예제 #1
0
        public static void DiscardUnneededChunks()
        {
            /* Providing chunk data is expensive; there's no need to
             * do it if the specified chunk isn't actually going to be
             * rendered onto the screen.
             */

            if (FilteredFeatures.IsEnabled(Feature.OptimizeChunkProviding))
            {
                int discarded = 0;
                foreach (ProvideTask rt in m_Tasks.ToArray())
                {
                    if (!ChunkRenderer.HasNeeded(rt.Chunk))
                    {
                        m_Skip.Add(rt);
                        discarded++;
                    }
                }

                if (discarded > 0)
                {
                    FilteredConsole.WriteLine(FilterCategory.Optimization, "SKIPPED PROVIDING " + discarded + " UNNEEDED CHUNKS!");
                    discarded = 0;
                }
            }
        }
예제 #2
0
 protected override void DrawTilesAbove(GameContext context)
 {
     // Draw the current rendering buffers.
     if (FilteredFeatures.IsEnabled(Feature.IsometricOcclusion))
     {
         if (this.m_OccludingSpriteBatch.DepthTexture != RenderingBuffers.DepthBuffer &&
             RenderingBuffers.DepthBuffer != null)
         {
             this.m_OccludingSpriteBatch.DepthTexture = RenderingBuffers.DepthBuffer;
         }
         if (RenderingBuffers.ScreenBuffer != null &&
             FilteredFeatures.IsEnabled(Feature.RenderWorld))
         {
             this.m_OccludingSpriteBatch.DrawOccluding(RenderingBuffers.ScreenBuffer, Vector2.Zero, Color.White);
         }
         this.m_OccludingSpriteBatch.End();
     }
     else
     {
         if (FilteredFeatures.IsEnabled(Feature.RenderWorld))
         {
             if (FilteredFeatures.IsEnabled(Feature.RenderingBuffers))
             {
                 context.SpriteBatch.Draw(RenderingBuffers.ScreenBuffer, Vector2.Zero, Color.White);
             }
         }
         //context.SpriteBatch.End();
     }
 }
예제 #3
0
        public Chunk Get(long x, long y, long z)
        {
            Chunk c = this.m_Octree.Find(x / 256, y / 256, z / 256);

            if (c != null && (c.X != x || c.Y != y || c.Z != z) && FilteredFeatures.IsEnabled(Feature.DebugOctreeValidation))
            {
                throw new InvalidOperationException("Octree lookup result returned chunk with different position than originally stored!");
            }
            return(c);
        }
예제 #4
0
 public void Set(Chunk chunk)
 {
     this.m_Octree.Insert(chunk, chunk.X / 256, chunk.Y / 256, chunk.Z / 256);
     if (FilteredFeatures.IsEnabled(Feature.DebugOctreeValidation))
     {
         if (this.m_Octree.Find(chunk.X / 256, chunk.Y / 256, chunk.Z / 256) != chunk)
         {
             throw new InvalidOperationException("Octree did not store data correctly for " + chunk.X / 256 + ", " + chunk.Y / 256 + ", " + chunk.Z / 256 + ".");
         }
     }
 }
예제 #5
0
        public static void DiscardUnusedChunks()
        {
            /* If the chunk wasn't in the last used list, we no longer care
             * to render it to a texture, so discard from there.
             */

            if (FilteredFeatures.IsEnabled(Feature.OptimizeChunkRendering))
            {
                int discarded = 0;
                foreach (RenderTask rt in m_Tasks.ToArray())
                {
                    if (!m_NeededChunks.Contains(rt.Chunk))
                    {
                        m_Tasks.Remove(rt);
                        discarded++;
                    }
                }

                if (discarded > 0)
                {
                    FilteredConsole.WriteLine(FilterCategory.Optimization, "SKIPPED RENDERING " + discarded + " UNNEEDED CHUNKS!");
                    discarded = 0;
                }
            }

