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BordersRenderer.c
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BordersRenderer.c
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#include "BordersRenderer.h"
#include "2DStructs.h"
#include "Game.h"
#include "World.h"
#include "Block.h"
#include "GraphicsAPI.h"
#include "GraphicsCommon.h"
#include "GraphicsEnums.h"
#include "Event.h"
#include "TerrainAtlas.h"
#include "ExtMath.h"
#include "Platform.h"
#include "Funcs.h"
#include "Utils.h"
GfxResourceID borders_sidesVb, borders_edgesVb;
GfxResourceID borders_edgeTexId, borders_sideTexId;
Int32 borders_sidesVertices, borders_edgesVertices;
bool borders_fullBrightSides, borders_fullBrightEdge;
Rectangle2D borders_rects[4];
TextureLoc borders_lastEdgeTexLoc, borders_lastSideTexLoc;
/* Avoid code duplication in sides and edge rendering */
#define BordersRenderer_SetupState(block, texId, vb) \
if (vb == NULL) { return; }\
\
Gfx_SetTexturing(true);\
GfxCommon_SetupAlphaState(Block_Draw[block]);\
Gfx_EnableMipmaps();\
\
Gfx_BindTexture(texId);\
Gfx_SetBatchFormat(VERTEX_FORMAT_P3FT2FC4B);\
Gfx_BindVb(vb);
#define BordersRenderer_ResetState(block) \
Gfx_DisableMipmaps();\
GfxCommon_RestoreAlphaState(Block_Draw[block]);\
Gfx_SetTexturing(false);
void BordersRenderer_RenderSides(Real64 delta) {
BlockID block = WorldEnv_SidesBlock;
BordersRenderer_SetupState(block, borders_sideTexId, borders_sidesVb);
Gfx_DrawVb_IndexedTris(borders_sidesVertices);
BordersRenderer_ResetState(block);
}
void BordersRenderer_RenderEdges(Real64 delta) {
if (borders_edgesVb == NULL) return;
BlockID block = WorldEnv_EdgeBlock;
BordersRenderer_SetupState(block, borders_sideTexId, borders_sidesVb);
/* Do not draw water when we cannot see it. */
/* Fixes some 'depth bleeding through' issues with 16 bit depth buffers on large maps. */
Vector3 camPos = Game_CurrentCameraPos;
Int32 yVisible = min(0, WorldEnv_SidesHeight);
if (camPos.Y >= yVisible) {
Gfx_DrawVb_IndexedTris(borders_edgesVertices);
}
BordersRenderer_ResetState(block);
}
void BordersRenderer_MakeTexture(GfxResourceID* texId, TextureLoc* lastTexLoc, BlockID block) {
TextureLoc texLoc = Block_GetTexLoc(block, FACE_YMAX);
if (texLoc == *lastTexLoc || Gfx_LostContext) return;
*lastTexLoc = texLoc;
Gfx_DeleteTexture(texId);
*texId = Atlas2D_LoadTextureElement(texLoc);
}
void BordersRenderer_CalculateRects(Int32 extent) {
extent = Utils_AdjViewDist(extent);
borders_rects[0] = Rectangle2D_Make(-extent, -extent, extent + World_Width + extent, extent);
borders_rects[1] = Rectangle2D_Make(-extent, World_Length, extent + World_Width + extent, extent);
borders_rects[2] = Rectangle2D_Make(-extent, 0, extent, World_Length);
borders_rects[3] = Rectangle2D_Make(World_Width, 0, extent, World_Length);
}
void BordersRenderer_ResetTextures(void) {
borders_lastEdgeTexLoc = UInt8_MaxValue;
borders_lastSideTexLoc = UInt8_MaxValue;
BordersRenderer_MakeTexture(&borders_edgeTexId, &borders_lastEdgeTexLoc, WorldEnv_EdgeBlock);
