示例#1
0
        public void Dispose()
        {
            if (disposed)
            {
                return;
            }

            disposed = true;

            backgroundThread.Abort();
            backgroundThread2.Abort();

            foreach (var thread in _additionalRegenerationThreads)
            {
                thread.Abort();
            }

            foreach (var cr in chunkRenderer)
            {
                cr.Dispose();
            }

            foreach (var cr in orderedChunkRenderer)
            {
                cr.Dispose();
            }

            chunkRenderer = null;
            orderedChunkRenderer.Clear();

            localChunkCache = null;

            selectionIndexBuffer.Dispose();
            selectionLines.Dispose();
            billboardVertexbuffer.Dispose();

            player   = null;
            camera   = null;
            assets   = null;
            entities = null;
            planet   = null;

            sunEffect.Dispose();
            selectionEffect.Dispose();

            blockTextures.Dispose();
            sunTexture.Dispose();
        }
示例#2
0
        public SceneControl(ScreenComponent manager, string style = "") :
            base(manager, style)
        {
            Mask      = (int)Math.Pow(2, VIEWRANGE) - 1;
            Span      = (int)Math.Pow(2, VIEWRANGE);
            SpanOver2 = Span >> 1;

            player   = manager.Player;
            camera   = manager.Camera;
            assets   = manager.Game.Assets;
            entities = manager.Game.Entity;
            Manager  = manager;

            simpleShader = manager.Game.Content.Load <Effect>("simple");
            sunTexture   = assets.LoadTexture(typeof(ScreenComponent), "sun");

            //List<Bitmap> bitmaps = new List<Bitmap>();
            var definitions  = Manager.Game.DefinitionManager.GetBlockDefinitions();
            int textureCount = 0;

            foreach (var definition in definitions)
            {
                textureCount += definition.Textures.Length;
            }
            int bitmapSize = 128;

            blockTextures = new Texture2DArray(manager.GraphicsDevice, 1, bitmapSize, bitmapSize, textureCount);
            int layer = 0;

            foreach (var definition in definitions)
            {
                foreach (var bitmap in definition.Textures)
                {
                    System.Drawing.Bitmap texture = manager.Game.Assets.LoadBitmap(definition.GetType(), bitmap);

                    var   scaled     = texture;//new Bitmap(bitmap, new System.Drawing.Size(bitmapSize, bitmapSize));
                    int[] data       = new int[scaled.Width * scaled.Height];
                    var   bitmapData = scaled.LockBits(new System.Drawing.Rectangle(0, 0, scaled.Width, scaled.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
                    System.Runtime.InteropServices.Marshal.Copy(bitmapData.Scan0, data, 0, data.Length);
                    blockTextures.SetData(data, layer);
                    scaled.UnlockBits(bitmapData);
                    layer++;
                }
            }

            planet = Manager.Game.ResourceManager.GetPlanet(player.Position.Position.Planet);

            // TODO: evtl. Cache-Size (Dimensions) VIEWRANGE + 1

            int range = ((int)Math.Pow(2, VIEWRANGE) - 2) / 2;

            localChunkCache = new LocalChunkCache(planet.GlobalChunkCache, VIEWRANGE, range);

            chunkRenderer = new ChunkRenderer[
                (int)Math.Pow(2, VIEWRANGE) * (int)Math.Pow(2, VIEWRANGE),
                planet.Size.Z];
            orderedChunkRenderer = new List <ChunkRenderer>(
                (int)Math.Pow(2, VIEWRANGE) * (int)Math.Pow(2, VIEWRANGE) * planet.Size.Z);

            for (int i = 0; i < chunkRenderer.GetLength(0); i++)
            {
                for (int j = 0; j < chunkRenderer.GetLength(1); j++)
                {
                    ChunkRenderer renderer = new ChunkRenderer(this, Manager.Game.DefinitionManager, simpleShader, manager.GraphicsDevice, camera.Projection, blockTextures);
                    chunkRenderer[i, j] = renderer;
                    orderedChunkRenderer.Add(renderer);
                }
            }

            backgroundThread = new Thread(BackgroundLoop)
            {
                Priority     = ThreadPriority.Lowest,
                IsBackground = true
            };
            backgroundThread.Start();