            /* We can't keep every chunk's texture loaded into memory or
             * else we quickly run out of graphics RAM to store everything.
             */

            if (FilteredFeatures.IsEnabled(Feature.DiscardChunkTextures))
            {
                int discarded = 0;
                while (m_LoadedChunks.Count > LastRenderedCountOnScreen + m_LastRenderedBuffer)
                {
                    m_LoadedChunks[0].DiscardTexture();
                    m_LoadedChunks.RemoveAt(0);
                    discarded++;
                }

                if (discarded > 0)
                {
                    FilteredConsole.WriteLine(FilterCategory.Optimization, "DISCARDED " + discarded + " TEXTURES FROM MEMORY!");
                }
            }
        }
예제 #6
0
        protected override void PreBegin(GameContext context)
        {
            // Process a single texture block if the FPS is higher than 30.
            //if (context.GameTime.ElapsedGameTime.Milliseconds < 100)
            //{
            ChunkProvider.ProcessSingle();
            ChunkRenderer.ProcessSingle(context.GameTime, context);
            //}

            // Ensure we have an occluding sprite batch.
            if (FilteredFeatures.IsEnabled(Feature.IsometricOcclusion))
            {
                if (this.m_OccludingSpriteBatch == null)
                {
                    this.m_OccludingSpriteBatch = new OccludingSpriteBatch(context.Graphics.GraphicsDevice);
                }
                this.m_OccludingSpriteBatch.Begin(true);
            }
            else
            {
                context.Graphics.GraphicsDevice.Clear(ClearOptions.DepthBuffer | ClearOptions.Target, Color.Black, 1f, 0);
            }
        }
예제 #7
0
        public override bool Update(GameContext context)
        {
            // TODO: Make use of this.
            //MouseState mouse = Mouse.GetState();

            // Go back to title screen if needed.
            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                (this.Game as RuntimeGame).SwitchWorld(new TitleWorld());
                return(false);
            }

            // Update player and refocus screen.
            KeyboardState state   = Keyboard.GetState();
            GamePadState  gpstate = GamePad.GetState(PlayerIndex.One);
            float         mv      = (float)Math.Sqrt(this.m_Player.MovementSpeed);

            if (state.IsKeyDown(Keys.W))
            {
                this.m_Player.Y -= mv;
                this.m_Player.X -= mv;
            }
            if (state.IsKeyDown(Keys.S) || FilteredFeatures.IsEnabled(Feature.DebugMovement))
            {
                this.m_Player.Y += mv;
                this.m_Player.X += mv;
            }
            if (state.IsKeyDown(Keys.A))
            {
                this.m_Player.Y += mv;
                this.m_Player.X -= mv;
            }
            if (state.IsKeyDown(Keys.D))
            {
                this.m_Player.Y -= mv;
                this.m_Player.X += mv;
            }
            if (state.IsKeyDown(Keys.I))
            {
                this.m_Player.Z += 4f;
            }
            if (state.IsKeyDown(Keys.K))
            {
                this.m_Player.Z -= 4f;
            }
            Vector2 v = new Vector2(
                gpstate.ThumbSticks.Left.X,
                -gpstate.ThumbSticks.Left.Y
                );
            Matrix m = Matrix.CreateRotationZ(MathHelper.ToRadians(-45));

            v = Vector2.Transform(v, m);
            this.m_Player.X += v.X * mv * (float)(Math.Sqrt(2) / 1.0);
            this.m_Player.Y += v.Y * mv * (float)(Math.Sqrt(2) / 1.0);
            //this.m_Player.Z = this.GetSurfaceZ(context, this.m_Player.X, this.m_Player.Y) * Scale.CUBE_Z;
            (context.WorldManager as IsometricWorldManager).Focus(this.m_Player.X, this.m_Player.Y, this.m_Player.Z);

            // Update autosave counter.
            this.m_AutoSave++;
            if (this.m_AutoSave >= AUTOSAVE_LIMIT)
            {
                this.m_AutoSave = 0;
                if (this.m_DiskLevel != null)
                {
                    this.m_DiskLevel.Save();
                }
            }

            return(true); // Update entities.
        }
예제 #8
0
        private static void RenderTilesToTexture(RenderTask task, GameTime gt, GameContext context)
        {
            /* Our world is laid out in memory in terms of X / Y, but
             * we are rendering isometric, which means that the rendering
             * order for tiles must be like so:
             *
             *               North
             *        1  3  5  9  13 19 25
             *        2  6  10 14 20 26 32
             *        4  8  15 21 27 33 37
             *  East  7  12 18 28 34 38 42  West
             *        11 17 24 31 39 43 45
             *        16 23 30 36 41 46 48
             *        22 29 35 40 44 47 49
             *               South
             *
             * We also need to account for situations where the user rotates
             * the isometric view.
             */

