ClassiCube/ClassicalSharp/Particles/ParticleManager.cs
2018-03-20 16:54:48 +11:00

285 lines
9.5 KiB
C#

// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
using System;
using ClassicalSharp.Events;
using ClassicalSharp.GraphicsAPI;
using ClassicalSharp.Textures;
using OpenTK;
using BlockID = System.UInt16;
namespace ClassicalSharp.Particles {
public sealed class ParticleManager : IGameComponent {
public int ParticlesTexId;
TerrainParticle[] terrainParticles = new TerrainParticle[maxParticles];
RainParticle[] rainParticles = new RainParticle[maxParticles];
int terrainCount, rainCount;
int[] terrain1DCount, terrain1DIndices;
Game game;
Random rnd = new Random();
int vb;
const int maxParticles = 600;
public void Init(Game game) {
this.game = game;
game.Events.TerrainAtlasChanged += TerrainAtlasChanged;
game.UserEvents.BlockChanged += BreakBlockEffect;
game.Events.TextureChanged += TextureChanged;
ContextRecreated();
game.Graphics.ContextLost += ContextLost;
game.Graphics.ContextRecreated += ContextRecreated;
}
public void Ready(Game game) { }
public void Reset(Game game) { rainCount = 0; terrainCount = 0; }
public void OnNewMap(Game game) { rainCount = 0; terrainCount = 0; }
public void OnNewMapLoaded(Game game) { }
void TerrainAtlasChanged(object sender, EventArgs e) {
terrain1DCount = new int[TerrainAtlas1D.TexIds.Length];
terrain1DIndices = new int[TerrainAtlas1D.TexIds.Length];
}
void TextureChanged(object sender, TextureEventArgs e) {
if (e.Name == "particles.png")
game.UpdateTexture(ref ParticlesTexId, e.Name, e.Data, false);
}
VertexP3fT2fC4b[] vertices = new VertexP3fT2fC4b[0];
public void Render(double delta, float t) {
if (terrainCount == 0 && rainCount == 0) return;
if (game.Graphics.LostContext) return;
IGraphicsApi gfx = game.Graphics;
gfx.Texturing = true;
gfx.AlphaTest = true;
gfx.SetBatchFormat(VertexFormat.P3fT2fC4b);
RenderTerrainParticles(gfx, terrainParticles, terrainCount, delta, t);
RenderRainParticles(gfx, rainParticles, rainCount, delta, t);
gfx.AlphaTest = false;
gfx.Texturing = false;
}
unsafe void RenderTerrainParticles(IGraphicsApi gfx, TerrainParticle[] particles, int elems, double delta, float t) {
int count = elems * 4;
if (count > vertices.Length)
vertices = new VertexP3fT2fC4b[count];
Update1DCounts(particles, elems);
for (int i = 0; i < elems; i++) {
int index = TerrainAtlas1D.Get1DIndex(particles[i].texLoc);
particles[i].Render(game, t, vertices, ref terrain1DIndices[index]);
}
int drawCount = Math.Min(count, maxParticles * 4);
if (drawCount == 0) return;
fixed (VertexP3fT2fC4b* ptr = vertices) {
gfx.SetDynamicVbData(vb, (IntPtr)ptr, drawCount);
int offset = 0;
for (int i = 0; i < terrain1DCount.Length; i++) {
int partCount = terrain1DCount[i];
if (partCount == 0) continue;
gfx.BindTexture(TerrainAtlas1D.TexIds[i]);
gfx.DrawVb_IndexedTris(partCount, offset);
offset += partCount;
}
}
}
void Update1DCounts(TerrainParticle[] particles, int elems) {
for (int i = 0; i < terrain1DCount.Length; i++) {
terrain1DCount[i] = 0;
terrain1DIndices[i] = 0;
}
for (int i = 0; i < elems; i++) {
int index = TerrainAtlas1D.Get1DIndex(particles[i].texLoc);
terrain1DCount[index] += 4;
}
for (int i = 1; i < terrain1DCount.Length; i++) {
terrain1DIndices[i] = terrain1DIndices[i - 1] + terrain1DCount[i - 1];
}
}
void RenderRainParticles(IGraphicsApi gfx, RainParticle[] particles, int elems, double delta, float t) {
int count = elems * 4;
if (count > vertices.Length)
vertices = new VertexP3fT2fC4b[count];
int index = 0;
for (int i = 0; i < elems; i++)
particles[i].Render(game, t, vertices, ref index);
int drawCount = Math.Min(count, maxParticles * 4);
if (drawCount == 0) return;
gfx.BindTexture(ParticlesTexId);
gfx.UpdateDynamicVb_IndexedTris(vb, vertices, drawCount);
}
public void Tick(ScheduledTask task) {
TickTerrainParticles(task.Interval);
TickRainParticles(task.Interval);
}
void TickTerrainParticles(double delta) {
for (int i = 0; i < terrainCount; i++) {
if (terrainParticles[i].Tick(game, delta)) {
RemoveTerrainAt(i); i--;
}
}
}
void RemoveTerrainAt(int index) {
TerrainParticle removed = terrainParticles[index];
for (int i = index; i < terrainCount - 1; i++) {
terrainParticles[i] = terrainParticles[i + 1];
}
terrainParticles[terrainCount - 1] = removed;
terrainCount--;
}
void TickRainParticles(double delta) {
for (int i = 0; i < rainCount; i++) {
if (rainParticles[i].Tick(game, delta)) {
RemoveRainAt(i); i--;
}
}
}
void RemoveRainAt(int index) {
