Exemple #1
0
        public void Render(double delta, VertexP3fC4b[] vertices, VertexP3fC4b[] lineVertices,
                           ref int index, ref int lineIndex)
        {
            float   offset = MinDist < 32 * 32 ? 1 / 32f : 1 / 16f;
            Vector3 p1     = (Vector3)Min - new Vector3(offset, offset, offset);
            Vector3 p2     = (Vector3)Max + new Vector3(offset, offset, offset);
            int     col    = Colour.Pack();

            HorQuad(vertices, ref index, col, p1.X, p1.Z, p2.X, p2.Z, p1.Y);               // bottom
            HorQuad(vertices, ref index, col, p1.X, p1.Z, p2.X, p2.Z, p2.Y);               // top
            VerQuad(vertices, ref index, col, p1.X, p1.Y, p1.Z, p2.X, p2.Y, p1.Z);         // sides
            VerQuad(vertices, ref index, col, p1.X, p1.Y, p2.Z, p2.X, p2.Y, p2.Z);
            VerQuad(vertices, ref index, col, p1.X, p1.Y, p1.Z, p1.X, p2.Y, p2.Z);
            VerQuad(vertices, ref index, col, p2.X, p1.Y, p1.Z, p2.X, p2.Y, p2.Z);

            col = new FastColour((byte)~Colour.R, (byte)~Colour.G, (byte)~Colour.B).Pack();
            // bottom face
            Line(lineVertices, ref lineIndex, p1.X, p1.Y, p1.Z, p2.X, p1.Y, p1.Z, col);
            Line(lineVertices, ref lineIndex, p2.X, p1.Y, p1.Z, p2.X, p1.Y, p2.Z, col);
            Line(lineVertices, ref lineIndex, p2.X, p1.Y, p2.Z, p1.X, p1.Y, p2.Z, col);
            Line(lineVertices, ref lineIndex, p1.X, p1.Y, p2.Z, p1.X, p1.Y, p1.Z, col);
            // top face
            Line(lineVertices, ref lineIndex, p1.X, p2.Y, p1.Z, p2.X, p2.Y, p1.Z, col);
            Line(lineVertices, ref lineIndex, p2.X, p2.Y, p1.Z, p2.X, p2.Y, p2.Z, col);
            Line(lineVertices, ref lineIndex, p2.X, p2.Y, p2.Z, p1.X, p2.Y, p2.Z, col);
            Line(lineVertices, ref lineIndex, p1.X, p2.Y, p2.Z, p1.X, p2.Y, p1.Z, col);
            // side faces
            Line(lineVertices, ref lineIndex, p1.X, p1.Y, p1.Z, p1.X, p2.Y, p1.Z, col);
            Line(lineVertices, ref lineIndex, p2.X, p1.Y, p1.Z, p2.X, p2.Y, p1.Z, col);
            Line(lineVertices, ref lineIndex, p2.X, p1.Y, p2.Z, p2.X, p2.Y, p2.Z, col);
            Line(lineVertices, ref lineIndex, p1.X, p1.Y, p2.Z, p1.X, p2.Y, p2.Z, col);
        }
        unsafe void RenderStars(ref VertexP3fT2fC4b *vertices)
        {
            VertexP3fT2fC4b v;

            v.Colour = starColour.Pack();

            for (int i = 0; i < 500; i++)
            {
                float pitch = (float)(Utils.Lerp(0.025f, 0.975f, rand.NextFloat()) * 2 * Math.PI);
                float yaw   = (float)(Utils.Lerp(0.025f, 0.975f, rand.NextFloat()) * 2 * Math.PI);

                const float size = 0.001f;
                Vector3     p00  = new Vector3(-size, -size, 0.2f);
                Vector3     p10  = new Vector3(+size, -size, 0.2f);
                Vector3     p11  = new Vector3(+size, +size, 0.2f);
                Vector3     p01  = new Vector3(-size, +size, 0.2f);

                p00 = Utils.RotateY(p00, yaw);
                p10 = Utils.RotateY(p10, yaw);
                p11 = Utils.RotateY(p11, yaw);
                p01 = Utils.RotateY(p01, yaw);

                p00 = Utils.RotateZ(p00, pitch);
                p10 = Utils.RotateZ(p10, pitch);
                p11 = Utils.RotateZ(p11, pitch);
                p01 = Utils.RotateZ(p01, pitch);

