2017-02-21 07:27:41 +11:00

445 lines
14 KiB
C#

// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
using System;
using ClassicalSharp.Entities;
using ClassicalSharp.Events;
using ClassicalSharp.GraphicsAPI;
using ClassicalSharp.Map;
using OpenTK;
#if USE16_BIT
using BlockID = System.UInt16;
#else
using BlockID = System.Byte;
#endif
namespace ClassicalSharp.Renderers {
/// <summary> Manages the process of building/deleting chunk meshes,
/// in addition to calculating the visibility of chunks. </summary>
public sealed class ChunkUpdater : IDisposable {
Game game;
internal ChunkMeshBuilder builder;
BlockInfo info;
int width, height, length;
internal int[] distances;
internal Vector3I chunkPos = new Vector3I(int.MaxValue);
int elementsPerBitmap = 0;
MapRenderer renderer;
public ChunkUpdater(Game game, MapRenderer renderer) {
this.game = game;
this.renderer = renderer;
info = game.BlockInfo;
game.Events.TerrainAtlasChanged += TerrainAtlasChanged;
game.WorldEvents.OnNewMap += OnNewMap;
game.WorldEvents.OnNewMapLoaded += OnNewMapLoaded;
game.WorldEvents.EnvVariableChanged += EnvVariableChanged;
game.Events.BlockDefinitionChanged += BlockDefinitionChanged;
game.Events.ViewDistanceChanged += ViewDistanceChanged;
game.Events.ProjectionChanged += ProjectionChanged;
game.Graphics.ContextLost += ContextLost;
game.Graphics.ContextRecreated += ContextRecreated;
}
public void Dispose() {
ClearChunkCache();
renderer.chunks = null;
renderer.unsortedChunks = null;
game.Events.TerrainAtlasChanged -= TerrainAtlasChanged;
game.WorldEvents.OnNewMap -= OnNewMap;
game.WorldEvents.OnNewMapLoaded -= OnNewMapLoaded;
game.WorldEvents.EnvVariableChanged -= EnvVariableChanged;
game.Events.BlockDefinitionChanged -= BlockDefinitionChanged;
game.Events.ViewDistanceChanged -= ViewDistanceChanged;
game.Events.ProjectionChanged -= ProjectionChanged;
game.Graphics.ContextLost -= ContextLost;
game.Graphics.ContextRecreated -= ContextRecreated;
builder.Dispose();
}
public void Refresh() {
chunkPos = new Vector3I(int.MaxValue);
renderer.totalUsed = new int[game.TerrainAtlas1D.TexIds.Length];
if (renderer.chunks == null || game.World.IsNotLoaded) return;
ClearChunkCache();
ResetChunkCache();
}
void RefreshBorders(int clipLevel) {
chunkPos = new Vector3I(int.MaxValue);
if (renderer.chunks == null || game.World.IsNotLoaded) return;
int index = 0;
for (int z = 0; z < chunksZ; z++)
for (int y = 0; y < chunksY; y++)
for (int x = 0; x < chunksX; x++)
{
bool isBorder = x == 0 || z == 0 || x == (chunksX - 1) || z == (chunksZ - 1);
if (isBorder && (y * 16) < clipLevel)
DeleteChunk(renderer.unsortedChunks[index], true);
index++;
}
}
void EnvVariableChanged(object sender, EnvVarEventArgs e) {
if (e.Var == EnvVar.SunlightColour || e.Var == EnvVar.ShadowlightColour) {
Refresh();
} else if (e.Var == EnvVar.EdgeLevel) {
int oldClip = builder.edgeLevel;
builder.sidesLevel = Math.Max(0, game.World.Env.SidesHeight);
builder.edgeLevel = Math.Max(0, game.World.Env.EdgeHeight);
RefreshBorders(Math.Max(oldClip, builder.edgeLevel));
}
}
void TerrainAtlasChanged(object sender, EventArgs e) {
if (renderer._1DUsed == -1) {
renderer.totalUsed = new int[game.TerrainAtlas1D.TexIds.Length];
} else {
bool refreshRequired = elementsPerBitmap != game.TerrainAtlas1D.elementsPerBitmap;
if (refreshRequired) Refresh();
}
renderer._1DUsed = game.TerrainAtlas1D.CalcMaxUsedRow(game.TerrainAtlas, info);
elementsPerBitmap = game.TerrainAtlas1D.elementsPerBitmap;
ResetUsedFlags();
}
