mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-24 05:10:42 -04:00
273 lines
9.2 KiB
C#
273 lines
9.2 KiB
C#
// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
|
|
#if OCCLUSION
|
|
using System;
|
|
using ClassicalSharp.GraphicsAPI;
|
|
using OpenTK;
|
|
|
|
namespace ClassicalSharp.Renderers {
|
|
|
|
public partial class MapRenderer : IDisposable {
|
|
|
|
void SimpleOcclusionCulling() { // TODO: still broken
|
|
Vector3 p = game.LocalPlayer.EyePosition;
|
|
Vector3I mapLoc = Vector3I.Floor(p);
|
|
Utils.Clamp(ref mapLoc.X, 0, game.World.MaxX);
|
|
Utils.Clamp(ref mapLoc.Y, 0, game.World.MaxY);
|
|
Utils.Clamp(ref mapLoc.Z, 0, game.World.MaxZ);
|
|
|
|
int cx = mapLoc.X >> 4;
|
|
int cy = mapLoc.Y >> 4;
|
|
int cz = mapLoc.Z >> 4;
|
|
|
|
ChunkInfo chunkIn = unsortedChunks[cx + chunksX * (cy + cz * chunksY)];
|
|
byte chunkInOcclusionFlags = chunkIn.OcclusionFlags;
|
|
chunkIn.OcclusionFlags = 0;
|
|
ChunkQueue queue = new ChunkQueue(chunksX * chunksY * chunksZ);
|
|
for (int i = 0; i < chunks.Length; i++) {
|
|
ChunkInfo chunk = chunks[i];
|
|
chunk.Visited = false;
|
|
chunk.Occluded = false;
|
|
chunk.OccludedFlags = chunk.OcclusionFlags;
|
|
chunk.DistanceFlags = 0;
|
|
}
|
|
|
|
chunkIn.Visited = true;
|
|
mapLoc = Vector3I.Floor(p);
|
|
if (game.World.IsValidPos(mapLoc)) {
|
|
chunkIn.DistanceFlags = flagX | flagY | flagZ;
|
|
} else {
|
|
chunkIn.OccludedFlags = chunkIn.OcclusionFlags = chunkInOcclusionFlags;
|
|
chunkIn.DistanceFlags |= (mapLoc.X < 0 || mapLoc.X >= game.World.Width) ? flagX : (byte)0;
|
|
chunkIn.DistanceFlags |= (mapLoc.Y < 0 || mapLoc.Y >= game.World.Height) ? flagY : (byte)0;
|
|
chunkIn.DistanceFlags |= (mapLoc.Z < 0 || mapLoc.Z >= game.World.Length) ? flagZ : (byte)0;
|
|
}
|
|
|
|
Console.WriteLine("SRC {0}", cx + "," + cy + "," + cz);
|
|
QueueChunk(cx - 1, cy, cz, queue);
|
|
QueueChunk(cx + 1, cy, cz, queue);
|
|
QueueChunk(cx, cy - 1, cz, queue);
|
|
QueueChunk(cx, cy + 1, cz, queue);
|
|
QueueChunk(cx, cy, cz - 1, queue);
|
|
QueueChunk(cx, cy, cz + 1, queue);
|
|
ProcessQueue(queue);
|
|
chunkIn.OcclusionFlags = chunkInOcclusionFlags;
|
|
}
|
|
|
|
void ProcessQueue(ChunkQueue queue) {
|
|
Vector3I p = chunkPos;
|
|
while (queue.Size > 0) {
|
|
ChunkInfo chunk = queue.Dequeue();
|
|
int x1 = chunk.CentreX - 8, x2 = chunk.CentreX + 8;
|
|
int y1 = chunk.CentreY - 8, y2 = chunk.CentreY + 8;
|
|
int z1 = chunk.CentreZ - 8, z2 = chunk.CentreZ + 8;
|
|
|
|
int xOffset, yOffset, zOffset;
|
|
int dx = Math.Max(x1 - p.X, Math.Max(0, p.X - x2));
|
|
int dy = Math.Max(y1 - p.Y, Math.Max(0, p.Y - y2));
|
|
int dz = Math.Max(z1 - p.Z, Math.Max(0, p.Z - z2));
|
|
int distX, distY, distZ;
|
|
|
|
// X axis collisions
|
|
int dxLeft = Math.Abs(x1 - p.X), dxRight = Math.Abs(x2 - p.X);
|
|
if (dxLeft < dxRight) {
|
|
distX = dxLeft * dxLeft + dy * dy + dz * dz; xOffset = -1;
|
|
} else {
|
|
distX = dxRight * dxRight + dy * dy + dz * dz; xOffset = 1;
|
|
}
|
|
|
|
// Z axis collisions
|
|
int dxFront = Math.Abs(z1 - p.Z), dxBack = Math.Abs(z2 - p.Z);
|
|
if (dxFront < dxBack) {
|
|
distZ = dx * dx + dy * dy + dxFront * dxFront; zOffset = -1;
|
|
} else {
|
|
distZ = dx * dx + dy * dy + dxBack * dxBack; zOffset = 1;
|
|
}
|
|
|
|