            /*
             *                      North
             *         0    0.5  1     1.5  2    2.5  3
             *        -0.5  0    0.5   1    1.5  2    2.5
             *        -1   -0.5  0     0.5  1    1.5  2
             *  East  -1.5 -1   -0.5   0    0.5  1    1.5  West
             *        -2   -1.5 -1    -0.5  0    0.5  1
             *        -2.5 -2   -1.5  -1   -0.5  0    0.5
             *        -3   -2.5 -2    -1.5 -1   -0.5  0
             *                      South
             *
             *  v = (x - y) / 2.0
             */

            int DEBUG_ZOFFSET = 0;//TileIsometricifier.TILE_CUBE_HEIGHT * Settings.ChunkDepth - 200;

            if (m_CurrentRenderState == null)
            {
                RenderState rs = new RenderState();
                rs.ZTop        = Chunk.Depth;
                rs.ZBottom     = 0;
                rs.ChunkTarget = RenderTargetFactory.Create(
                    m_GraphicsDevice,
                    TileIsometricifier.TILE_TOP_WIDTH * Chunk.Width,
                    TileIsometricifier.TILE_TOP_HEIGHT * Chunk.Width + TileIsometricifier.TILE_CUBE_HEIGHT * Chunk.Depth + TileIsometricifier.CHUNK_HEIGHT_ALLOWANCE,
                    true,
                    SurfaceFormat.Bgra5551,
                    DepthFormat.None);
                rs.ChunkDepthMap = RenderTargetFactory.Create(
                    m_GraphicsDevice,
                    TileIsometricifier.TILE_TOP_WIDTH * Chunk.Width,
                    TileIsometricifier.TILE_TOP_HEIGHT * Chunk.Width + TileIsometricifier.TILE_CUBE_HEIGHT * Chunk.Depth + TileIsometricifier.CHUNK_HEIGHT_ALLOWANCE,
                    true,
                    SurfaceFormat.Bgra5551,
                    DepthFormat.None);
                FilteredConsole.WriteLine(FilterCategory.GraphicsMemoryUsage, "Allocated textures for chunk " + task.Chunk.X + ", " + task.Chunk.Y + ", " + task.Chunk.Z + ".");
                m_GraphicsDevice.SetRenderTarget(rs.ChunkTarget);
                if (FilteredFeatures.IsEnabled(Feature.DebugChunkBackground))
                {
                    Color c = new Color(
                        (float)m_DebugRandomizer.NextDouble(),
                        (float)m_DebugRandomizer.NextDouble(),
                        (float)m_DebugRandomizer.NextDouble()
                        );
                    m_GraphicsDevice.Clear(ClearOptions.Target, c, 1.0f, 0);
                }
                else
                {
                    m_GraphicsDevice.Clear(ClearOptions.Target, Color.Transparent, 1.0f, 0);
                }
                rs.ChunkDepthMapCleared = false;
                rs.SpriteBatch          = new SpriteBatch(m_GraphicsDevice);
                rs.CurrentZ             = rs.ZBottom;
                rs.RenderTask           = task;
                rs.CellRenderOrder      = GetCellRenderOrder(RenderToNE);
                rs.RenderMode           = 0;
                m_CurrentRenderState    = rs;
            }

            if (m_CurrentRenderState.RenderMode == 0 /* chunk texture */)
            {
                m_GraphicsDevice.SetRenderTarget(m_CurrentRenderState.ChunkTarget);
                m_CurrentRenderState.SpriteBatch.Begin(SpriteSortMode.Immediate, null);
                int count  = 0;
                int zcount = 0;
                while (m_CurrentRenderState.CurrentZ < m_CurrentRenderState.ZTop && gt.ElapsedGameTime.TotalMilliseconds < Performance.RENDERING_MILLISECONDS)
                {
                    int z = m_CurrentRenderState.CurrentZ;