                v.X = p00.X; v.Y = p00.Y; v.Z = p00.Z; v.U = 0.00f; v.V = 0.00f; *vertices = v; vertices++;
                v.X = p10.X; v.Y = p10.Y; v.Z = p10.Z; v.U = 1.00f; *vertices = v; vertices++;
                v.X = p11.X; v.Y = p11.Y; v.Z = p11.Z;              v.V = 1.00f; *vertices = v; vertices++;
                v.X = p01.X; v.Y = p01.Y; v.Z = p01.Z; v.U = 0.00f; *vertices = v; vertices++;
            }
        }
Exemple #3
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        public virtual void Draw2DTexture(ref Texture tex, FastColour col)
        {
            int index = 0;

            Make2DQuad(ref tex, col.Pack(), texVerts, ref index);
            SetBatchFormat(VertexFormat.P3fT2fC4bN1v);
            UpdateDynamicVb_IndexedTris(texVb, texVerts, 4);
        }
Exemple #4
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        public virtual void Draw2DTexture(ref Texture tex, FastColour col)
        {
            int index = 0;

            Make2DQuad(ref tex, col.Pack(), texVerts, ref index);
            SetBatchFormat(VertexFormat.P3fT2fC4b);
            UpdateDynamicIndexedVb(DrawMode.Triangles, texVb, texVerts, 4);
        }
Exemple #5
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        public override void SetFogColour(FastColour col)
        {
            fogCol = col.Pack();
            if (fogCol == lastFogCol)
            {
                return;
            }

            device.SetRenderState(RenderState.FogColor, fogCol);
            lastFogCol = fogCol;
        }
Exemple #6
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        public virtual void Draw2DQuad(int x, int y, int width, int height,
                                       FastColour col)
        {
            int c = col.Pack();

            quadVerts[0] = new VertexP3fC4b(x, y, 0, c);
            quadVerts[1] = new VertexP3fC4b(x + width, y, 0, c);
            quadVerts[2] = new VertexP3fC4b(x + width, y + height, 0, c);
            quadVerts[3] = new VertexP3fC4b(x, y + height, 0, c);
            SetBatchFormat(VertexFormat.P3fC4b);
            UpdateDynamicVb_IndexedTris(quadVb, quadVerts, 4);
        }
Exemple #7
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        public virtual void Draw2DQuad(float x, float y, float width, float height,
                                       FastColour col)
        {
            int c = col.Pack();

            quadVerts[0] = new VertexP3fC4b(x, y, 0, c);
            quadVerts[1] = new VertexP3fC4b(x + width, y, 0, c);
            quadVerts[2] = new VertexP3fC4b(x + width, y + height, 0, c);
            quadVerts[3] = new VertexP3fC4b(x, y + height, 0, c);
            SetBatchFormat(VertexFormat.P3fC4b);
            UpdateDynamicIndexedVb(DrawMode.Triangles, quadVb, quadVerts, 4);
        }
Exemple #8
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        void ResetLight()
        {
            Shadowlight = DefaultShadowlight;
            Shadow      = Shadowlight.Pack();
            FastColour.GetShaded(Shadowlight, out ShadowXSide,
                                 out ShadowZSide, out ShadowYBottom);

            Sunlight = DefaultSunlight;
            Sun      = Sunlight.Pack();
            FastColour.GetShaded(Sunlight, out SunXSide,
                                 out SunZSide, out SunYBottom);
        }
Exemple #9
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        /// <summary> Sets current shadowlight colour, and raises
        /// EnvVariableChanged event with variable 'ShadowlightColour'. </summary>
        public void SetShadowlight(FastColour col)
        {
            if (!Set(col, ref Shadowlight, EnvVar.ShadowlightColour))
            {
                return;
            }

            FastColour.GetShaded(Shadowlight, out ShadowXSide,
                                 out ShadowZSide, out ShadowYBottom);
            Shadow = Shadowlight.Pack();
            game.WorldEvents.RaiseEnvVariableChanged(EnvVar.ShadowlightColour);
        }
Exemple #10
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        /// <summary> Sets current shadowlight colour, and raises
        /// EnvVariableChanged event with variable 'ShadowlightColour'. </summary>
        public void SetShadowlight(FastColour col)
        {
            if (col == Shadowlight)
            {
                return;
            }