// Y axis collisions
|
|
int dxBottom = Math.Abs(y1 - p.Y), dxTop = Math.Abs(y2 - p.Y);
|
|
if (dxBottom < dxTop) {
|
|
distY = dx * dx + dxBottom * dxBottom + dz * dz; yOffset = -1;
|
|
} else {
|
|
distY = dx * dx + dxTop * dxTop + dz * dz; yOffset = 1;
|
|
}
|
|
|
|
chunk.Occluded = true;
|
|
int distMin = Math.Min(distX, Math.Min(distY, distZ));
|
|
int cx = chunk.CentreX >> 4, cy = chunk.CentreY >> 4, cz = chunk.CentreZ >> 4;
|
|
|
|
if (!chunk.Empty) {
|
|
Console.WriteLine(chunk.OccludedFlags + " , " + xOffset + " : " + yOffset + " : " + zOffset);
|
|
}
|
|
if (distMin == distX) OccludeX(cx, cy, cz, xOffset, chunk);
|
|
if (distMin == distY) OccludeY(cx, cy, cz, yOffset, chunk);
|
|
if (distMin == distZ) OccludeZ(cx, cy, cz, zOffset, chunk);
|
|
|
|
//Console.WriteLine(distMin + " , " + distX + " , " + distY + " , " + distZ);
|
|
//Console.WriteLine(chunk.DistanceFlags + " : " + chunk.OccludedFlags + " : " + chunk.OcclusionFlags);
|
|
QueueChunk(cx - 1, cy, cz, queue);
|
|
QueueChunk(cx + 1, cy, cz, queue);
|
|
QueueChunk(cx, cy, cz - 1, queue);
|
|
QueueChunk(cx, cy, cz + 1, queue);
|
|
QueueChunk(cx, cy - 1, cz, queue);
|
|
QueueChunk(cx, cy + 1, cz, queue);
|
|
if (!chunk.Empty) {
|
|
Console.WriteLine("{0} D {1}: V {2}, O {3}, {4}", cx + "," + cy + "," + cz, chunk.DistanceFlags,
|
|
chunk.OccludedFlags, chunk.OcclusionFlags, chunk.Occluded);
|
|
Console.WriteLine(" M {0} : X {1}, Y {2}, Z {3} ({4}, {5})", distMin, distX, distY, distZ, dxFront, dxBack);
|
|
}
|
|
}
|
|
Console.WriteLine("======================");
|
|
}
|
|
const byte flagX = 1, flagZ = 2, flagY = 4;
|
|
|
|
void DebugPickedPos() {
|
|
return;
|
|
if (game.SelectedPos.Valid) {
|
|
Vector3I p = game.SelectedPos.BlockPos;
|
|
int cx = p.X >> 4; int cy = p.Y >> 4; int cz = p.Z >> 4;
|
|
Print("-", cx, cy, cz);
|
|
//if (cx > 0) Print("X-", cx - 1, cy, cz);
|
|
//if (cy > 0) Print("Y-", cx, cy - 1, cz);
|
|
//if (cz > 0) Print("Z-", cx, cy, cz - 1);
|
|
|
|
//if (cx < chunksX - 1) Print("X+", cx + 1, cy, cz);
|
|
//if (cy < chunksY - 1) Print("Y+", cx, cy + 1, cz);
|
|
if (cz < chunksZ - 1) Print("Z+", cx, cy, cz + 1);
|
|
if (cz < chunksZ - 2) Print("Z+2", cx, cy, cz + 2);
|
|
if (cz < chunksZ - 3) Print("Z+3", cx, cy, cz + 3);
|
|
}
|
|
}
|
|
|
|
void Print(string prefix, int cx, int cy, int cz) {
|
|
ChunkInfo chunk = unsortedChunks[cx + chunksX * (cy + cz * chunksY)];
|
|
Console.WriteLine("{0} D {1}: V {2}, O {3}, {4}", prefix, chunk.DistanceFlags,
|
|
chunk.OccludedFlags, chunk.OcclusionFlags, chunk.Occluded);
|
|
// Console.WriteLine(chunk.DistanceFlags + " : " + chunk.OccludedFlags + " : " + chunk.OcclusionFlags + " , " + chunk.Occluded);
|
|
|
|
Vector3I p = chunkPos;
|
|
int x1 = chunk.CentreX - 8, x2 = chunk.CentreX + 8;
|
|
int y1 = chunk.CentreY - 8, y2 = chunk.CentreY + 8;
|
|
int z1 = chunk.CentreZ - 8, z2 = chunk.CentreZ + 8;
|
|
int dx = Math.Max(x1 - p.X, Math.Max(0, p.X - x2));
|
|
int dy = Math.Max(y1 - p.Y, Math.Max(0, p.Y - y2));
|
|
int dz = Math.Max(z1 - p.Z, Math.Max(0, p.Z - z2));
|
|
int distX, distY, distZ;
|
|
|
|
// X axis collisions
|
|
int dxLeft = Math.Abs(x1 - p.X), dxRight = Math.Abs(x2 - p.X);
|
|
if (dxLeft < dxRight) {
|
|
distX = dxLeft * dxLeft + dy * dy + dz * dz;
