void SetPartInfo(DrawInfo part, int i, ref ChunkPartInfo[] parts)
        {
            if (part.iCount == 0)
            {
                return;
            }

            ChunkPartInfo info;
            int           vertCount = (part.iCount / 6 * 4) + 2;

            info.VbId         = gfx.CreateVb(part.vertices, VertexFormat.P3fT2fC4b, vertCount);
            info.IndicesCount = part.iCount;

            info.LeftCount   = (ushort)part.vCount[Side.Left];
            info.RightCount  = (ushort)part.vCount[Side.Right];
            info.FrontCount  = (ushort)part.vCount[Side.Front];
            info.BackCount   = (ushort)part.vCount[Side.Back];
            info.BottomCount = (ushort)part.vCount[Side.Bottom];
            info.TopCount    = (ushort)part.vCount[Side.Top];
            info.SpriteCount = part.spriteCount;

            info.LeftIndex   = info.SpriteCount;
            info.RightIndex  = info.LeftIndex + info.LeftCount;
            info.FrontIndex  = info.RightIndex + info.RightCount;
            info.BackIndex   = info.FrontIndex + info.FrontCount;
            info.BottomIndex = info.BackIndex + info.BackCount;
            info.TopIndex    = info.BottomIndex + info.BottomCount;

            // Lazy initalize part arrays so we can save time in MapRenderer for chunks that only contain 1 or 2 part types.
            if (parts == null)
            {
                parts = new ChunkPartInfo[arraysCount];
            }
            parts[i] = info;
        }
Esempio n. 2
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        void SetPartInfo(DrawInfo part, int i, ref ChunkPartInfo[] parts)
        {
            int vertCount = part.VerticesCount();

            if (vertCount == 0)
            {
                return;
            }

            ChunkPartInfo info;

            fixed(VertexP3fT2fC4b *ptr = part.vertices)
            {
                // add an extra element to fix crashing on some GPUs
                info.VbId = game.Graphics.CreateVb((IntPtr)ptr, VertexFormat.P3fT2fC4b, vertCount + 1);
            }

            info.VerticesCount = vertCount;

            info.LeftCount   = (ushort)part.vCount[Side.Left];
            info.RightCount  = (ushort)part.vCount[Side.Right];
            info.FrontCount  = (ushort)part.vCount[Side.Front];
            info.BackCount   = (ushort)part.vCount[Side.Back];
            info.BottomCount = (ushort)part.vCount[Side.Bottom];
            info.TopCount    = (ushort)part.vCount[Side.Top];
            info.SpriteCount = part.spriteCount;

            // Lazy initalize part arrays so we can save time in MapRenderer for chunks that only contain 1 or 2 part types.
            if (parts == null)
            {
                parts = new ChunkPartInfo[arraysCount];
            }
            parts[i] = info;
        }
        void SetPartInfo(DrawInfo part, int i, ref ChunkPartInfo[] parts)
        {
            if (part.iCount == 0)
            {
                return;
            }

            ChunkPartInfo info;

            info.VbId         = graphics.CreateVb(part.vertices, VertexFormat.Pos3fTex2fCol4b, part.vCount);
            info.IndicesCount = part.iCount;
            info.leftCount    = (ushort)part.Count.left; info.rightCount = (ushort)part.Count.right;
            info.frontCount   = (ushort)part.Count.front; info.backCount = (ushort)part.Count.back;
            info.bottomCount  = (ushort)part.Count.bottom; info.topCount = (ushort)part.Count.top;
            info.spriteCount  = (ushort)part.spriteCount;

            info.leftIndex   = info.spriteCount;
            info.rightIndex  = info.leftIndex + info.leftCount;
            info.frontIndex  = info.rightIndex + info.rightCount;
            info.backIndex   = info.frontIndex + info.frontCount;
            info.bottomIndex = info.backIndex + info.backCount;
            info.topIndex    = info.bottomIndex + info.bottomCount;

            // Lazy initalize part arrays so we can save time in MapRenderer for chunks that only contain 1 or 2 part types.
            if (parts == null)
            {
                parts = new ChunkPartInfo[arraysCount];
            }
            parts[i] = info;
        }
        void RenderNormalBatch(int batch)
        {
            for (int i = 0; i < chunks.Length; i++)
            {
                ChunkInfo info = chunks[i];
                if (info.NormalParts == null || !info.Visible || info.Occluded)
                {
                    continue;
                }