            Shadowlight = col;
            FastColour.GetShaded(col, out ShadowXSide,
                                 out ShadowZSide, out ShadowYBottom);
            Shadow = Shadowlight.Pack();
            game.WorldEvents.RaiseEnvVariableChanged(EnvVar.ShadowlightColour);
        }
Exemple #11
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        public static void Make2DQuad(ref Texture tex, FastColour col,
                                      VertexP3fT2fC4b[] vertices, ref int index)
        {
            float x1 = tex.X, y1 = tex.Y, x2 = tex.X + tex.Width, y2 = tex.Y + tex.Height;

                        #if USE_DX
            // NOTE: see "https://msdn.microsoft.com/en-us/library/windows/desktop/bb219690(v=vs.85).aspx",
            // i.e. the msdn article called "Directly Mapping Texels to Pixels (Direct3D 9)" for why we have to do this.
            x1 -= 0.5f; x2 -= 0.5f;
            y1 -= 0.5f; y2 -= 0.5f;
                        #endif
            int c = col.Pack();
            vertices[index++] = new VertexP3fT2fC4b(x1, y1, 0, tex.U1, tex.V1, c);
            vertices[index++] = new VertexP3fT2fC4b(x2, y1, 0, tex.U2, tex.V1, c);
            vertices[index++] = new VertexP3fT2fC4b(x2, y2, 0, tex.U2, tex.V2, c);
            vertices[index++] = new VertexP3fT2fC4b(x1, y2, 0, tex.U1, tex.V2, c);
        }
        void UpdateStars()
        {
            float skyMul = (float)(Math.Cos(CelestialAngle * (2 * Math.PI)) * 4 + 0.5);

            Utils.Clamp(ref skyMul, 0, 1);
            FastColour newStarColour = FastColour.Lerp2(starColour, starColourHidden, skyMul);

            if (newStarColour != curStarColour)
            {
                int newStarColourPacked = newStarColour.Pack();
                for (int i = 0; i < starCount; i++)
                {
                    vertices4[i].Colour = newStarColourPacked;
                }
                curStarColour = newStarColour;
            }
        }
Exemple #13
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        public void Render(Game game, float t, VertexP3fT2fC4b[] vertices, ref int index)
        {
            Vector3 pos = Vector3.Lerp(lastPos, nextPos, t);
            int     col = FastColour.WhitePacked;

            if (!BlockInfo.FullBright[block])
            {
                int x = Utils.Floor(pos.X), y = Utils.Floor(pos.Y), z = Utils.Floor(pos.Z);
                col = game.World.IsValidPos(x, y, z) ? game.Lighting.LightCol_ZSide(x, y, z) : game.Lighting.OutsideZSide;
            }

            if (BlockInfo.Tinted[block])
            {
                FastColour fogCol = BlockInfo.FogColour[block];
                FastColour newCol = FastColour.Unpack(col);
                newCol *= fogCol;
                col     = newCol.Pack();
            }
            DoRender(game, ref terrainSize, ref pos, ref rec, col, vertices, ref index);
        }
Exemple #14
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        public override void Render(Game game, double delta, float t,
                                    VertexP3fT2fC4b[] vertices, ref int index)
        {
            Position = Vector3.Lerp(lastPos, nextPos, t);

            int col = FastColour.WhitePacked;

            if (!game.BlockInfo.FullBright[block])
            {
                Vector3I P = Vector3I.Floor(Position);
                col = game.World.IsValidPos(P) ?
                      game.Lighting.LightCol_ZSide(P.X, P.Y, P.Z) : game.Lighting.OutsideZSide;
            }

            if (game.BlockInfo.Tinted[block])
            {
                FastColour fogCol = game.BlockInfo.FogColour[block];
                FastColour newCol = FastColour.Unpack(col);
                newCol *= fogCol;
                col     = newCol.Pack();
            }
            DoRender(game, ref terrainSize, ref rec, col, vertices, ref index);
        }
        public void Render(double deltaTime)
        {
            Weather weather = map.Env.Weather;

            if (weather == Weather.Sunny)
            {
                return;
            }
            if (heightmap == null)
            {
                InitHeightmap();
            }
            IGraphicsApi gfx = game.Graphics;