                    int rcx = TileIsometricifier.TILE_TOP_WIDTH * Chunk.Width / 2 - TileIsometricifier.TILE_TOP_WIDTH / 2;
                    int rcy = TileIsometricifier.TILE_CUBE_HEIGHT * Chunk.Depth + TileIsometricifier.TILE_TOP_HEIGHT * Chunk.Width / 2 - DEBUG_ZOFFSET;
                    int rw  = TileIsometricifier.TILE_TOP_WIDTH;
                    int rh  = TileIsometricifier.TILE_TOP_HEIGHT / 2;
                    for (int i = 0; i < m_CurrentRenderState.CellRenderOrder.Length; i++)
                    {
                        // Calculate the X / Y of the tile in the grid.
                        int x = m_CurrentRenderState.CellRenderOrder[i] % RenderWidth;
                        int y = m_CurrentRenderState.CellRenderOrder[i] / RenderWidth;

                        // Calculate the render position on screen.
                        int rx = rcx + (int)((x - y) / 2.0 * rw);
                        int ry = rcy + (x + y) * rh - (rh / 2 * (RenderWidth + RenderHeight)) - (z * TileIsometricifier.TILE_CUBE_HEIGHT);

                        Block b = task.Chunk.m_Blocks[x, y, z];
                        if (b == null)
                        {
                            if (FilteredFeatures.IsEnabled(Feature.DebugChunkTiles))
                            {
                                m_CurrentRenderState.SpriteBatch.Draw(
                                    task.Textures["tiles.grass"],
                                    new Vector2(rx, ry),
                                    Color.White
                                    );
                            }
                            continue;
                        }
                        Tile t = b.Tile;

                        if (t.Image == null)
                        {
                            if (FilteredFeatures.IsEnabled(Feature.DebugChunkTiles))
                            {
                                m_CurrentRenderState.SpriteBatch.Draw(
                                    task.Textures["tiles.dirt"],
                                    new Vector2(rx, ry),
                                    Color.White
                                    );
                            }
                            continue;
                        }
                        Color col = new Color(1f, 1f, 1f, 1f).ToPremultiplied();
                        if (task.Chunk.X == 0 && task.Chunk.Y == 0 && x == 0 && y == 0)
                        {
                            col = new Color(1f, 0f, 0f, 1f).ToPremultiplied();
                        }
                        if (FilteredFeatures.IsEnabled(Feature.DebugChunkTiles))
                        {
                            m_CurrentRenderState.SpriteBatch.Draw(
                                task.Textures[t.Image],
                                new Vector2(rx, ry),
                                col
                                );
                        }
                        if (FilteredFeatures.IsEnabled(Feature.RenderCellTops))
                        {
                            m_CurrentRenderState.SpriteBatch.Draw(
                                task.Textures[t.Image + ".isometric.top"],
                                new Rectangle(rx, ry, TileIsometricifier.TILE_TOP_WIDTH, TileIsometricifier.TILE_TOP_HEIGHT),
                                null,
                                col,
                                0,
                                new Vector2(0, 0),
                                SpriteEffects.None,
                                0 // TODO: Use this to correct rendering artifacts.
                                );
                        }
                        if (FilteredFeatures.IsEnabled(Feature.RenderCellSides))
                        {
                            m_CurrentRenderState.SpriteBatch.Draw(
                                task.Textures[t.Image + ".isometric.sideL"],
                                new Rectangle(rx, ry + TileIsometricifier.TILE_TOP_HEIGHT / 2,
                                              TileIsometricifier.TILE_SIDE_WIDTH, TileIsometricifier.TILE_SIDE_HEIGHT),
                                null,
                                col,
                                0,
                                new Vector2(0, 0),
                                SpriteEffects.None,
                                0 // TODO: Use this to correct rendering artifacts.
                                );
                            m_CurrentRenderState.SpriteBatch.Draw(
                                task.Textures[t.Image + ".isometric.sideR"],
                                new Rectangle(rx + TileIsometricifier.TILE_TOP_WIDTH / 2, ry + TileIsometricifier.TILE_TOP_HEIGHT / 2,
                                              TileIsometricifier.TILE_SIDE_WIDTH, TileIsometricifier.TILE_SIDE_HEIGHT),
                                null,
                                col,
                                0,
                                new Vector2(0, 0),
                                SpriteEffects.None,
                                0 // TODO: Use this to correct rendering artifacts.
                                );
                        }