                ChunkPartInfo part = info.NormalParts[batch];
                if (part.IndicesCount == 0)
                {
                    continue;
                }
                usedNormal[batch] = true;
                if (part.IndicesCount > maxIndices)
                {
                    DrawBigPart(info, ref part);
                }
                else
                {
                    DrawPart(info, ref part);
                }

                if (part.spriteCount > 0)
                {
                    api.FaceCulling = true;
                    api.DrawIndexedVb_TrisT2fC4b(part.spriteCount, 0);
                    api.FaceCulling = false;
                }
                game.Vertices += part.IndicesCount;
            }
        }
Esempio n. 5
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        public void GetDrawInfo( int x, int y, int z, ref ChunkPartInfo[] normalParts, ref ChunkPartInfo[] translucentParts )
        {
            if( !BuildChunk( x, y, z ) )
                return;

            for( int i = 0; i < arraysCount; i++ ) {
                SetPartInfo( drawInfoNormal[i], i, ref normalParts );
                SetPartInfo( drawInfoTranslucent[i], i, ref translucentParts );
            }
        }
        void DrawPart(ChunkInfo info, ref ChunkPartInfo part)
        {
            api.BindVb(part.VbId);
            bool drawLeft   = info.DrawLeft && part.leftCount > 0;
            bool drawRight  = info.DrawRight && part.rightCount > 0;
            bool drawBottom = info.DrawBottom && part.bottomCount > 0;
            bool drawTop    = info.DrawTop && part.topCount > 0;
            bool drawFront  = info.DrawFront && part.frontCount > 0;
            bool drawBack   = info.DrawBack && part.backCount > 0;

            if (drawLeft && drawRight)
            {
                api.FaceCulling = true;
                api.DrawIndexedVb_TrisT2fC4b(part.leftCount + part.rightCount, part.leftIndex);
                api.FaceCulling = false;
            }
            else if (drawLeft)
            {
                api.DrawIndexedVb_TrisT2fC4b(part.leftCount, part.leftIndex);
            }
            else if (drawRight)
            {
                api.DrawIndexedVb_TrisT2fC4b(part.rightCount, part.rightIndex);
            }

            if (drawFront && drawBack)
            {
                api.FaceCulling = true;
                api.DrawIndexedVb_TrisT2fC4b(part.frontCount + part.backCount, part.frontIndex);
                api.FaceCulling = false;
            }
            else if (drawFront)
            {
                api.DrawIndexedVb_TrisT2fC4b(part.frontCount, part.frontIndex);
            }
            else if (drawBack)
            {
                api.DrawIndexedVb_TrisT2fC4b(part.backCount, part.backIndex);
            }

            if (drawBottom && drawTop)
            {
                api.FaceCulling = true;
                api.DrawIndexedVb_TrisT2fC4b(part.bottomCount + part.topCount, part.bottomIndex);
                api.FaceCulling = false;
            }
            else if (drawBottom)
            {
                api.DrawIndexedVb_TrisT2fC4b(part.bottomCount, part.bottomIndex);
            }
            else if (drawTop)
            {
                api.DrawIndexedVb_TrisT2fC4b(part.topCount, part.topIndex);
            }
        }
Esempio n. 7
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        public void GetDrawInfo( int x, int y, int z, ref ChunkPartInfo[] normalParts, 
		                        ref ChunkPartInfo[] translucentParts, ref byte occlusionFlags )
        {
            if( !BuildChunk( x, y, z ) )
                return;

            for( int i = 0; i < arraysCount; i++ ) {
                SetPartInfo( drawInfoNormal[i], i, ref normalParts );
                SetPartInfo( drawInfoTranslucent[i], i, ref translucentParts );
            }
            if( normalParts != null || translucentParts != null )
                occlusionFlags = 0;//(byte)ComputeOcclusion();
        }
        void DrawTranslucentPart(ChunkInfo info, ref ChunkPartInfo part)
        {
            api.BindVb(part.VbId);
            bool drawLeft   = (drawAllFaces || info.DrawLeft) && part.leftCount > 0;
            bool drawRight  = (drawAllFaces || info.DrawRight) && part.rightCount > 0;
            bool drawBottom = (drawAllFaces || info.DrawBottom) && part.bottomCount > 0;
            bool drawTop    = (drawAllFaces || info.DrawTop) && part.topCount > 0;
            bool drawFront  = (drawAllFaces || info.DrawFront) && part.frontCount > 0;
            bool drawBack   = (drawAllFaces || info.DrawBack) && part.backCount > 0;

            if (drawLeft && drawRight)
            {
                api.DrawIndexedVb_TrisT2fC4b(part.leftCount + part.rightCount, part.leftIndex);
            }
            else if (drawLeft)
            {
                api.DrawIndexedVb_TrisT2fC4b(part.leftCount, part.leftIndex);
            }
            else if (drawRight)
            {
                api.DrawIndexedVb_TrisT2fC4b(part.rightCount, part.rightIndex);
            }

            if (drawFront && drawBack)
            {
                api.DrawIndexedVb_TrisT2fC4b(part.frontCount + part.backCount, part.frontIndex);
            }
            else if (drawFront)
            {
                api.DrawIndexedVb_TrisT2fC4b(part.frontCount, part.frontIndex);
            }
            else if (drawBack)
            {
                api.DrawIndexedVb_TrisT2fC4b(part.backCount, part.backIndex);
            }

            if (drawBottom && drawTop)
            {
                api.DrawIndexedVb_TrisT2fC4b(part.bottomCount + part.topCount, part.bottomIndex);
            }
            else if (drawBottom)
            {
                api.DrawIndexedVb_TrisT2fC4b(part.bottomCount, part.bottomIndex);
            }
            else if (drawTop)
            {
                api.DrawIndexedVb_TrisT2fC4b(part.topCount, part.topIndex);
            }
        }
        void RenderTranslucentBatch(int batch)
        {
            for (int i = 0; i < chunks.Length; i++)
            {
                ChunkInfo info = chunks[i];
                if (info.TranslucentParts == null || !info.Visible || info.Occluded)
                {
                    continue;
                }
                ChunkPartInfo part = info.TranslucentParts[batch];

                if (part.IndicesCount == 0)
                {
                    continue;
                }
                DrawTranslucentPart(info, ref part);
                game.Vertices += part.IndicesCount;
            }
        }
        void RenderTranslucentBatchDepthPass(int batch)
        {
            for (int i = 0; i < chunks.Length; i++)
            {
                ChunkInfo info = chunks[i];
                if (info.TranslucentParts == null || !info.Visible || info.Occluded)
                {
                    continue;
                }

                ChunkPartInfo part = info.TranslucentParts[batch];
                if (part.IndicesCount == 0)
                {
                    continue;
                }
                usedTranslucent[batch] = true;
                DrawTranslucentPart(info, ref part);
            }
        }
Esempio n. 11
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        void SetPartInfo(DrawInfo part, ref int offset, int i, ref ChunkPartInfo[] parts)
        {
            int vertCount = part.VerticesCount();

            if (vertCount == 0)
            {
                return;
            }

            ChunkPartInfo info;

            info.Offset = offset;
            offset     += vertCount;

                        #if GL11
            fixed(VertexP3fT2fC4b *ptr = vertices)
            {
                VertexP3fT2fC4b *ptr2 = ptr + info.Offset;

                info.Vb = game.Graphics.CreateVb((IntPtr)ptr, VertexFormat.P3fT2fC4b, vertCount);
            }
                        #endif

            info.LeftCount   = (ushort)part.vCount[Side.Left];
            info.RightCount  = (ushort)part.vCount[Side.Right];
            info.FrontCount  = (ushort)part.vCount[Side.Front];
            info.BackCount   = (ushort)part.vCount[Side.Back];
            info.BottomCount = (ushort)part.vCount[Side.Bottom];
            info.TopCount    = (ushort)part.vCount[Side.Top];
            info.SpriteCount = part.spriteCount;