            gfx.BindTexture(weather == Weather.Rainy ? RainTexId : SnowTexId);
            Vector3  camPos = game.CurrentCameraPos;
            Vector3I pos    = Vector3I.Floor(camPos);
            bool     moved  = pos != lastPos;

            lastPos = pos;
            WorldEnv env = game.World.Env;

            float speed   = (weather == Weather.Rainy ? 1.0f : 0.2f) * env.WeatherSpeed;
            float vOffset = (float)game.accumulator * speed;

            rainAcc += deltaTime;
            bool particles = weather == Weather.Rainy;

            int             vCount = 0;
            FastColour      col    = game.World.Env.Sunlight;
            VertexP3fT2fC4b v      = default(VertexP3fT2fC4b);

            for (int dx = -extent; dx <= extent; dx++)
            {
                for (int dz = -extent; dz <= extent; dz++)
                {
                    int   x = pos.X + dx, z = pos.Z + dz;
                    float y      = RainHeight(x, z);
                    float height = Math.Max(game.World.Height, pos.Y + 64) - y;
                    if (height <= 0)
                    {
                        continue;
                    }

                    if (particles && (rainAcc >= 0.25 || moved))
                    {
                        game.ParticleManager.AddRainParticle(new Vector3(x, y, z));
                    }

                    float alpha = AlphaAt(dx * dx + dz * dz);
                    Utils.Clamp(ref alpha, 0, 0xFF);
                    col.A = (byte)alpha;

                    // NOTE: Making vertex is inlined since this is called millions of times.
                    v.Colour = col.Pack();
                    float worldV = vOffset + (z & 1) / 2f - (x & 0x0F) / 16f;
                    float v1 = y / 6f + worldV, v2 = (y + height) / 6f + worldV;
                    float x1 = x, y1 = y, z1 = z;
                    float x2 = x + 1, y2 = y + height, z2 = z + 1;

                    v.X = x1; v.Y = y1; v.Z = z1; v.U = 0; v.V = v1; vertices[vCount++] = v;
                    v.Y = y2;                    v.V = v2; vertices[vCount++] = v;
                    v.X = x2;           v.Z = z2; v.U = 1;           vertices[vCount++] = v;
                    v.Y = y1;                    v.V = v1; vertices[vCount++] = v;

                    v.Z = z1;                                    vertices[vCount++] = v;
                    v.Y = y2;                    v.V = v2; vertices[vCount++] = v;
                    v.X = x1;           v.Z = z2; v.U = 0;               vertices[vCount++] = v;
                    v.Y = y1;                    v.V = v1; vertices[vCount++] = v;
                }
            }
            if (particles && (rainAcc >= 0.25 || moved))
            {
                rainAcc = 0;
            }
            if (vCount == 0)
            {
                return;
            }

            gfx.AlphaTest     = false;
            gfx.DepthWrite    = false;
            gfx.AlphaArgBlend = true;

            gfx.SetBatchFormat(VertexFormat.P3fT2fC4b);
            gfx.UpdateDynamicVb_IndexedTris(vb, vertices, vCount);

            gfx.AlphaArgBlend = false;
            gfx.AlphaTest     = true;
            gfx.DepthWrite    = true;
        }
        public override void BlendColour(FastColour col)
        {
            int col2 = col.Pack();

            device.SetRenderState(RenderState.BlendFactor, col2);
        }
Exemple #17
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 public override void ClearColour(FastColour col)
 {
     lastClearCol = col.Pack();
 }
Exemple #18
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 void SetLightmap(int x, int y, FastColour col)
 {
     lightmap[x * 16 + y] = col.Pack();
     FastColour.GetShaded(col, out lightmapXSide[x * 16 + y],
                          out lightmapZSide[x * 16 + y], out lightmapYBottom[x * 16 + y]);
 }
Exemple #19
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 void SetShadow(FastColour col)
 {
     shadow = col.Pack();
     FastColour.GetShaded(col, out shadowXSide, out shadowZSide, out shadowYBottom);
 }
Exemple #20
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 void SetSun(FastColour col)
 {
     Outside = col.Pack();
     FastColour.GetShaded(col, out OutsideXSide, out OutsideZSide, out OutsideYBottom);
 }