Beispiel #1
0
        /// <summary>
        /// setups settings for a new map and clears all instance buffers
        /// </summary>
        public void Reset(Map map, Vector3 lightDirection)
        {
            // reset lists
            for (int i = 0; i < _voxelTypeRenderingData.Length; ++i)
            {
                _voxelTypeRenderingData[i].InstanceDataRAM.Clear();
            }

            // add current world
            for (int posCode = 0; posCode < map.SizeX * map.SizeY * map.SizeZ; ++posCode)
            {
                var voxel = map.Get(posCode);
                if (voxel != VoxelType.EMPTY)
                {
                    // occluded?
                    var pos = map.DecodePosition(posCode);
                    if (pos.X > 0 && pos.X < map.SizeX - 1 &&
                        pos.Y > 0 && pos.Y < map.SizeY - 1 &&
                        pos.Z > 0 && pos.Z < map.SizeZ - 1)
                    {
                        if (map.Get(pos + Int3.UnitX) != VoxelType.EMPTY &&
                            map.Get(pos + Int3.UnitY) != VoxelType.EMPTY &&
                            map.Get(pos + Int3.UnitZ) != VoxelType.EMPTY &&
                            map.Get(pos - Int3.UnitX) != VoxelType.EMPTY &&
                            map.Get(pos - Int3.UnitY) != VoxelType.EMPTY &&
                            map.Get(pos - Int3.UnitZ) != VoxelType.EMPTY)
                        {
                            continue;
                        }
                    }

                    // add
                    if (_voxelTypeRenderingData[GetRenderingDataIndex(voxel)].InstanceDataRAM.Count < TypeInformation.GetMaxNumberOfVoxels(voxel) - 1)
                    {
                        _voxelTypeRenderingData[GetRenderingDataIndex(voxel)].InstanceDataRAM.Add(posCode);
                    }
                }
            }

            foreach (var data in _voxelTypeRenderingData)
            {
                data.UpdateGPUInstanceBuffer();
            }

            // set vertex scaling
            var globalMapInfoCB = _voxelEffect.ConstantBuffers["GlobalMapInfo"];

            globalMapInfoCB.Parameters["WorldSize"].SetValue(new Int3(map.SizeX, map.SizeY, map.SizeZ));
            lightDirection.Normalize();
            globalMapInfoCB.Parameters["LightDirection"].SetValue(-lightDirection);
            globalMapInfoCB.Parameters["Translation"].SetValue(-new Vector3(map.SizeX, 0.0f, map.SizeZ) * 0.5f);
            globalMapInfoCB.IsDirty = true;
        }
Beispiel #2
0
        /// <summary>
        /// Add to map and to living list. Does nothing if tries to set outside.
        /// </summary>
        private void InsertVoxel(Int32 positionCode, VoxelType type, int generation, bool living, int resources, int ticks, Direction from)
        {
            var pos = _map.DecodePosition(positionCode);

            if (_map.IsInside(pos.X, pos.Y, pos.Z))
            {
                if (_map.Get(positionCode) != VoxelType.EMPTY)
                {
                    RemoveVoxel(positionCode);
                }

                _map.Set(positionCode, type, living);
                if (type != VoxelType.EMPTY)
                {
                    // Insert to instance data only if visible
                    if (!_map.IsOccluded(positionCode))
                    {
                        _insertionList.Add(new Voxel(positionCode, type));
                    }
                    RemoveOccludedNeighbours(positionCode);
                }
                if (living)
                {
                    Debug.Assert(!_livingVoxels.ContainsKey(positionCode));
                    _livingVoxels.Add(positionCode, new LivingVoxel(pos.X, pos.Y, pos.Z, generation, resources, ticks, from));
                    if (TypeInformation.IsBiomass(type))
                    {
                        ++_numLivingBiomass;
                    }
                    else if (TypeInformation.IsParasite(type))
                    {
                        ++_numLivingParasites;
                    }
                }
            }
        }
        /// <summary>
        /// setups settings for a new map and clears all instance buffers
        /// </summary>
        public void Reset(Map map, Vector3 lightDirection)
        {
            // reset lists
            for (int i = 0; i < _voxelTypeRenderingData.Length; ++i)
                _voxelTypeRenderingData[i].InstanceDataRAM.Clear();

            // add current world
            for (int posCode = 0; posCode < map.SizeX * map.SizeY * map.SizeZ; ++posCode)
            {
                var voxel = map.Get(posCode);
                if (voxel != VoxelType.EMPTY)
                {
                    // occluded?
                    var pos = map.DecodePosition(posCode);
                    if (pos.X > 0 && pos.X < map.SizeX-1 &&
                        pos.Y > 0 && pos.Y < map.SizeY-1 &&
                        pos.Z > 0 && pos.Z < map.SizeZ-1)
                    {
                        if (map.Get(pos + Int3.UnitX) != VoxelType.EMPTY &&
                            map.Get(pos + Int3.UnitY) != VoxelType.EMPTY &&
                            map.Get(pos + Int3.UnitZ) != VoxelType.EMPTY &&
                            map.Get(pos - Int3.UnitX) != VoxelType.EMPTY &&
                            map.Get(pos - Int3.UnitY) != VoxelType.EMPTY &&
                            map.Get(pos - Int3.UnitZ) != VoxelType.EMPTY)
                        {
                            continue;
                        }
                    }

                    // add
                    if(_voxelTypeRenderingData[GetRenderingDataIndex(voxel)].InstanceDataRAM.Count < TypeInformation.GetMaxNumberOfVoxels(voxel)-1)
                        _voxelTypeRenderingData[GetRenderingDataIndex(voxel)].InstanceDataRAM.Add(posCode);
                }
            }

            foreach(var data in _voxelTypeRenderingData)
                data.UpdateGPUInstanceBuffer();

            // set vertex scaling
            var globalMapInfoCB = _voxelEffect.ConstantBuffers["GlobalMapInfo"];
            globalMapInfoCB.Parameters["WorldSize"].SetValue(new Int3(map.SizeX, map.SizeY, map.SizeZ));
            lightDirection.Normalize();
            globalMapInfoCB.Parameters["LightDirection"].SetValue(-lightDirection);
            globalMapInfoCB.Parameters["Translation"].SetValue(- new Vector3(map.SizeX, 0.0f, map.SizeZ) * 0.5f);
            globalMapInfoCB.IsDirty = true;
        }