|
|
} else {
|
|
distX = dxRight * dxRight + dy * dy + dz * dz;
|
|
}
|
|
|
|
// Z axis collisions
|
|
int dxFront = Math.Abs(z1 - p.Z), dxBack = Math.Abs(z2 - p.Z);
|
|
if (dxFront < dxBack) {
|
|
distZ = dx * dx + dy * dy + dxFront * dxFront;
|
|
} else {
|
|
distZ = dx * dx + dy * dy + dxBack * dxBack;
|
|
}
|
|
|
|
// Y axis collisions
|
|
int dxBottom = Math.Abs(y1 - p.Y), dxTop = Math.Abs(y2 - p.Y);
|
|
if (dxBottom < dxTop) {
|
|
distY = dx * dx + dxBottom * dxBottom + dz * dz;
|
|
} else {
|
|
distY = dx * dx + dxTop * dxTop + dz * dz;
|
|
}
|
|
|
|
int distMin = Math.Min(distX, Math.Min(distY, distZ));
|
|
Console.WriteLine(" M {0} : X {1}, Y {2}, Z {3} ({4}, {5})", distMin, distX, distY, distZ, dxFront, dxBack);
|
|
}
|
|
|
|
void OccludeX(int cx, int cy, int cz, int xOffset, ChunkInfo info) {
|
|
cx += xOffset;
|
|
if (cx >= 0 && cx < chunksX) {
|
|
ChunkInfo neighbour = unsortedChunks[cx + chunksX * (cy + cz * chunksY)];
|
|
if ((neighbour.OccludedFlags & neighbour.DistanceFlags) != neighbour.DistanceFlags)
|
|
info.Occluded = false;
|
|
else
|
|
info.OccludedFlags |= flagX;
|
|
} else {
|
|
info.Occluded = false;
|
|
}
|
|
info.DistanceFlags |= flagX;
|
|
}
|
|
|
|
void OccludeY(int cx, int cy, int cz, int yOffset, ChunkInfo info) {
|
|
cy += yOffset;
|
|
if (cy >= 0 && cy < chunksY) {
|
|
ChunkInfo neighbour = unsortedChunks[cx + chunksX * (cy + cz * chunksY)];
|
|
if ((neighbour.OccludedFlags & neighbour.DistanceFlags) != neighbour.DistanceFlags)
|
|
info.Occluded = false;
|
|
else
|
|
info.OccludedFlags |= flagY;
|
|
} else {
|
|
info.Occluded = false;
|
|
}
|
|
info.DistanceFlags |= flagY;
|
|
}
|
|
|
|
void OccludeZ(int cx, int cy, int cz, int zOffset, ChunkInfo info) {
|
|
cz += zOffset;
|
|
if (cz >= 0 && cz < chunksZ) {
|
|
ChunkInfo neighbour = unsortedChunks[cx + chunksX * (cy + cz * chunksY)];
|
|
if ((neighbour.OccludedFlags & neighbour.DistanceFlags) != neighbour.DistanceFlags)
|
|
info.Occluded = false;
|
|
else
|
|
info.OccludedFlags |= flagZ;
|
|
} else {
|
|
info.Occluded = false;
|
|
}
|
|
info.DistanceFlags |= flagZ;
|
|
}
|
|
|
|
void QueueChunk(int cx, int cy, int cz, ChunkQueue queue) {
|
|
if (cx >= 0 && cy >= 0 && cz >= 0 && cx < chunksX && cy < chunksY && cz < chunksZ) {
|
|
ChunkInfo info = unsortedChunks[cx + chunksX * (cy + cz * chunksY)];
|
|
if (!info.Visited)
|
|
queue.Enqueue(info);
|
|
info.Visited = true;
|
|
}
|
|
}
|
|
|
|
class ChunkQueue {
|
|
ChunkInfo[] array;
|
|
int head, tail;
|
|
public int Size;
|
|
|
|
public ChunkQueue(int capacity) {
|
|
array = new ChunkInfo[capacity];
|
|
}
|
|
|
|
public void Clear() {
|
|
Array.Clear(array, 0, Size);
|
|
head = 0;
|
|
tail = 0;
|
|
Size = 0;
|
|
}
|
|
|
|
public void Enqueue(ChunkInfo item) {
|
|
if (Size == array.Length)
|
|
throw new InvalidOperationException("Queue limit reached");
|
|
|
|
array[tail] = item;
|
|
tail = (tail + 1) % array.Length;
|
|
Size++;
|
|
}
|
|
|
|
public ChunkInfo Dequeue() {
|
|
if (Size == 0)
|
|
throw new InvalidOperationException("No elements left in queue");
|
|
|
|
ChunkInfo item = array[head];
|
|
array[head] = null;
|
|
head = (head + 1) % array.Length;
|
|
Size--;
|
|
return item;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif |