb, vertices,
selections.Count * VerticesCount);
gfx.DepthWrite = true;
gfx.AlphaBlending = false;
}
public void Dispose() {
ContextLost();
game.Graphics.ContextLost -= ContextLost;
game.Graphics.ContextRecreated -= ContextRecreated;
}
const int VerticesCount = 6 * 4, LineVerticesCount = 12 * 2;
void ContextLost() {
game.Graphics.DeleteVb(ref vb);
game.Graphics.DeleteVb(ref lineVb);
}
void ContextRecreated() {
if (vertices == null) return;
vb = gfx.CreateDynamicVb(VertexFormat.P3fC4b, vertices.Length);
lineVb = gfx.CreateDynamicVb(VertexFormat.P3fC4b, lineVertices.Length);
}
}
}