            // Lazy initalize part arrays so we can save time in MapRenderer for chunks that only contain 1 or 2 part types.
            if (parts == null)
            {
                parts = new ChunkPartInfo[arraysCount];
                for (int j = 0; j < parts.Length; j++)
                {
                    parts[j].Offset = -1;
                }
            }
            parts[i] = info;
        }
        void DrawPart( ChunkInfo info, ref ChunkPartInfo part )
        {
            api.BindVb( part.VbId );
            bool drawLeft = info.DrawLeft && part.leftCount > 0;
            bool drawRight = info.DrawRight && part.rightCount > 0;
            bool drawBottom = info.DrawBottom && part.bottomCount > 0;
            bool drawTop = info.DrawTop && part.topCount > 0;
            bool drawFront = info.DrawFront && part.frontCount > 0;
            bool drawBack = info.DrawBack && part.backCount > 0;

            if( drawLeft && drawRight ) {
                api.FaceCulling = true;
                api.DrawIndexedVb_TrisT2fC4b( part.leftCount + part.rightCount, part.leftIndex );
                api.FaceCulling = false;
            } else if( drawLeft ) {
                api.DrawIndexedVb_TrisT2fC4b( part.leftCount, part.leftIndex );
            } else if( drawRight ) {
                api.DrawIndexedVb_TrisT2fC4b( part.rightCount, part.rightIndex );
            }

            if( drawFront && drawBack ) {
                api.FaceCulling = true;
                api.DrawIndexedVb_TrisT2fC4b( part.frontCount + part.backCount, part.frontIndex );
                api.FaceCulling = false;
            } else if( drawFront ) {
                api.DrawIndexedVb_TrisT2fC4b( part.frontCount, part.frontIndex );
            } else if( drawBack ) {
                api.DrawIndexedVb_TrisT2fC4b( part.backCount, part.backIndex );
            }

            if( drawBottom && drawTop ) {
                api.FaceCulling = true;
                api.DrawIndexedVb_TrisT2fC4b( part.bottomCount + part.topCount, part.bottomIndex );
                api.FaceCulling = false;
            } else if( drawBottom ) {
                api.DrawIndexedVb_TrisT2fC4b( part.bottomCount, part.bottomIndex );
            } else if( drawTop ) {
                api.DrawIndexedVb_TrisT2fC4b( part.topCount, part.topIndex );
            }
        }
        void DrawBigPart( ChunkInfo info, ref ChunkPartInfo part )
        {
            api.BindVb( part.VbId );
            bool drawLeft = info.DrawLeft && part.leftCount > 0;
            bool drawRight = info.DrawRight && part.rightCount > 0;
            bool drawBottom = info.DrawBottom && part.bottomCount > 0;
            bool drawTop = info.DrawTop && part.topCount > 0;
            bool drawFront = info.DrawFront && part.frontCount > 0;
            bool drawBack = info.DrawBack && part.backCount > 0;

            if( drawLeft && drawRight ) {
                api.FaceCulling = true;
                api.DrawIndexedVb_TrisT2fC4b( part.leftCount + part.rightCount, part.leftIndex );
                api.FaceCulling = false;
            } else if( drawLeft ) {
                api.DrawIndexedVb_TrisT2fC4b( part.leftCount, part.leftIndex );
            } else if( drawRight ) {
                api.DrawIndexedVb_TrisT2fC4b( part.rightCount, part.rightIndex );
            }

            if( drawFront && drawBack ) {
                api.FaceCulling = true;
                api.DrawIndexedVb_TrisT2fC4b( part.frontCount + part.backCount, part.frontIndex );
                api.FaceCulling = false;
            } else if( drawFront ) {
                api.DrawIndexedVb_TrisT2fC4b( part.frontCount, part.frontIndex );
            } else if( drawBack ) {
                api.DrawIndexedVb_TrisT2fC4b( part.backCount, part.backIndex );
            }

