Exemple #1
0
        public override void Update(float elapsed)
        {
            if (owner.inputManager.ActionPressed("cancel"))
            {
                owner.currentScene = new MenuScene(owner);
            }
            world.Update(owner, elapsed);
            world.Draw(owner);

            uiManager.Update();
            uiManager.Draw();
        }
Exemple #2
0
        public virtual void RenderWorld(World.World toRender)
        {
            toRender.Draw(Time.GameTime);

            #region Effect Setup
            //Prepare the effect
            //Fix the fog

            //TODO: Replace with custom shader for opaque, second shader for transparents

            //Camera
            GraphicsManager.effect.View = GameClient.World.player.camera.ViewMatrix;
            if (GameClient.World.player.Ortho)
            {
                GraphicsManager.effect.Projection = GameClient.World.player.camera.OrtoProjectionMatrix;
            }
            else
            {
                GraphicsManager.effect.Projection = GameClient.World.player.camera.ProjectionMatrix;
            }
            //Texturing
            GraphicsManager.effect.VertexColorEnabled = true;
            GraphicsManager.effect.TextureEnabled     = true;
            GraphicsManager.effect.Texture            = TextureManager.terrain;
            //Double sided rendering
            RasterizerState stat = new RasterizerState();
            //stat.CullMode = CullMode.None;
            VoxelClient.Graphics.GraphicsDevice.RasterizerState = stat;

            //Point scaling
            VoxelClient.Graphics.GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp;
            GraphicsManager.effect.LightingEnabled = false;
            #endregion

            //Logger.info(-1, "Camera.View.pos = " + GameClient.theWorld.player.camera.ViewMatrix.Translation
            //	+ "\nTrue Pos = " + GameClient.theWorld.player.camera.position
            //+ "\nOffset = " + GameClient.theWorld.player.camera.offset);

            //Now get the chunks
            for (int chunkID = 0; chunkID < toRender.chunks.Count; chunkID++)
            {
                Chunk chunk = toRender.chunks[toRender.chunkHashes[chunkID]];
                if (IsChunkInCameraFrustum(chunk))
                {
                    //Outline
                    if (GameSettings.RenderChunkBorders)
                    {
                        RenderUtils.RenderBox(chunk.GetBoundingBoxBlock().Offset(new Vector3(-0.5f, -0.5f, -0.5f)), Color.Yellow, 0.25f);
                    }

                    if (chunk.ChunkMesh == null)
                    {
                        chunk.InitialiseMesh();
                    }

                    //Check if their block mesh was generated
                    if (!chunk.ChunkMesh.isGenerated)
                    {
                        //Create the block meshes

                        //TODO: Thread the mesh builder into a seperate mesh thread. this thread shall sort the chunk to be built by distance from
                        //the player and the based on whether they are in view (eg, id rather build a mesh which is in the player's view, then
                        //around him on the sides, and finally behind him.
                        //Util.Managers.ThreadManager.RegisterShortLivedThread("chunk_mesher_" + chunk.GetHashCode(), chunk.ChunkMesh.ConstructMesh, chunk);
                        chunk.ChunkMesh.ConstructMesh(chunk);
                    }

                    if (IsChunkInCameraFrustum(chunk))
                    {
                        //Render each block mesh
                        //Logger.info(-1, "world.render");
                        if (chunk.ChunkMesh.vertices.Count > 2 && GameSettings.Debug.RenderChunks)
                        {
                            //Render each block mesh
                            //Logger.info(-1, "world.render");
                            chunk.ChunkMesh.RenderMeshes();
                        }
                    }
                }
            }

            //Temporary. For now only outlines chunks from the infinite terrain chunk manager

            /*lock (toRender.theChunkManager.LoadedChunkPositions)
             * {
             *      for (int i = 0; i < toRender.theChunkManager.chunkCache.Count; i++)
             *      {
             *              Chunk chunk = toRender.theChunkManager.chunkCache[i];
             *
             *              //Handle the mesh
             *              //RenderUtils.RenderBox(chunk.GetBoundingBoxBlock().Offset(new Vector3(-0.5f, -0.5f, -0.5f)), Color.Yellow, 0.25f);
             *              if (chunk.ChunkMesh == null)
             *              {
             *                      chunk.InitialiseMesh();
             *              }
             *              //Check if their block mesh was generated
             *              if (!chunk.ChunkMesh.isGenerated && Util.Managers.ThreadManager.ThreadStackNotFull)
             *              {
             *                      //Create the block meshes
             *
             *                      //TODO: Thread the mesh builder into a seperate mesh thread. this thread shall sort the chunk to be built by distance from
             *                      //the player and the based on whether they are in view (eg, id rather build a mesh which is in the player's view, then
             *                      //around him on the sides, and finally behind him.
             *                      Util.Managers.ThreadManager.RegisterShortLivedThread("chunk_mesher_" + chunk.GetHashCode(), chunk.ChunkMesh.ConstructMesh, chunk);
             *              }
             *
             *              if (chunk.ChunkMesh.isGenerated && chunk.isLoaded && chunk.IsVisible && GameClient.theWorld.player.camera.ViewFrustum.Intersects(chunk.GetBoundingBoxBlock()))
             *              {
             *                      //If the chunk is beyond render distance
             *                      if (chunk.posX > GameClient.theWorld.player.ChunkPosition.X + GameSettings.RenderDistance
             || chunk.posY > GameClient.theWorld.player.ChunkPosition.Y + GameSettings.RenderDistance
             || chunk.posZ > GameClient.theWorld.player.ChunkPosition.Z + GameSettings.RenderDistance
             ||
             || chunk.posX < GameClient.theWorld.player.ChunkPosition.X - GameSettings.RenderDistance
             || chunk.posY < GameClient.theWorld.player.ChunkPosition.Y - GameSettings.RenderDistance
             || chunk.posZ < GameClient.theWorld.player.ChunkPosition.Z - GameSettings.RenderDistance)
             ||                     {
             ||                             //RenderUtils.RenderBox(chunk.GetBoundingBoxBlock().Offset(new Vector3(-0.5f, -0.5f, -0.5f)), Color.Red, 0.25f);
             ||                     }
             ||                     else
             ||                     {
             ||                             if (chunk.ChunkMesh.vertices.Count > 2 && GameSettings.Debug.RenderChunks)
             ||                             {
             ||                                     //Render each block mesh
             ||                                     //Logger.info(-1, "world.render");
             ||                                     chunk.ChunkMesh.RenderMeshes();
             ||                             }
             ||                     }
             ||             }
             ||     }
             ||}*/

            //Single pass for particles
            toRender.particleEngine.Draw();
        }