                        count++;
                    }

                    m_CurrentRenderState.CurrentZ++;
                    zcount++;
                }

                FilteredConsole.WriteLine(FilterCategory.OptimizationTiming, "Rendered " + zcount + " levels, " + count + " cells to texture target in " + gt.ElapsedGameTime.Milliseconds + "ms.");
                m_CurrentRenderState.SpriteBatch.End();
                m_GraphicsDevice.SetRenderTarget(null);
            }
            else if (m_CurrentRenderState.RenderMode == 1 /* depth map */ &&
                     FilteredFeatures.IsEnabled(Feature.IsometricOcclusion))
            {
                m_GraphicsDevice.SetRenderTarget(m_CurrentRenderState.ChunkDepthMap);
                if (!m_CurrentRenderState.ChunkDepthMapCleared)
                {
                    m_CurrentRenderState.SpriteBatch.Begin(SpriteSortMode.Immediate, null);
                    m_GraphicsDevice.Clear(ClearOptions.Target, Color.Transparent, 1.0f, 0);
                    m_CurrentRenderState.SpriteBatch.End();
                    m_CurrentRenderState.ChunkDepthMapCleared = true;
                }
                BlendState bs = new BlendState();
                bs.AlphaBlendFunction    = BlendFunction.Max;
                bs.AlphaSourceBlend      = Blend.One;
                bs.AlphaDestinationBlend = Blend.One;
                bs.ColorBlendFunction    = BlendFunction.Max;
                bs.ColorSourceBlend      = Blend.One;
                bs.ColorDestinationBlend = Blend.One;
                m_CurrentRenderState.SpriteBatch.Begin(SpriteSortMode.Immediate, bs, null, null, null, context.Effects["IsometricDepthMap"]);
                context.Effects["IsometricDepthMap"].Parameters["RotationMode"].SetValue(RenderToNE);
                context.Effects["IsometricDepthMap"].CurrentTechnique.Passes[0].Apply();
                int count  = 0;
                int zcount = 0;
                while (m_CurrentRenderState.CurrentZ < m_CurrentRenderState.ZTop && gt.ElapsedGameTime.TotalMilliseconds < Performance.RENDERING_MILLISECONDS)
                {
                    int z = m_CurrentRenderState.CurrentZ;

                    int rcx = TileIsometricifier.TILE_TOP_WIDTH * Chunk.Width / 2 - TileIsometricifier.TILE_TOP_WIDTH / 2;
                    int rcy = TileIsometricifier.TILE_CUBE_HEIGHT * Chunk.Depth + TileIsometricifier.TILE_TOP_HEIGHT * Chunk.Width / 2 - DEBUG_ZOFFSET;
                    int rw  = TileIsometricifier.TILE_TOP_WIDTH;
                    int rh  = TileIsometricifier.TILE_TOP_HEIGHT / 2;
                    for (int i = 0; i < m_CurrentRenderState.CellRenderOrder.Length; i++)
                    {
                        // Calculate the X / Y of the tile in the grid.
                        int x = m_CurrentRenderState.CellRenderOrder[i] % RenderWidth;
                        int y = m_CurrentRenderState.CellRenderOrder[i] / RenderWidth;

                        // Calculate the "depth" of the tile.
                        int depth = x + y + z;

                        // Calculate the render position on screen.
                        int rx = rcx + (int)((x - y) / 2.0 * rw);
                        int ry = rcy + (x + y) * rh - (rh / 2 * (RenderWidth + RenderHeight)) - (z * TileIsometricifier.TILE_CUBE_HEIGHT);

                        Block b = task.Chunk.m_Blocks[x, y, z];
                        if (b == null)
                        {
                            continue;
                        }
                        Tile t = b.Tile;

