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#ifndef CC_MAPRENDERER_H
#define CC_MAPRENDERER_H
#include "Core.h"
#include "Constants.h"
/* Renders the blocks of the world by subdividing it into chunks.
Also manages the process of building/deleting chunk meshes.
Also sorts chunks so nearest chunks are rendered first, and calculates chunk visibility.
Copyright 2014-2023 ClassiCube | Licensed under BSD-3
*/
struct IGameComponent;
extern struct IGameComponent MapRenderer_Component;
/* Max used 1D atlases. (i.e. Atlas1D_Index(maxTextureLoc) + 1) */
extern int MapRenderer_1DUsedCount;
/* Buffer for all chunk parts. There are (MapRenderer_ChunksCount * Atlas1D_Count) parts in the buffer,
with parts for 'normal' buffer being in lower half. */
extern struct ChunkPartInfo* MapRenderer_PartsNormal; /* TODO: THAT DESC SUCKS */
extern struct ChunkPartInfo* MapRenderer_PartsTranslucent;
/* Describes a portion of the data needed for rendering a chunk. */
struct ChunkPartInfo {
#ifdef CC_BUILD_GL11
/* 1 VB per face, another VB for sprites */
#define CHUNKPART_MAX_VBS (FACE_COUNT + 1)
GfxResourceID vbs[CHUNKPART_MAX_VBS];
#endif
int offset; /* -1 if no vertices at all */
int spriteCount; /* Sprite vertices count */
cc_uint16 counts[FACE_COUNT]; /* Counts per face */
};
/* Describes data necessary for rendering a chunk. */
struct ChunkInfo {
cc_uint16 centreX, centreY, centreZ; /* Centre coordinates of the chunk */
cc_uint8 visible : 1; /* Whether chunk is visible to the player */
cc_uint8 empty : 1; /* Whether the chunk is empty of data and is known to have no data */
cc_uint8 dirty : 1; /* Whether chunk is pending being rebuilt */
cc_uint8 allAir : 1; /* Whether chunk is completely air */
cc_uint8 noData : 1; /* Whether the chunk is currently empty of data, but may have data if built */
cc_uint8 : 0; /* pad to next byte*/
cc_uint8 drawXMin : 1;
cc_uint8 drawXMax : 1;
cc_uint8 drawZMin : 1;
cc_uint8 drawZMax : 1;
cc_uint8 drawYMin : 1;
cc_uint8 drawYMax : 1;
cc_uint8 : 0; /* pad to next byte */
#ifdef OCCLUSION
public cc_bool Visited = false, Occluded = false;
public byte OcclusionFlags, OccludedFlags, DistanceFlags;
#endif
#ifndef CC_BUILD_GL11
GfxResourceID vb;
#endif
struct ChunkPartInfo* normalParts;
struct ChunkPartInfo* translucentParts;
};
/* Renders the meshes of non-translucent blocks in visible chunks. */
void MapRenderer_RenderNormal(float delta);
/* Renders the meshes of translucent blocks in visible chunks. */
void MapRenderer_RenderTranslucent(float delta);
/* Potentially updates sort order of rendered chunks. */
/* Potentially builds meshes for several nearby chunks. */
/* NOTE: This should be called once per frame. */
void MapRenderer_Update(float delta);
/* Marks the given chunk as needing to be rebuilt/redrawn. */
/* NOTE: Coordinates outside the map are simply ignored. */
void MapRenderer_RefreshChunk(int cx, int cy, int cz);
/* Called when a block is changed, to update internal state. */
void MapRenderer_OnBlockChanged(int x, int y, int z, BlockID block);
/* Deletes all chunks and resets internal state. */
void MapRenderer_Refresh(void);
#endif
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