void BlockDefinitionChanged(object sender, EventArgs e) {
renderer._1DUsed = game.TerrainAtlas1D.CalcMaxUsedRow(game.TerrainAtlas, info);
ResetUsedFlags();
Refresh();
}
void ProjectionChanged(object sender, EventArgs e) {
lastCamPos = Utils.MaxPos();
}
void OnNewMap(object sender, EventArgs e) {
game.ChunkUpdates = 0;
ClearChunkCache();
for (int i = 0; i < renderer.totalUsed.Length; i++)
renderer.totalUsed[i] = 0;
renderer.chunks = null;
renderer.unsortedChunks = null;
chunkPos = new Vector3I(int.MaxValue, int.MaxValue, int.MaxValue);
}
void ViewDistanceChanged(object sender, EventArgs e) {
lastCamPos = Utils.MaxPos();
lastRotY = float.MaxValue;
lastHeadX = float.MaxValue;
}
internal void ResetUsedFlags() {
int count = renderer._1DUsed;
bool[] used = renderer.usedTranslucent;
if (used == null || count > used.Length) {
renderer.usedTranslucent = new bool[count];
renderer.usedNormal = new bool[count];
renderer.pendingTranslucent = new bool[count];
renderer.pendingNormal = new bool[count];
}
for (int i = 0; i < count; i++) {
renderer.pendingTranslucent[i] = true;
renderer.usedTranslucent[i] = false;
renderer.pendingNormal[i] = true;
renderer.usedNormal[i] = false;
}
}
int chunksX, chunksY, chunksZ;
void OnNewMapLoaded(object sender, EventArgs e) {
width = NextMultipleOf16(game.World.Width);
height = NextMultipleOf16(game.World.Height);
length = NextMultipleOf16(game.World.Length);
chunksX = width >> 4;
chunksY = height >> 4;
chunksZ = length >> 4;
int count = chunksX * chunksY * chunksZ;
if (renderer.chunks == null || renderer.chunks.Length != count) {
renderer.chunks = new ChunkInfo[count];
renderer.unsortedChunks = new ChunkInfo[count];
renderer.renderChunks = new ChunkInfo[count];
distances = new int[count];
}
CreateChunkCache();
builder.OnNewMapLoaded();
lastCamPos = Utils.MaxPos();
lastRotY = float.MaxValue;
lastHeadX = float.MaxValue;
}
void CreateChunkCache() {
int index = 0;
for (int z = 0; z < length; z += 16)
for (int y = 0; y < height; y += 16)
for (int x = 0; x < width; x += 16)
{
renderer.chunks[index] = new ChunkInfo(x, y, z);
renderer.unsortedChunks[index] = renderer.chunks[index];
renderer.renderChunks[index] = renderer.chunks[index];
distances[index] = 0;
index++;
}
}
void ResetChunkCache() {
int index = 0;
for (int z = 0; z < length; z += 16)
for (int y = 0; y < height; y += 16)
for (int x = 0; x < width; x += 16)
{
renderer.unsortedChunks[index].Reset(x, y, z);
index++;
}
}
void ClearChunkCache() {
if (renderer.chunks == null) return;
for (int i = 0; i < renderer.chunks.Length; i++)
DeleteChunk(renderer.chunks[i], false);
renderer.totalUsed = new int[game.TerrainAtlas1D.TexIds.Length];
}
void DeleteChunk(ChunkInfo info, bool decUsed) {
info.Empty = false; info.AllAir = false;
#if OCCLUSION
info.OcclusionFlags = 0;
info.OccludedFlags = 0;
#endif
if (info.NormalParts != null)
DeleteData(ref info.NormalParts, decUsed);
if (info.TranslucentParts != null)
DeleteData(ref info.TranslucentParts, decUsed);
}
void DeleteData(ref ChunkPartInfo[] parts, bool decUsed) {
if (decUsed) DecrementUsed(parts);
for (int i = 0; i < parts.Length; i++)
game.Graphics.DeleteVb(ref parts[i].VbId);
parts = null;
}
static int NextMultipleOf16(int value) { return (value + 0x0F) & ~0x0F; }
void ContextLost() { ClearChunkCache(); }
void ContextRecreated() { Refresh(); }
public void RedrawBlock(int x, int y, int z, BlockID block, int oldHeight, int newHeight) {
int cx = x >> 4, cy = y >> 4, cz = z >> 4;
// Does this chunk now contain air?