                        if (t.Image == null)
                        {
                            continue;
                        }
                        context.Effects["IsometricDepthMap"].Parameters["CellDepth"].SetValue((float)Math.Min(depth / 255f, 1.0f));
                        context.Effects["IsometricDepthMap"].CurrentTechnique.Passes[0].Apply();
                        m_CurrentRenderState.SpriteBatch.Draw(
                            task.Textures[t.Image + ".isometric.top"],
                            new Rectangle(rx, ry, TileIsometricifier.TILE_TOP_WIDTH, TileIsometricifier.TILE_TOP_HEIGHT),
                            null,
                            Color.White,
                            0,
                            new Vector2(0, 0),
                            SpriteEffects.None,
                            0
                            );
                        m_CurrentRenderState.SpriteBatch.Draw(
                            task.Textures[t.Image + ".isometric.sideL"],
                            new Rectangle(rx, ry + 12, TileIsometricifier.TILE_SIDE_WIDTH, TileIsometricifier.TILE_SIDE_HEIGHT),
                            null,
                            Color.White,
                            0,
                            new Vector2(0, 0),
                            SpriteEffects.None,
                            0
                            );
                        m_CurrentRenderState.SpriteBatch.Draw(
                            task.Textures[t.Image + ".isometric.sideR"],
                            new Rectangle(rx + 16, ry + 12, TileIsometricifier.TILE_SIDE_WIDTH, TileIsometricifier.TILE_SIDE_HEIGHT),
                            null,
                            Color.White,
                            0,
                            new Vector2(0, 0),
                            SpriteEffects.None,
                            0
                            );
                        count++;
                    }

                    m_CurrentRenderState.CurrentZ++;
                    zcount++;
                }

                FilteredConsole.WriteLine(FilterCategory.OptimizationTiming, "Rendered " + zcount + " levels, " + count + " cells to texture target in " + gt.ElapsedGameTime.TotalMilliseconds + "ms.");
                m_CurrentRenderState.SpriteBatch.End();
                m_GraphicsDevice.SetRenderTarget(null);
            }

            if (m_CurrentRenderState.CurrentZ == m_CurrentRenderState.ZTop)
            {
                if (m_CurrentRenderState.RenderMode < 1)
                {
                    m_CurrentRenderState.CurrentZ = m_CurrentRenderState.ZBottom;
                    m_CurrentRenderState.RenderMode++;
                }
                else
                {
                    m_CurrentRenderState.RenderTask.Result    = m_CurrentRenderState.ChunkTarget;
                    m_CurrentRenderState.RenderTask.DepthMap  = m_CurrentRenderState.ChunkDepthMap;
                    m_CurrentRenderState.RenderTask.HasResult = true;
                    m_CurrentRenderState = null;
                }
            }
        }
예제 #9
0
        protected override void DrawTilesBelow(GameContext context)
        {
            // Ensure we have a chunk manager to source chunks from.
            if (!(context.World is RPGWorld))
            {
                return;
            }
            this.Octree = (context.World as RPGWorld).ChunkOctree;
            if (this.Octree == null)
            {
                return;
            }
            if (this.Chunk == null)
            {
                this.Chunk = this.Octree.Get(0, 0, 0);
            }

            // Determine our Z offset.
            int zoffset = -(Chunk.Depth - this.ZLevel) * TileIsometricifier.TILE_CUBE_HEIGHT;

            // Get rendering information.
            ChunkRenderer.ResetNeeded();
            IEnumerable <RelativeRenderInformation> renders = this.GetRelativeRenderInformation(context, this.Chunk);

            ChunkRenderer.LastRenderedCountOnScreen = renders.Count();

            // Render chunks.
            if (FilteredFeatures.IsEnabled(Feature.DepthBuffer))
            {
                context.EndSpriteBatch();
                context.Graphics.GraphicsDevice.SetRenderTarget(RenderingBuffers.ScreenBuffer);
                context.StartSpriteBatch();
            }
            foreach (RelativeRenderInformation ri in renders)
            {
                if (ri.Target == this.Chunk)
                {
                    this.m_ChunkCenterX = ri.X + TileIsometricifier.CHUNK_TOP_WIDTH / 2;
                    this.m_ChunkCenterY = ri.Y;
                }
                Texture2D tex = ri.Target.Texture;
                ChunkRenderer.MarkNeeded(ri.Target);
                if (tex != null)
                {
                    ChunkRenderer.MarkUsed(ri.Target);
                    if (FilteredFeatures.IsEnabled(Feature.DepthBuffer))
                    {
                        context.SpriteBatch.Draw(tex, new Vector2(ri.X, ri.Y + zoffset), Color.White);
                    }
                    else
                    {
                        if (FilteredFeatures.IsEnabled(Feature.RenderingBuffers))
                        {
                            context.Graphics.GraphicsDevice.SetRenderTarget(RenderingBuffers.ScreenBuffer);
                        }
                        context.SpriteBatch.Draw(tex, new Vector2(ri.X, ri.Y + zoffset), Color.White);
                    }
                    FilteredConsole.WriteLine(FilterCategory.RenderingActive, "Rendering chunk at " + ri.X + ", " + ri.Y + ".");
                }
                else
                {
                    FilteredConsole.WriteLine(FilterCategory.Rendering, "No texture yet for chunk to render at " + ri.X + ", " + ri.Y + ".");
                }
            }