            // Special handling for top and bottom as these can go over 65536 vertices and we need to adjust the indices in this case.
            if( drawBottom && drawTop ) {
                api.FaceCulling = true;
                if( part.IndicesCount > maxIndices ) {
                    int part1Count = maxIndices - part.bottomIndex;
                    api.DrawIndexedVb_TrisT2fC4b( part1Count, part.bottomIndex );
                    api.DrawIndexedVb_TrisT2fC4b( part.bottomCount + part.topCount - part1Count, maxVertex, 0 );
                } else {
                    api.DrawIndexedVb_TrisT2fC4b( part.bottomCount + part.topCount, part.bottomIndex );
                }
                api.FaceCulling = false;
            } else if( drawBottom ) {
                int part1Count;
                if( part.IndicesCount > maxIndices &&
                   ( part1Count = maxIndices - part.bottomIndex ) < part.bottomCount ) {
                    api.DrawIndexedVb_TrisT2fC4b( part1Count, part.bottomIndex );
                    api.DrawIndexedVb_TrisT2fC4b( part.bottomCount - part1Count, maxVertex, 0 );
                } else {
                    api.DrawIndexedVb_TrisT2fC4b( part.bottomCount, part.bottomIndex );
                }
            } else if( drawTop ) {
                int part1Count;
                if( part.IndicesCount > maxIndices &&
                   ( part1Count = maxIndices - part.topIndex ) < part.topCount ) {
                    api.DrawIndexedVb_TrisT2fC4b( part1Count, part.topIndex );
                    api.DrawIndexedVb_TrisT2fC4b( part.topCount - part1Count, maxVertex, 0 );
                } else {
                    api.DrawIndexedVb_TrisT2fC4b( part.topCount, part.topIndex );
                }
            }
        }
        void DrawTranslucentPart( ChunkInfo info, ref ChunkPartInfo part )
        {
            api.BindVb( part.VbId );
            bool drawLeft = (drawAllFaces || info.DrawLeft) && part.leftCount > 0;
            bool drawRight = (drawAllFaces || info.DrawRight) && part.rightCount > 0;
            bool drawBottom = (drawAllFaces || info.DrawBottom) && part.bottomCount > 0;
            bool drawTop = (drawAllFaces || info.DrawTop) && part.topCount > 0;
            bool drawFront = (drawAllFaces || info.DrawFront) && part.frontCount > 0;
            bool drawBack = (drawAllFaces || info.DrawBack) && part.backCount > 0;

            if( drawLeft && drawRight ) {
                api.DrawIndexedVb_TrisT2fC4b( part.leftCount + part.rightCount, part.leftIndex );
            } else if( drawLeft ) {
                api.DrawIndexedVb_TrisT2fC4b( part.leftCount, part.leftIndex );
            } else if( drawRight ) {
                api.DrawIndexedVb_TrisT2fC4b( part.rightCount, part.rightIndex );
            }

            if( drawFront && drawBack ) {
                api.DrawIndexedVb_TrisT2fC4b( part.frontCount + part.backCount, part.frontIndex );
            } else if( drawFront ) {
                api.DrawIndexedVb_TrisT2fC4b( part.frontCount, part.frontIndex );
            } else if( drawBack ) {
                api.DrawIndexedVb_TrisT2fC4b( part.backCount, part.backIndex );
            }

            if( drawBottom && drawTop ) {
                api.DrawIndexedVb_TrisT2fC4b( part.bottomCount + part.topCount, part.bottomIndex );
            } else if( drawBottom ) {
                api.DrawIndexedVb_TrisT2fC4b( part.bottomCount, part.bottomIndex );
            } else if( drawTop ) {
                api.DrawIndexedVb_TrisT2fC4b( part.topCount, part.topIndex );
            }
        }
        void SetPartInfo( DrawInfo part, int i, ref ChunkPartInfo[] parts )
        {
            if( part.iCount == 0 ) return;

            ChunkPartInfo info;
            info.VbId = graphics.CreateVb( part.vertices, VertexFormat.Pos3fTex2fCol4b, part.vCount );
            info.IndicesCount = part.iCount;
            info.leftCount = (ushort)part.Count.left; info.rightCount = (ushort)part.Count.right;
            info.frontCount = (ushort)part.Count.front; info.backCount = (ushort)part.Count.back;
            info.bottomCount = (ushort)part.Count.bottom; info.topCount = (ushort)part.Count.top;
            info.spriteCount = (ushort)part.spriteCount;

            info.leftIndex = info.spriteCount;
            info.rightIndex = info.leftIndex + info.leftCount;
            info.frontIndex = info.rightIndex + info.rightCount;
            info.backIndex = info.frontIndex + info.frontCount;
            info.bottomIndex = info.backIndex + info.backCount;
            info.topIndex = info.bottomIndex + info.bottomCount;