RainParticle removed = rainParticles[index];
for (int i = index; i < rainCount - 1; i++) {
rainParticles[i] = rainParticles[i + 1];
}
rainParticles[rainCount - 1] = removed;
rainCount--;
}
void BreakBlockEffect(object sender, BlockChangedEventArgs e) {
if (e.Block != Block.Air || BlockInfo.Draw[e.OldBlock] == DrawType.Gas) return;
Vector3I position = e.Coords;
BlockID block = e.OldBlock;
Vector3 worldPos = new Vector3(position.X, position.Y, position.Z);
int texLoc = BlockInfo.GetTextureLoc(block, Side.Left), texIndex = 0;
TextureRec baseRec = TerrainAtlas1D.GetTexRec(texLoc, 1, out texIndex);
float uScale = (1/16f), vScale = (1/16f) * TerrainAtlas1D.invElementSize;
Vector3 minBB = BlockInfo.MinBB[block];
Vector3 maxBB = BlockInfo.MaxBB[block];
int minU = Math.Min((int)(minBB.X * 16), (int)(minBB.Z * 16));
int maxU = Math.Min((int)(maxBB.X * 16), (int)(maxBB.Z * 16));
int minV = (int)(16 - maxBB.Y * 16), maxV = (int)(16 - minBB.Y * 16);
int maxUsedU = maxU, maxUsedV = maxV;
// This way we can avoid creating particles which outside the bounds and need to be clamped
if (minU < 12 && maxU > 12) maxUsedU = 12;
if (minV < 12 && maxV > 12) maxUsedV = 12;
const int gridSize = 4;
// gridOffset gives the centre of the cell on a grid
const float cellCentre = (1f / gridSize) * 0.5f;
for (int x = 0; x < gridSize; x++)
for (int y = 0; y < gridSize; y++)
for (int z = 0; z < gridSize; z++)
{
float cellX = (float)x / gridSize, cellY = (float)y / gridSize, cellZ = (float)z / gridSize;
Vector3 cell = new Vector3(cellCentre + cellX, cellCentre / 2 + cellY, cellCentre + cellZ);
if (cell.X < minBB.X || cell.X > maxBB.X || cell.Y < minBB.Y
|| cell.Y > maxBB.Y || cell.Z < minBB.Z || cell.Z > maxBB.Z) continue;
double velX = cellCentre + (cellX - 0.5f) + (rnd.NextDouble() * 0.4 - 0.2); // centre random offset around [-0.2, 0.2]
double velY = cellCentre + (cellY - 0.0f) + (rnd.NextDouble() * 0.4 - 0.2);
double velZ = cellCentre + (cellZ - 0.5f) + (rnd.NextDouble() * 0.4 - 0.2);
Vector3 velocity = new Vector3((float)velX, (float)velY, (float)velZ);
TextureRec rec = baseRec;
rec.U1 = baseRec.U1 + rnd.Next(minU, maxUsedU) * uScale;
rec.V1 = baseRec.V1 + rnd.Next(minV, maxUsedV) * vScale;
rec.U2 = Math.Min(baseRec.U1 + maxU * uScale, rec.U1 + 4 * uScale) - 0.01f * uScale;
rec.V2 = Math.Min(baseRec.V1 + maxV * vScale, rec.V1 + 4 * vScale) - 0.01f * vScale;
double life = 0.3 + rnd.NextDouble() * 1.2;
TerrainParticle p = GetTerrainParticle();
p.ResetState(worldPos + cell, velocity, life);
p.rec = rec;
p.texLoc = (byte)texLoc;
p.block = block;
int type = rnd.Next(0, 30);
p.Size = (byte)(type >= 28 ? 12 : (type >= 25 ? 10 : 8));
}
}
TerrainParticle GetTerrainParticle() {
if (terrainCount == maxParticles) RemoveTerrainAt(0);
terrainCount++;
TerrainParticle particle = terrainParticles[terrainCount - 1];
if (particle != null) return particle;
particle = new TerrainParticle();
terrainParticles[terrainCount - 1] = particle;
return particle;
}
public void AddRainParticle(Vector3 pos) {
Vector3 startPos = pos;
for (int i = 0; i < 2; i++) {
double velX = rnd.NextDouble() * 0.8 - 0.4; // [-0.4, 0.4]
double velZ = rnd.NextDouble() * 0.8 - 0.4;
double velY = rnd.NextDouble() + 0.4;
Vector3 velocity = new Vector3((float)velX, (float)velY, (float)velZ);
double xOffset = rnd.NextDouble() - 0.5; // [-0.5, 0.5]
double yOffset = rnd.NextDouble() * 0.1 + 0.01;
double zOffset = rnd.NextDouble() - 0.5;
pos = startPos + new Vector3(0.5f + (float)xOffset,
(float)yOffset, 0.5f + (float)zOffset);
double life = 40;
RainParticle p = GetRainParticle();
p.ResetState(pos, velocity, life);
int type = rnd.Next(0, 30);
p.Size = (byte)(type >= 28 ? 2 : (type >= 25 ? 4 : 3));
}
}
RainParticle GetRainParticle() {
if (rainCount == maxParticles) RemoveRainAt(0);
rainCount++;
RainParticle particle = rainParticles[rainCount - 1];
if (particle != null) return particle;
particle = new RainParticle();
rainParticles[rainCount - 1] = particle;
return particle;
}
public void Dispose() {
game.Graphics.DeleteTexture(ref ParticlesTexId);
game.UserEvents.BlockChanged -= BreakBlockEffect;
game.Events.TerrainAtlasChanged -= TerrainAtlasChanged;
game.Events.TextureChanged -= TextureChanged;
ContextLost();
game.Graphics.ContextLost -= ContextLost;
game.Graphics.ContextRecreated -= ContextRecreated;
}
void ContextLost() { game.Graphics.DeleteVb(ref vb); }
void ContextRecreated() {
vb = game.Graphics.CreateDynamicVb(VertexFormat.P3fT2fC4b, maxParticles * 4);
}
}
}