Exemplo n.º 1
0
        private void RenderBlocks(GameClient gameClient)
        {
            GL.UseProgram(_cubeShader.Value.Id);

            GL.UniformMatrix4(0, false, ref _projectionMatrix);
            GL.UniformMatrix4(4, false, ref _modelViewMatrix);

            var cameraChunkPos = (ChunkPos)gameClient.PositionData.Placement.Pos;

            var offset = (gameClient.PositionData.Placement.Pos - EntityPos.Origin) + new EntityOffset(0, gameClient.PhysicsValues.PlayerEyeHeight, 0);

            int chunkUpdates = 0;

            ChunkPos.IterateOutwards(
                cameraChunkPos,
                ChunkViewRadiusXZ,
                ChunkViewRadiusY,
                chunkPos =>
            {
                ChunkBufferEntry entry;
                _chunkBuffers.TryGetValue(chunkPos, out entry);

                /* Don't let nearby entries expire. */
                if (entry != null)
                {
                    entry.LastAccess = _currentFrameTime;
                }

                if (!IsInViewingFrustum(gameClient, offset, chunkPos))
                {
                    return;
                }

                var chunk = gameClient.World.PeekChunk(chunkPos);
                if (chunk != null && chunk.HasData)
                {
                    if (entry == null)
                    {
                        entry = new ChunkBufferEntry {
                            LastAccess = _currentFrameTime
                        };
                        _chunkBuffers[chunkPos] = entry;
                    }

                    if (entry.ContentHash != chunk.ContentHash)
                    {
                        if (chunkUpdates < 5 && entry.TriangleTask != null && entry.TriangleTask.IsCompleted)
                        {
                            var triangles = entry.TriangleTask.Result;

                            if (entry.TriangleTaskContentHash == chunk.ContentHash)
                            {
                                ++chunkUpdates;
                                if (entry.VertexArray == null)
                                {
                                    entry.VertexArray = new VertexArray(_cubeVertexSpecification);
                                }
                                entry.VertexArray.SetData(triangles, BufferUsageHint.StaticDraw);
                                entry.ContentHash = chunk.ContentHash;
                            }

                            triangles.Dispose();
                            entry.TriangleTask            = null;
                            entry.TriangleTaskContentHash = 0;
                        }

                        if (entry.ContentHash != chunk.ContentHash && entry.TriangleTask == null)
                        {
                            var triangleBuffer = new TriangleBuffer(_cubeVertexSpecification);

                            var localChunk                = chunk;
                            entry.TriangleTask            = Task.Run(() => { RenderChunk(triangleBuffer, localChunk); return(triangleBuffer); });
                            entry.TriangleTaskContentHash = chunk.ContentHash;
                        }
                    }

                    entry.VertexArray?.Draw();
                }
            });

            GL.UseProgram(0);

            RemoveExpiredChunks();
        }
Exemplo n.º 2
0
        private void RenderBlocks(GameClient gameClient)
        {
            GL.UseProgram(_cubeShader.Value.Id);

            GL.UniformMatrix4(0, false, ref _projectionMatrix);
            GL.UniformMatrix4(4, false, ref _modelViewMatrix);

            var cameraChunkPos = (ChunkPos)gameClient.PositionData.Placement.Pos;

            var offset = (gameClient.PositionData.Placement.Pos - EntityPos.Origin) + new EntityOffset(0, gameClient.PhysicsValues.PlayerEyeHeight, 0);

            int chunkUpdates = 0;

            ChunkPos.IterateOutwards(
                cameraChunkPos,
                ChunkViewRadiusXZ,
                ChunkViewRadiusY,
                chunkPos =>
                {
                    ChunkBufferEntry entry;
                    _chunkBuffers.TryGetValue(chunkPos, out entry);

                    /* Don't let nearby entries expire. */
                    if (entry != null) entry.LastAccess = _currentFrameTime;

                    if (!IsInViewingFrustum(gameClient, offset, chunkPos)) return;

                    var chunk = gameClient.World.PeekChunk(chunkPos);
                    if (chunk != null && chunk.HasData)
                    {
                        if (entry == null)
                        {
                            entry = new ChunkBufferEntry { LastAccess = _currentFrameTime };
                            _chunkBuffers[chunkPos] = entry;
                        }

                        if (entry.ContentHash != chunk.ContentHash)
                        {
                            if (chunkUpdates < 5 && entry.TriangleTask != null && entry.TriangleTask.IsCompleted)
                            {
                                var triangles = entry.TriangleTask.Result;

                                if (entry.TriangleTaskContentHash == chunk.ContentHash)
                                {
                                    ++chunkUpdates;
                                    if (entry.VertexArray == null) entry.VertexArray = new VertexArray(_cubeVertexSpecification);
                                    entry.VertexArray.SetData(triangles, BufferUsageHint.StaticDraw);
                                    entry.ContentHash = chunk.ContentHash;
                                }

                                triangles.Dispose();
                                entry.TriangleTask = null;
                                entry.TriangleTaskContentHash = 0;
                            }

                            if (entry.ContentHash != chunk.ContentHash && entry.TriangleTask == null)
                            {
                                var triangleBuffer = new TriangleBuffer(_cubeVertexSpecification);

                                var localChunk = chunk;
                                entry.TriangleTask = Task.Run(() => { RenderChunk(triangleBuffer, localChunk); return triangleBuffer; });
                                entry.TriangleTaskContentHash = chunk.ContentHash;
                            }
                        }

                        entry.VertexArray?.Draw();
                    }
                });

            GL.UseProgram(0);

            RemoveExpiredChunks();
        }