            // Lazy initalize part arrays so we can save time in MapRenderer for chunks that only contain 1 or 2 part types.
            if( parts == null )
                parts = new ChunkPartInfo[arraysCount];
            parts[i] = info;
        }
Esempio n. 16
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        void DeleteData( ref ChunkPartInfo[] parts )
        {
            if( parts == null ) return;

            for( int i = 0; i < parts.Length; i++ ) {
                api.DeleteVb( parts[i].VbId );
            }
            parts = null;
        }
        void DrawBigPart(ChunkInfo info, ref ChunkPartInfo part)
        {
            api.BindVb(part.VbId);
            bool drawLeft   = info.DrawLeft && part.leftCount > 0;
            bool drawRight  = info.DrawRight && part.rightCount > 0;
            bool drawBottom = info.DrawBottom && part.bottomCount > 0;
            bool drawTop    = info.DrawTop && part.topCount > 0;
            bool drawFront  = info.DrawFront && part.frontCount > 0;
            bool drawBack   = info.DrawBack && part.backCount > 0;

            if (drawLeft && drawRight)
            {
                api.FaceCulling = true;
                api.DrawIndexedVb_TrisT2fC4b(part.leftCount + part.rightCount, part.leftIndex);
                api.FaceCulling = false;
            }
            else if (drawLeft)
            {
                api.DrawIndexedVb_TrisT2fC4b(part.leftCount, part.leftIndex);
            }
            else if (drawRight)
            {
                api.DrawIndexedVb_TrisT2fC4b(part.rightCount, part.rightIndex);
            }

            if (drawFront && drawBack)
            {
                api.FaceCulling = true;
                api.DrawIndexedVb_TrisT2fC4b(part.frontCount + part.backCount, part.frontIndex);
                api.FaceCulling = false;
            }
            else if (drawFront)
            {
                api.DrawIndexedVb_TrisT2fC4b(part.frontCount, part.frontIndex);
            }
            else if (drawBack)
            {
                api.DrawIndexedVb_TrisT2fC4b(part.backCount, part.backIndex);
            }

            // Special handling for top and bottom as these can go over 65536 vertices and we need to adjust the indices in this case.
            if (drawBottom && drawTop)
            {
                api.FaceCulling = true;
                if (part.IndicesCount > maxIndices)
                {
                    int part1Count = maxIndices - part.bottomIndex;
                    api.DrawIndexedVb_TrisT2fC4b(part1Count, part.bottomIndex);
                    api.DrawIndexedVb_TrisT2fC4b(part.bottomCount + part.topCount - part1Count, maxVertex, 0);
                }
                else
                {
                    api.DrawIndexedVb_TrisT2fC4b(part.bottomCount + part.topCount, part.bottomIndex);
                }
                api.FaceCulling = false;
            }
            else if (drawBottom)
            {
                int part1Count;
                if (part.IndicesCount > maxIndices &&
                    (part1Count = maxIndices - part.bottomIndex) < part.bottomCount)
                {
                    api.DrawIndexedVb_TrisT2fC4b(part1Count, part.bottomIndex);
                    api.DrawIndexedVb_TrisT2fC4b(part.bottomCount - part1Count, maxVertex, 0);
                }
                else
                {
                    api.DrawIndexedVb_TrisT2fC4b(part.bottomCount, part.bottomIndex);
                }
            }
            else if (drawTop)
            {
                int part1Count;
                if (part.IndicesCount > maxIndices &&
                    (part1Count = maxIndices - part.topIndex) < part.topCount)
                {
                    api.DrawIndexedVb_TrisT2fC4b(part1Count, part.topIndex);
                    api.DrawIndexedVb_TrisT2fC4b(part.topCount - part1Count, maxVertex, 0);
                }
                else
                {
                    api.DrawIndexedVb_TrisT2fC4b(part.topCount, part.topIndex);
                }
            }
        }