BordersRenderer_MakeTexture(&borders_sideTexId, &borders_lastSideTexLoc, WorldEnv_SidesBlock);
}
#define borders_HorOffset(block) (Block_RenderMinBB[block].X - Block_MinBB[block].X)
#define borders_YOffset(block) (Block_RenderMinBB[block].Y - Block_MinBB[block].Y)
void BordersRenderer_DrawX(Int32 x, Int32 z1, Int32 z2, Int32 y1, Int32 y2, Int32 axisSize, PackedCol col, VertexP3fT2fC4b** vertices) {
Int32 endZ = z2, endY = y2, startY = y1;
VertexP3fT2fC4b* ptr = *vertices;
VertexP3fT2fC4b v;
v.X = (Real32)x; v.Col = col;
for (; z1 < endZ; z1 += axisSize) {
z2 = z1 + axisSize;
if (z2 > endZ) z2 = endZ;
y1 = startY;
for (; y1 < endY; y1 += axisSize) {
y2 = y1 + axisSize;
if (y2 > endY) y2 = endY;
Real32 u2 = (Real32)z2 - (Real32)z1, v2 = (Real32)y2 - (Real32)y1;
v.Y = (Real32)y1; v.Z = (Real32)z1; v.U = 0.0f; v.V = v2; *ptr = v; ptr++;
v.Y = (Real32)y2; v.V = 0.0f; *ptr = v; ptr++;
v.Z = (Real32)z2; v.U = u2; *ptr = v; ptr++;
v.Y = (Real32)y1; v.V = v2; *ptr = v; ptr++;
}
}
*vertices = ptr;
}
void BordersRenderer_DrawZ(Int32 z, Int32 x1, Int32 x2, Int32 y1, Int32 y2, Int32 axisSize, PackedCol col, VertexP3fT2fC4b** vertices) {
Int32 endX = x2, endY = y2, startY = y1;
VertexP3fT2fC4b* ptr = *vertices;
VertexP3fT2fC4b v;
v.Z = (Real32)z; v.Col = col;
for (; x1 < endX; x1 += axisSize) {
x2 = x1 + axisSize;
if (x2 > endX) x2 = endX;
y1 = startY;
for (; y1 < endY; y1 += axisSize) {
y2 = y1 + axisSize;
if (y2 > endY) y2 = endY;
Real32 u2 = (Real32)x2 - (Real32)x1, v2 = (Real32)y2 - (Real32)y1;
v.X = (Real32)x1; v.Y = (Real32)y1; v.U = 0.0f; v.V = v2; *ptr = v; ptr++;
v.Y = (Real32)y2; v.V = 0.0f; *ptr = v; ptr++;
v.X = (Real32)x2; v.U = u2; *ptr = v; ptr++;
v.Y = (Real32)y1; v.V = v2; *ptr = v; ptr++;
}
}
*vertices = ptr;
}
void BordersRenderer_DrawY(Int32 x1, Int32 z1, Int32 x2, Int32 z2, Real32 y, Int32 axisSize, PackedCol col, Real32 offset, Real32 yOffset, VertexP3fT2fC4b** vertices) {
Int32 endX = x2, endZ = z2, startZ = z1;
VertexP3fT2fC4b* ptr = *vertices;
VertexP3fT2fC4b v;
v.Y = y + yOffset; v.Col = col;
for (; x1 < endX; x1 += axisSize) {
x2 = x1 + axisSize;
if (x2 > endX) x2 = endX;
z1 = startZ;
for (; z1 < endZ; z1 += axisSize) {
z2 = z1 + axisSize;
if (z2 > endZ) z2 = endZ;
Real32 u2 = (Real32)x2 - (Real32)x1, v2 = (Real32)z2 - (Real32)z1;
v.X = (Real32)x1 + offset; v.Z = (Real32)z1 + offset; v.U = 0.0f; v.V = 0.0f; *ptr = v; ptr++;
v.Z = (Real32)z2 + offset; v.V = v2; *ptr = v; ptr++;
v.X = (Real32)x2 + offset; v.U = u2; *ptr = v; ptr++;
v.Z = (Real32)z1 + offset; v.V = 0.0f; *ptr = v; ptr++;
}
}
*vertices = ptr;
}
void BordersRenderer_RebuildSides(Int32 y, Int32 axisSize) {
BlockID block = WorldEnv_SidesBlock;
borders_sidesVertices = 0;
if (Block_Draw[block] == DRAW_GAS) return;
Int32 i;
for (i = 0; i < 4; i++) {
Rectangle2D r = borders_rects[i];
borders_sidesVertices += Math_CountVertices(r.Width, r.Height, axisSize); /* YQuads outside */
}