ChunkInfo curInfo = renderer.unsortedChunks[cx + chunksX * (cy + cz * chunksY)];
curInfo.AllAir &= game.BlockInfo.Draw[block] == DrawType.Gas;
// NOTE: It's a lot faster to only update the chunks that are affected by the change in shadows,
// rather than the entire column.
int newCy = newHeight < 0 ? 0 : newHeight >> 4;
int oldCy = oldHeight < 0 ? 0 : oldHeight >> 4;
int minCy = Math.Min(oldCy, newCy), maxCy = Math.Max(oldCy, newCy);
ResetColumn(cx, cy, cz, minCy, maxCy);
World world = game.World;
int bX = x & 0x0F, bY = y & 0x0F, bZ = z & 0x0F;
if (bX == 0 && cx > 0)
ResetNeighbour(x - 1, y, z, block, cx - 1, cy, cz, minCy, maxCy);
if (bY == 0 && cy > 0 && Needs(block, world.GetBlock(x, y - 1, z)))
ResetChunk(cx, cy - 1, cz);
if (bZ == 0 && cz > 0)
ResetNeighbour(x, y, z - 1, block, cx, cy, cz - 1, minCy, maxCy);
if (bX == 15 && cx < chunksX - 1)
ResetNeighbour(x + 1, y, z, block, cx + 1, cy, cz, minCy, maxCy);
if (bY == 15 && cy < chunksY - 1 && Needs(block, world.GetBlock(x, y + 1, z)))
ResetChunk(cx, cy + 1, cz);
if (bZ == 15 && cz < chunksZ - 1)
ResetNeighbour(x, y, z + 1, block, cx, cy, cz + 1, minCy, maxCy);
}
bool Needs(BlockID block, BlockID other) {
return info.Draw[block] != DrawType.Opaque || info.Draw[other] != DrawType.Gas;
}
void ResetNeighbour(int x, int y, int z, BlockID block,
int cx, int cy, int cz, int minCy, int maxCy) {
World world = game.World;
if (minCy == maxCy) {
int index = x + world.Width * (z + y * world.Length);
ResetNeighourChunk(cx, cy, cz, block, y, index, y);
} else {
for (cy = maxCy; cy >= minCy; cy--) {
int maxY = Math.Min(world.Height - 1, (cy << 4) + 15);
int index = x + world.Width * (z + maxY * world.Length);
ResetNeighourChunk(cx, cy, cz, block, maxY, index, y);
}
}
}
void ResetNeighourChunk(int cx, int cy, int cz, BlockID block,
int y, int index, int nY) {
World world = game.World;
int minY = cy << 4;
// Update if any blocks in the chunk are affected by light change
for (; y >= minY; y--) {
BlockID other = world.blocks[index];
bool affected = y == nY ? Needs(block, other) : info.Draw[other] != DrawType.Gas;
if (affected) { ResetChunk(cx, cy, cz); return; }
index -= world.Width * world.Length;
}
}
void ResetColumn(int cx, int cy, int cz, int minCy, int maxCy) {
if (minCy == maxCy) {
ResetChunk(cx, cy, cz);
} else {
for (cy = maxCy; cy >= minCy; cy--)
ResetChunk(cx, cy, cz);
}
}
void ResetChunk(int cx, int cy, int cz) {
if (cx < 0 || cy < 0 || cz < 0 ||
cx >= chunksX || cy >= chunksY || cz >= chunksZ) return;
ChunkInfo info = renderer.unsortedChunks[cx + chunksX * (cy + cz * chunksY)];
if (info.AllAir) return; // do not recreate chunks completely air
info.Empty = false;
info.PendingDelete = true;
}
int chunksTarget = 12;
const double targetTime = (1.0 / 30) + 0.01;
public void UpdateChunks(double delta) {
int chunkUpdates = 0;
chunksTarget += delta < targetTime ? 1 : -1; // build more chunks if 30 FPS or over, otherwise slowdown.
