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