            // Render depth maps.
            if (FilteredFeatures.IsEnabled(Feature.DepthBuffer))
            {
                context.EndSpriteBatch();
                context.Graphics.GraphicsDevice.SetRenderTarget(RenderingBuffers.DepthBuffer);
                context.StartSpriteBatch();
                foreach (RelativeRenderInformation ri in renders)
                {
                    Texture2D depth = ri.Target.DepthMap;
                    if (depth != null)
                    {
                        ChunkRenderer.MarkUsed(ri.Target);
                        if (FilteredFeatures.IsEnabled(Feature.DepthBuffer))
                        {
                            context.SpriteBatch.Draw(depth, new Vector2(ri.X, ri.Y + zoffset), Color.White);
                        }
                    }
                }
            }

            // Finish drawing.
            context.EndSpriteBatch();
            context.Graphics.GraphicsDevice.SetRenderTarget(null);
            context.StartSpriteBatch();
        }
예제 #10
0
        protected override void HandleRenderOfEntity(GameContext context, IEntity a)
        {
            if (!FilteredFeatures.IsEnabled(Feature.RenderEntities))
            {
                return;
            }

            if (a is ChunkEntity)
            {
                // Ensure we have a chunk manager to source chunks from.
                if (!(context.World is RPGWorld))
                {
                    return;
                }
                this.Octree = (context.World as RPGWorld).ChunkOctree;
                if (this.Octree == null)
                {
                    return;
                }
                if (this.Chunk == null)
                {
                    this.Chunk = this.Octree.Get(0, 0, 0);
                }

                // Special handling for entities in the 3D world.
                ChunkEntity ce  = a as ChunkEntity;
                Vector2     pos = this.TranslatePoint(ce.X, ce.Y, ce.Z);

                // Set depth information.
                if (RenderingBuffers.DepthBuffer != null && FilteredFeatures.IsEnabled(Feature.IsometricOcclusion))
                {
                    // Draw image with depth.
                    float depth = ((
                                       ((int)((ce.X < 0) ? Chunk.Width : 0) + (ce.X / Scale.CUBE_X) % Chunk.Width) +
                                       ((int)((ce.Y < 0) ? Chunk.Height : 0) + (ce.Y / Scale.CUBE_Y) % Chunk.Height) +
                                       ((int)((ce.Z < 0) ? Chunk.Depth : 0) + ((ce.Z / Scale.CUBE_Z) - 1) % Chunk.Depth)) / 255f);
                    this.m_OccludingSpriteBatch.DrawOccludable(
                        context.Textures[ce.Image],
                        new Rectangle((int)(pos.X - ce.ImageOffsetX), (int)(pos.Y - ce.ImageOffsetY),
                                      context.Textures[ce.Image].Width, context.Textures[ce.Image].Height),
                        ce.Color.ToPremultiplied(),
                        depth
                        );
                }
                else
                {
                    // Draw image normally.
                    context.SpriteBatch.Draw(
                        context.Textures[ce.Image],
                        new Rectangle((int)(pos.X - ce.ImageOffsetX), (int)(pos.Y - ce.ImageOffsetY),
                                      context.Textures[ce.Image].Width, context.Textures[ce.Image].Height),
                        ce.Color.ToPremultiplied()
                        );
                }
            }
            else
            {
                // Render using the default settings.
                base.HandleRenderOfEntity(context, a);
            }
        }