            backgroundThread2 = new Thread(ForceUpdateBackgroundLoop)
            {
                Priority     = ThreadPriority.Lowest,
                IsBackground = true
            };
            backgroundThread2.Start();

            var additional = Environment.ProcessorCount / 3;

            additional                     = additional == 0 ? 1 : additional;
            _fillIncrement                 = additional + 1;
            additionalFillResetEvents      = new AutoResetEvent[additional];
            _additionalRegenerationThreads = new Thread[additional];
            for (int i = 0; i < additional; i++)
            {
                var t = new Thread(AdditionalFillerBackgroundLoop)
                {
                    Priority     = ThreadPriority.Lowest,
                    IsBackground = true
                };
                var are = new AutoResetEvent(false);
                t.Start(new object[] { are, i });
                additionalFillResetEvents[i]      = are;
                _additionalRegenerationThreads[i] = t;
            }



            var selectionVertices = new[]
            {
                new VertexPositionColor(new Vector3(-0.001f, +1.001f, +1.001f), Color.Black * 0.5f),
                new VertexPositionColor(new Vector3(+1.001f, +1.001f, +1.001f), Color.Black * 0.5f),
                new VertexPositionColor(new Vector3(-0.001f, -0.001f, +1.001f), Color.Black * 0.5f),
                new VertexPositionColor(new Vector3(+1.001f, -0.001f, +1.001f), Color.Black * 0.5f),
                new VertexPositionColor(new Vector3(-0.001f, +1.001f, -0.001f), Color.Black * 0.5f),
                new VertexPositionColor(new Vector3(+1.001f, +1.001f, -0.001f), Color.Black * 0.5f),
                new VertexPositionColor(new Vector3(-0.001f, -0.001f, -0.001f), Color.Black * 0.5f),
                new VertexPositionColor(new Vector3(+1.001f, -0.001f, -0.001f), Color.Black * 0.5f),
            };

            var billboardVertices = new[]
            {
                new VertexPositionTexture(new Vector3(-0.5f, 0.5f, 0), new Vector2(0, 0)),
                new VertexPositionTexture(new Vector3(0.5f, 0.5f, 0), new Vector2(1, 0)),
                new VertexPositionTexture(new Vector3(-0.5f, -0.5f, 0), new Vector2(0, 1)),
                new VertexPositionTexture(new Vector3(0.5f, 0.5f, 0), new Vector2(1, 0)),
                new VertexPositionTexture(new Vector3(0.5f, -0.5f, 0), new Vector2(1, 1)),
                new VertexPositionTexture(new Vector3(-0.5f, -0.5f, 0), new Vector2(0, 1)),
            };

            var selectionIndices = new short[]
            {
                0, 1, 0, 2, 1, 3, 2, 3,
                4, 5, 4, 6, 5, 7, 6, 7,
                0, 4, 1, 5, 2, 6, 3, 7
            };

            selectionLines = new VertexBuffer(manager.GraphicsDevice, VertexPositionColor.VertexDeclaration, selectionVertices.Length);
            selectionLines.SetData(selectionVertices);

            selectionIndexBuffer = new IndexBuffer(manager.GraphicsDevice, DrawElementsType.UnsignedShort, selectionIndices.Length);
            selectionIndexBuffer.SetData(selectionIndices);

            billboardVertexbuffer = new VertexBuffer(manager.GraphicsDevice, VertexPositionTexture.VertexDeclaration, billboardVertices.Length);
            billboardVertexbuffer.SetData(billboardVertices);


            sunEffect = new BasicEffect(manager.GraphicsDevice)
            {
                TextureEnabled = true
            };

            selectionEffect = new BasicEffect(manager.GraphicsDevice)
            {
                VertexColorEnabled = true
            };

            MiniMapTexture          = new RenderTarget2D(manager.GraphicsDevice, 128, 128, PixelInternalFormat.Rgb8); // , false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, 0, RenderTargetUsage.PreserveContents);
            miniMapProjectionMatrix = Matrix.CreateOrthographic(128, 128, 1, 10000);
        }