Esempio n. 1
0
        /// <summary>
        /// Initializes the VBO but does not modify graphics state
        /// </summary>
        public void Prerender(Structure structure, BlockAtlas blockAtlas)
        {
            _vbi.Reset();

            for (var pass = 0; pass <= 1; pass++)
            {
                for (var x = X * 16; x < X * 16 + 16; x++)
                {
                    for (var y = 0; y < 256; y++)
                    {
                        for (var z = Z * 16; z < Z * 16 + 16; z++)
                        {
                            if (!structure.Contains(x, y, z))
                            {
                                continue;
                            }

                            var block = structure[x, y, z];
                            if (block == null)
                            {
                                continue;
                            }

                            var blockData = blockAtlas[block.Id];
                            if (blockData == null || blockData.Properties.Render == "none" || blockData.Textures.Count == 0)
                            {
                                continue;
                            }

                            ChunkRenderer.Render(structure, x, y, z, blockAtlas, _vbi, pass);
                        }
                    }
                }
            }
        }
Esempio n. 2
0
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);


            GraphicsDevice.BlendState        = BlendState.Opaque;
            GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            GraphicsDevice.RasterizerState   = rasterizerState;

            chunkRenderer.Render(Camera.View, Camera.Projection, Matrix.Identity);

            var deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

            _frameCounter.Update(deltaTime);

            var fps = string.Format("FPS: {0}" + Environment.NewLine + "Position: {1}" + Environment.NewLine + "Allocated_Memory: " + ((GC.GetTotalMemory(false) / 1024f) / 1024f) + "MB", _frameCounter.AbnormalFramesPerSecond, Camera.CameraPosition);


            if (currentChunk != null)
            {
                for (int j = 0; j < currentChunk.BoundingBoxes.Count; j++)
                {
                    BoundingBoxRenderer.Render(currentChunk.BoundingBoxes[j], GraphicsDevice, Camera.View, Camera.Projection, Color.Red);
                }
            }

            spriteBatch.Begin();
            spriteBatch.DrawString(_spriteFont, fps, new Vector2(1, 1), Color.Red);

            if (!chunkRenderer.IsReady)
            {
                spriteBatch.DrawString(_spriteFont, "Loading...", new Vector2(1920 / 2 - 50, 1080 / 2), Color.Black);
            }
            spriteBatch.End();

            base.Draw(gameTime);
        }
Esempio n. 3
0
 // Create a chunk
 public void CreateChunkMesh(int x, int y, int z, ChunkObject chunkObject)
 {
     chunkObject.ChunkMesh.mesh           = ChunkRenderer.Render(_chunks[x, y, z]);
     chunkObject.ChunkCollider.sharedMesh = chunkObject.ChunkMesh.mesh;
     _chunks[x, y, z].ChunkObject         = chunkObject;
 }
Esempio n. 4
0
 public void Render()
 {
     Camera.Apply();
     _chunkRenderer.Render(Camera, Player, Level);
 }
Esempio n. 5
0
 public void RefreshChunkMesh()
 {
     _chunkObject.ChunkMesh.mesh.Clear();
     _chunkObject.ChunkMesh.mesh           = ChunkRenderer.Render(this);
     _chunkObject.ChunkCollider.sharedMesh = _chunkObject.ChunkMesh.mesh;
 }
Esempio n. 6
0
    // Load all chunks defined in loadedChunks[] array
    // true = load chunks smoothly in a spiral order
    // false = load all chunks at once. This causes high lag.
    IEnumerator LoadChunks(bool async)
    {
        // Debug
        System.Diagnostics.Stopwatch stopwatch = System.Diagnostics.Stopwatch.StartNew();
        Debug.Log("Loading chunks. (Total: " + loadDimension * loadDimension + ")");



        foreach (ChunkTransform chunkTransform in loadedChunks)
        {
            Chunk chunk;

