Drew DeVault 9d01f77625 Some improvements to chunk rendering
- Spreads work out on multiple cores again
- Takes as many pending chunks as we can during updates
2015-06-23 15:10:35 -06:00

159 lines
6.1 KiB
C#

using System;
using System.Collections.Concurrent;
using System.Threading;
using System.Linq;
using TrueCraft.Client.Rendering;
using TrueCraft.Core.World;
using TrueCraft.API;
using System.Collections.Generic;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework;
using Vector2 = Microsoft.Xna.Framework.Vector2;
using Vector3 = Microsoft.Xna.Framework.Vector3;
using TrueCraft.API.Logic;
using System.Threading.Tasks;
namespace TrueCraft.Client.Rendering
{
/// <summary>
/// A daemon of sorts that creates meshes from chunks.
/// Passing meshes back is NOT thread-safe.
/// </summary>
public class ChunkRenderer : Renderer<ReadOnlyChunk>
{
public class ChunkSorter : Comparer<Mesh>
{
public Coordinates3D Camera { get; set; }
public ChunkSorter(Coordinates3D camera)
{
Camera = camera;
}
public override int Compare(Mesh _x, Mesh _y)
{
var x = ((ChunkMesh)_x).Chunk;
var y = ((ChunkMesh)_y).Chunk;
return (int)(new Coordinates3D(y.X * Chunk.Width, 0, y.Z * Chunk.Depth).DistanceTo(Camera) -
new Coordinates3D(x.X * Chunk.Width, 0, x.Z * Chunk.Depth).DistanceTo(Camera));
}
}
private TrueCraftGame Game { get; set; }
private IBlockRepository BlockRepository { get; set; }
public ChunkRenderer(TrueCraftGame game, IBlockRepository blockRepository)
: base()
{
BlockRepository = blockRepository;
Game = game;
}
private static readonly Coordinates3D[] AdjacentCoordinates =
{
Coordinates3D.Up,
Coordinates3D.Down,
Coordinates3D.North,
Coordinates3D.South,
Coordinates3D.East,
Coordinates3D.West
};
protected override bool TryRender(ReadOnlyChunk item, out Mesh result)
{
var state = new RenderState();
ProcessChunk(item, state);
result = new ChunkMesh(item, Game, state.Verticies.ToArray(),
state.OpaqueIndicies.ToArray(), state.TransparentIndicies.ToArray());
return (result != null);
}
private class RenderState
{
public readonly List<VertexPositionNormalColorTexture> Verticies = new List<VertexPositionNormalColorTexture>();
public readonly List<int> OpaqueIndicies = new List<int>();
public readonly List<int> TransparentIndicies = new List<int>();
public readonly HashSet<Coordinates3D> DrawableCoordinates = new HashSet<Coordinates3D>();
}
private void ProcessChunk(ReadOnlyChunk chunk, RenderState state)
{
state.Verticies.Clear();
state.OpaqueIndicies.Clear();
state.TransparentIndicies.Clear();
state.DrawableCoordinates.Clear();
for (byte x = 0; x < Chunk.Width; x++)
{
for (byte z = 0; z < Chunk.Depth; z++)
{
for (byte y = 0; y < Chunk.Height; y++)
{
var coords = new Coordinates3D(x, y, z);
var id = chunk.GetBlockId(coords);
var provider = BlockRepository.GetBlockProvider(id);
if (id != 0 && (coords.X == 0 || coords.X == Chunk.Width - 1
|| coords.Y == 0 || coords.Y == Chunk.Height - 1
|| coords.Z == 0 || coords.Z == Chunk.Depth - 1))
{
state.DrawableCoordinates.Add(coords);
}
if (!provider.Opaque)
{
// Add adjacent blocks
foreach (var a in AdjacentCoordinates)
{
var next = coords + a;
if (next.X < 0 || next.X >= Chunk.Width
|| next.Y < 0 || next.Y >= Chunk.Height
|| next.Z < 0 || next.Z >= Chunk.Depth)
{
continue;
}
if (chunk.GetBlockId(next) != 0)
state.DrawableCoordinates.Add(next);
}
}
}
}
}
var enumerator = state.DrawableCoordinates.GetEnumerator();
for (int j = 0; j <= state.DrawableCoordinates.Count; j++)
{
var coords = enumerator.Current;
enumerator.MoveNext();
var descriptor = new BlockDescriptor
{
ID = chunk.GetBlockId(coords),
Metadata = chunk.GetMetadata(coords),
BlockLight = chunk.GetBlockLight(coords),
SkyLight = chunk.GetSkyLight(coords),
Coordinates = coords,
Chunk = chunk.Chunk
};
var provider = BlockRepository.GetBlockProvider(descriptor.ID);
if (provider.RenderOpaque)
{
int[] i;
var v = BlockRenderer.RenderBlock(provider, descriptor,
new Vector3(chunk.X * Chunk.Width + coords.X, coords.Y, chunk.Z * Chunk.Depth + coords.Z),
state.Verticies.Count, out i);
state.Verticies.AddRange(v);
state.OpaqueIndicies.AddRange(i);
}
else
{
int[] i;
var v = BlockRenderer.RenderBlock(provider, descriptor,
new Vector3(chunk.X * Chunk.Width + coords.X, coords.Y, chunk.Z * Chunk.Depth + coords.Z),
state.Verticies.Count, out i);
state.Verticies.AddRange(v);
state.TransparentIndicies.AddRange(i);
}
}
}
}
}