Utils.Clamp(ref chunksTarget, 4, 20);
LocalPlayer p = game.LocalPlayer;
Vector3 cameraPos = game.CurrentCameraPos;
bool samePos = cameraPos == lastCamPos && p.HeadY == lastRotY
&& p.HeadX == lastHeadX;
renderer.renderCount = samePos ? UpdateChunksStill(ref chunkUpdates) :
UpdateChunksAndVisibility(ref chunkUpdates);
lastCamPos = cameraPos;
lastRotY = p.HeadY; lastHeadX = p.HeadX;
if (!samePos || chunkUpdates != 0)
ResetUsedFlags();
}
Vector3 lastCamPos;
float lastRotY, lastHeadX;
int UpdateChunksAndVisibility(ref int chunkUpdates) {
ChunkInfo[] chunks = renderer.chunks, render = renderer.renderChunks;
int j = 0;
int viewDistSqr = AdjustViewDist(game.ViewDistance);
int userDistSqr = AdjustViewDist(game.UserViewDistance);
for (int i = 0; i < chunks.Length; i++) {
ChunkInfo info = chunks[i];
if (info.Empty) continue;
int distSqr = distances[i];
bool noData = info.NormalParts == null && info.TranslucentParts == null;
// Unload chunks beyond visible range
if (!noData && distSqr >= userDistSqr + 32 * 16) {
DeleteChunk(info, true); continue;
}
noData |= info.PendingDelete;
if (noData && distSqr <= viewDistSqr && chunkUpdates < chunksTarget) {
DeleteChunk(info, true);
BuildChunk(info, ref chunkUpdates);
}
info.Visible = distSqr <= viewDistSqr &&
game.Culling.SphereInFrustum(info.CentreX, info.CentreY, info.CentreZ, 14); // 14 ~ sqrt(3 * 8^2)
if (info.Visible && !info.Empty) { render[j] = info; j++; }
}
return j;
}
int UpdateChunksStill(ref int chunkUpdates) {
ChunkInfo[] chunks = renderer.chunks, render = renderer.renderChunks;
int j = 0;
int viewDistSqr = AdjustViewDist(game.ViewDistance);
int userDistSqr = AdjustViewDist(game.UserViewDistance);
for (int i = 0; i < chunks.Length; i++) {
ChunkInfo info = chunks[i];
if (info.Empty) continue;
int distSqr = distances[i];
bool noData = info.NormalParts == null && info.TranslucentParts == null;
if (!noData && distSqr >= userDistSqr + 32 * 16) {
DeleteChunk(info, true); continue;
}
noData |= info.PendingDelete;
if (noData && distSqr <= userDistSqr && chunkUpdates < chunksTarget) {
DeleteChunk(info, true);
BuildChunk(info, ref chunkUpdates);
// only need to update the visibility of chunks in range.
info.Visible = distSqr <= viewDistSqr &&
game.Culling.SphereInFrustum(info.CentreX, info.CentreY, info.CentreZ, 14); // 14 ~ sqrt(3 * 8^2)
if (info.Visible && !info.Empty) { render[j] = info; j++; }
} else if (info.Visible) {
render[j] = info; j++;
}
}
return j;
}
static int AdjustViewDist(float dist) {
int viewDist = Utils.AdjViewDist(Math.Max(16, dist));
return (viewDist + 24) * (viewDist + 24);
}
void BuildChunk(ChunkInfo info, ref int chunkUpdates) {
game.ChunkUpdates++;
builder.GetDrawInfo(info.CentreX - 8, info.CentreY - 8, info.CentreZ - 8,
ref info.NormalParts, ref info.TranslucentParts, ref info.AllAir);
info.PendingDelete = false;
if (info.NormalParts == null && info.TranslucentParts == null) {
info.Empty = true;
} else {
if (info.NormalParts != null)
IncrementUsed(info.NormalParts);
if (info.TranslucentParts != null)
IncrementUsed(info.TranslucentParts);
}
chunkUpdates++;
}
void IncrementUsed(ChunkPartInfo[] parts) {
for (int i = 0; i < parts.Length; i++) {
if (parts[i].IndicesCount == 0) continue;
renderer.totalUsed[i]++;
}
}
void DecrementUsed(ChunkPartInfo[] parts) {
for (int i = 0; i < parts.Length; i++) {
if (parts[i].IndicesCount == 0) continue;
renderer.totalUsed[i]--;
}
}
}
}