            // Create gameObject if not exists
            if (GetChunk(chunkTransform) == null)
            {
                // Blocks
                GameObject obj = new GameObject(chunkTransform.ToString());
                obj.transform.parent   = parentOfChunks;
                obj.transform.position = chunkTransform.GetBlockPosition();

                obj.AddComponent <MeshFilter>();
                obj.AddComponent <MeshRenderer>();
                obj.AddComponent <MeshCollider>();

                chunk = obj.AddComponent <Chunk>();
                chunk.SetTransform(chunkTransform);

                // Liquids
                GameObject chunkLiquids = new GameObject("Liquids");
                chunkLiquids.transform.position = chunk.transform.position;
                chunkLiquids.transform.SetParent(chunk.transform);

                chunkLiquids.AddComponent <MeshFilter>();
                chunkLiquids.AddComponent <MeshRenderer>();

                // Customs
                GameObject chunkCustoms = new GameObject("Customs");
                chunkCustoms.transform.position = chunk.transform.position;
                chunkCustoms.transform.SetParent(chunk.transform);
                chunkCustoms.SetActive(false);
            }
            else
            {
                chunk = GetChunk(chunkTransform);
            }

            // Generate / load from file
            if (!chunk.generated)
            {
                // Check if file exists
                if (save.ChunkFileExists(chunkTransform))
                {
                    // Load chunk from file
                    chunk.chunkData = save.LoadChunk(chunkTransform);
                    chunk.decorated = true;
                }
                else
                {
                    // Generate
                    terrainGenerator.Generate(chunk);
                }

                chunk.generated = true;
            }


            // Destroy chunks that are too far away
            if (Config.UNLOAD_FAR_CHUNKS)
            {
                for (int i = 0; i < parentOfChunks.childCount; ++i)
                {
                    // Chunk's world position
                    Vector3 t = parentOfChunks.GetChild(i).position;

                    if (Vector2Int.Distance(playerChunk * 16, new Vector2Int((int)t.x, (int)t.z)) > unloadDistance * 16)
                    {
                        Chunk unload = parentOfChunks.GetChild(i).gameObject.GetComponent <Chunk>();

                        // Save if there are unsaved changes
                        if (chunk.unsaved)
                        {
                            save.SaveChunk(unload);
                        }

                        // Unload
                        Destroy(unload.gameObject);
                    }
                }
            }

            // If true, load one chunk and continue at next frame
            if (async)
            {
                yield return(null);
            }
        }


        // Link chunks
        foreach (ChunkTransform chunkTransform in renderedChunks)
        {
            Chunk chunk = GetChunk(chunkTransform);

            chunk.SetNext(
                GetChunk(chunkTransform.GetRight()),
                GetChunk(chunkTransform.GetLeft()),
                GetChunk(chunkTransform.GetFront()),
                GetChunk(chunkTransform.GetBack())
                );
        }

        // Decorate chunks
        for (int i = 0; i < renderedChunks.Length; i++)
        {
            if (GetChunk(renderedChunks[i]) != null)
            {
                Chunk chunk = GetChunk(renderedChunks[i]);

                if (!chunk.decorated && !chunk.rendered)
                {
                    terrainGenerator.Decorate(chunk);
                    chunk.decorated = true;
                }
            }

            // If true, decorate only one chunk and continue on next frame
            if (async)
            {
                yield return(null);
            }
        }

        // Render chunks
        for (int i = 0; i < parentOfChunks.childCount; ++i)
        {
            Chunk chunk = parentOfChunks.GetChild(i).gameObject.GetComponent <Chunk>();

            // Render if chunk has been modified or it is not rendered yet
            if (chunk.pendingRefresh || !chunk.rendered && chunk.generated && chunk.decorated)
            {
                chunkRenderer.Render(chunk);
                chunk.rendered       = true;
                chunk.pendingRefresh = false;
            }

            // If true, render only one chunk and continue on next frame
            if (async)
            {
                yield return(null);
            }
        }

        // Debug
        stopwatch.Stop();
        long minutes = (stopwatch.ElapsedMilliseconds / 1000) / 60;
        int  seconds = (int)((stopwatch.ElapsedMilliseconds / 1000) % 60);

        Debug.Log("Chunks rendered. (" + minutes + "m " + seconds + "s)");
    }