borders_sidesVertices += Math_CountVertices(World_Width, World_Length, axisSize); /* YQuads beneath map */
borders_sidesVertices += 2 * Math_CountVertices(World_Width, Math_AbsI(y), axisSize); /* ZQuads */
borders_sidesVertices += 2 * Math_CountVertices(World_Length, Math_AbsI(y), axisSize); /* XQuads */
VertexP3fT2fC4b v[4096];
VertexP3fT2fC4b* ptr = v;
if (borders_sidesVertices > 4096) {
ptr = Platform_MemAlloc(borders_sidesVertices * sizeof(VertexP3fT2fC4b));
if (ptr == NULL) ErrorHandler_Fail("BordersRenderer_Sides - failed to allocate memory");
}
VertexP3fT2fC4b* temp = ptr;
borders_fullBrightSides = Block_FullBright[block];
PackedCol white = PACKEDCOL_WHITE;
PackedCol col = borders_fullBrightSides ? white : WorldEnv_ShadowCol;
Block_Tint(col, block)
for (i = 0; i < 4; i++) {
Rectangle2D r = borders_rects[i];
BordersRenderer_DrawY(r.X, r.Y, r.X + r.Width, r.Y + r.Height, (Real32)y, axisSize, col,
0, borders_YOffset(block), &temp);
}
/* Work properly for when ground level is below 0 */
Int32 y1 = 0, y2 = y;
if (y < 0) { y1 = y; y2 = 0; }
BordersRenderer_DrawY(0, 0, World_Width, World_Length, 0, axisSize, col, 0, 0, &temp);
BordersRenderer_DrawZ(0, 0, World_Width, y1, y2, axisSize, col, &temp);
BordersRenderer_DrawZ(World_Length, 0, World_Width, y1, y2, axisSize, col, &temp);
BordersRenderer_DrawX(0, 0, World_Length, y1, y2, axisSize, col, &temp);
BordersRenderer_DrawX(World_Width, 0, World_Length, y1, y2, axisSize, col, &temp);
borders_sidesVb = Gfx_CreateVb(v, VERTEX_FORMAT_P3FT2FC4B, borders_sidesVertices);
if (borders_sidesVertices > 4096) Platform_MemFree(ptr);
}
void BordersRenderer_RebuildEdges(Int32 y, Int32 axisSize) {
BlockID block = WorldEnv_EdgeBlock;
borders_edgesVertices = 0;
if (Block_Draw[block] == DRAW_GAS) return;
Int32 i;
for (i = 0; i < 4; i++) {
Rectangle2D r = borders_rects[i];
borders_edgesVertices += Math_CountVertices(r.Width, r.Height, axisSize); /* YPlanes outside */
}
VertexP3fT2fC4b v[4096];
VertexP3fT2fC4b* ptr = v;
if (borders_edgesVertices > 4096) {
ptr = Platform_MemAlloc(borders_edgesVertices * sizeof(VertexP3fT2fC4b));
if (ptr == NULL) ErrorHandler_Fail("BordersRenderer_Edges - failed to allocate memory");
}
VertexP3fT2fC4b* temp = ptr;
borders_fullBrightEdge = Block_FullBright[block];
PackedCol white = PACKEDCOL_WHITE;
PackedCol col = borders_fullBrightEdge ? white : WorldEnv_SunCol;
Block_Tint(col, block)
for (i = 0; i < 4; i++) {
Rectangle2D r = borders_rects[i];
BordersRenderer_DrawY(r.X, r.Y, r.X + r.Width, r.Y + r.Height, (Real32)y, axisSize, col,
borders_HorOffset(block), borders_YOffset(block), &temp);
}
borders_edgesVb = Gfx_CreateVb(ptr, VERTEX_FORMAT_P3FT2FC4B, borders_edgesVertices);
if (borders_edgesVertices > 4096) Platform_MemFree(ptr);
}
void BordersRenderer_ResetSides(void) {
if (World_Blocks == NULL || Gfx_LostContext) return;
Gfx_DeleteVb(&borders_sidesVb);
BordersRenderer_RebuildSides(WorldEnv_SidesHeight, BordersRenderer_Legacy ? 128 : 65536);
}
void BordersRenderer_ResetEdges(void) {
if (World_Blocks == NULL || Gfx_LostContext) return;
Gfx_DeleteVb(&borders_edgesVb);
BordersRenderer_RebuildEdges(WorldEnv_EdgeHeight, BordersRenderer_Legacy ? 128 : 65536);
}
void BordersRenderer_ContextLost(void) {
Gfx_DeleteVb(&borders_sidesVb);
Gfx_DeleteVb(&borders_edgesVb);
Gfx_DeleteTexture(&borders_edgeTexId);
Gfx_DeleteTexture(&borders_sideTexId);
}
void BordersRenderer_ContextRecreated(void) {
BordersRenderer_ResetSides();
BordersRenderer_ResetEdges();
BordersRenderer_ResetTextures();
}
void BordersRenderer_ResetSidesAndEdges(void) {
BordersRenderer_CalculateRects((Int32)Game_ViewDistance);
BordersRenderer_ContextRecreated();
}
void BordersRenderer_EnvVariableChanged(Int32 envVar) {
if (envVar == ENV_VAR_EDGE_BLOCK) {
BordersRenderer_MakeTexture(&borders_edgeTexId, &borders_lastEdgeTexLoc, WorldEnv_EdgeBlock);
BordersRenderer_ResetEdges();
} else if (envVar == ENV_VAR_SIDES_BLOCK) {
BordersRenderer_MakeTexture(&borders_sideTexId, &borders_lastSideTexLoc, WorldEnv_SidesBlock);
BordersRenderer_ResetSides();
} else if (envVar == ENV_VAR_EDGE_HEIGHT || envVar == ENV_VAR_SIDES_OFFSET) {
BordersRenderer_ResetSidesAndEdges();
} else if (envVar == ENV_VAR_SUN_COL) {
BordersRenderer_ResetEdges();
} else if (envVar == ENV_VAR_SHADOW_COL) {
BordersRenderer_ResetSides();
}
}
void BordersRenderer_UseLegacyMode(bool legacy) {
BordersRenderer_Legacy = legacy;
BordersRenderer_ResetSidesAndEdges();
}
void BordersRenderer_Init(void) {
Event_RegisterInt32(&WorldEvents_EnvVarChanged, BordersRenderer_EnvVariableChanged);
Event_RegisterVoid(&GfxEvents_ViewDistanceChanged, BordersRenderer_ResetSidesAndEdges);
Event_RegisterVoid(&TextureEvents_AtlasChanged, BordersRenderer_ResetTextures);
Event_RegisterVoid(&GfxEvents_ContextLost, BordersRenderer_ContextLost);
Event_RegisterVoid(&GfxEvents_ContextRecreated, BordersRenderer_ContextRecreated);
}
void BordersRenderer_Free(void) {
BordersRenderer_ContextLost();
Event_UnregisterInt32(&WorldEvents_EnvVarChanged, BordersRenderer_EnvVariableChanged);
Event_UnregisterVoid(&GfxEvents_ViewDistanceChanged, BordersRenderer_ResetSidesAndEdges);
Event_UnregisterVoid(&TextureEvents_AtlasChanged, BordersRenderer_ResetTextures);
Event_UnregisterVoid(&GfxEvents_ContextLost, BordersRenderer_ContextLost);
Event_UnregisterVoid(&GfxEvents_ContextRecreated, BordersRenderer_ContextRecreated);
}
void BordersRenderer_Reset(void) {
Gfx_DeleteVb(&borders_sidesVb);
Gfx_DeleteVb(&borders_edgesVb);
BordersRenderer_MakeTexture(&borders_edgeTexId, &borders_lastEdgeTexLoc, WorldEnv_EdgeBlock);
BordersRenderer_MakeTexture(&borders_sideTexId, &borders_lastSideTexLoc, WorldEnv_SidesBlock);
}
IGameComponent BordersRenderer_MakeGameComponent(void) {
IGameComponent comp = IGameComponent_MakeEmpty();
comp.Init = BordersRenderer_Init;
comp.Free = BordersRenderer_Free;
comp.OnNewMap = BordersRenderer_Reset;
comp.Reset = BordersRenderer_Reset;
comp.OnNewMapLoaded = BordersRenderer_ResetSidesAndEdges;
return comp;
}