Files
Mindustry/core/src/mindustry/graphics/BlockRenderer.java
2022-11-04 15:14:06 -04:00

535 lines
18 KiB
Java

package mindustry.graphics;
import arc.*;
import arc.graphics.*;
import arc.graphics.Texture.*;
import arc.graphics.g2d.*;
import arc.graphics.gl.*;
import arc.math.*;
import arc.math.geom.*;
import arc.struct.*;
import arc.util.*;
import mindustry.*;
import mindustry.content.*;
import mindustry.game.EventType.*;
import mindustry.game.*;
import mindustry.game.Teams.*;
import mindustry.gen.*;
import mindustry.world.*;
import mindustry.world.blocks.environment.Floor.*;
import mindustry.world.blocks.power.*;
import static arc.Core.*;
import static mindustry.Vars.*;
public class BlockRenderer{
//TODO cracks take up far to much space, so I had to limit it to 7. this means larger blocks won't have cracks - draw tiling mirrored stuff instead?
public static final int crackRegions = 8, maxCrackSize = 7;
public static boolean drawQuadtreeDebug = false;
public static final Color shadowColor = new Color(0, 0, 0, 0.71f), blendShadowColor = Color.white.cpy().lerp(Color.black, shadowColor.a);
private static final int initialRequests = 32 * 32;
public final FloorRenderer floor = new FloorRenderer();
public TextureRegion[][] cracks;
private Seq<Tile> tileview = new Seq<>(false, initialRequests, Tile.class);
private Seq<Tile> lightview = new Seq<>(false, initialRequests, Tile.class);
//TODO I don't like this system
private Seq<UpdateRenderState> updateFloors = new Seq<>(UpdateRenderState.class);
private boolean hadMapLimit;
private int lastCamX, lastCamY, lastRangeX, lastRangeY;
private float brokenFade = 0f;
private FrameBuffer shadows = new FrameBuffer();
private FrameBuffer dark = new FrameBuffer();
private Seq<Building> outArray2 = new Seq<>();
private Seq<Tile> shadowEvents = new Seq<>();
private IntSet darkEvents = new IntSet();
private IntSet procLinks = new IntSet(), procLights = new IntSet();
private BlockQuadtree blockTree = new BlockQuadtree(new Rect(0, 0, 1, 1));
private FloorQuadtree floorTree = new FloorQuadtree(new Rect(0, 0, 1, 1));
public BlockRenderer(){
Events.on(ClientLoadEvent.class, e -> {
cracks = new TextureRegion[maxCrackSize][crackRegions];
for(int size = 1; size <= maxCrackSize; size++){
for(int i = 0; i < crackRegions; i++){
cracks[size - 1][i] = Core.atlas.find("cracks-" + size + "-" + i);
}
}
});
Events.on(WorldLoadEvent.class, event -> {
blockTree = new BlockQuadtree(new Rect(0, 0, world.unitWidth(), world.unitHeight()));
floorTree = new FloorQuadtree(new Rect(0, 0, world.unitWidth(), world.unitHeight()));
shadowEvents.clear();
updateFloors.clear();
lastCamY = lastCamX = -99; //invalidate camera position so blocks get updated
hadMapLimit = state.rules.limitMapArea;
shadows.getTexture().setFilter(TextureFilter.linear, TextureFilter.linear);
shadows.resize(world.width(), world.height());
shadows.begin();
Core.graphics.clear(Color.white);
Draw.proj().setOrtho(0, 0, shadows.getWidth(), shadows.getHeight());
Draw.color(blendShadowColor);
for(Tile tile : world.tiles){
recordIndex(tile);
if(tile.floor().updateRender(tile)){
updateFloors.add(new UpdateRenderState(tile, tile.floor()));
}
if(tile.build != null && (tile.team() == player.team() || !state.rules.fog || (tile.build.visibleFlags & (1L << player.team().id)) != 0)){
tile.build.wasVisible = true;
}
if(tile.block().hasShadow && (tile.build == null || tile.build.wasVisible)){
Fill.rect(tile.x + 0.5f, tile.y + 0.5f, 1, 1);
}
}
Draw.flush();
Draw.color();
shadows.end();
updateDarkness();
});
//sometimes darkness gets disabled.
Events.run(Trigger.newGame, () -> {
if(hadMapLimit && !state.rules.limitMapArea){
updateDarkness();
renderer.minimap.updateAll();
}
});
Events.on(TilePreChangeEvent.class, event -> {
if(blockTree == null || floorTree == null) return;
if(indexBlock(event.tile)) blockTree.remove(event.tile);
if(indexFloor(event.tile)) floorTree.remove(event.tile);
});
Events.on(TileChangeEvent.class, event -> {
boolean visible = event.tile.build == null || !event.tile.build.inFogTo(Vars.player.team());
if(event.tile.build != null){
event.tile.build.wasVisible = visible;
}
if(visible){
shadowEvents.add(event.tile);
}
int avgx = (int)(camera.position.x / tilesize);
int avgy = (int)(camera.position.y / tilesize);
int rangex = (int)(camera.width / tilesize / 2) + 2;
int rangey = (int)(camera.height / tilesize / 2) + 2;
if(Math.abs(avgx - event.tile.x) <= rangex && Math.abs(avgy - event.tile.y) <= rangey){
lastCamY = lastCamX = -99; //invalidate camera position so blocks get updated
}
invalidateTile(event.tile);
recordIndex(event.tile);
});
}
public void updateDarkness(){
darkEvents.clear();
dark.getTexture().setFilter(TextureFilter.linear);
dark.resize(world.width(), world.height());
dark.begin();
//fill darkness with black when map area is limited
Core.graphics.clear(state.rules.limitMapArea ? Color.black : Color.white);
Draw.proj().setOrtho(0, 0, dark.getWidth(), dark.getHeight());
//clear out initial starting area
if(state.rules.limitMapArea){
Draw.color(Color.white);
Fill.crect(state.rules.limitX, state.rules.limitY, state.rules.limitWidth, state.rules.limitHeight);
}
for(Tile tile : world.tiles){
//skip lighting outside rect
if(state.rules.limitMapArea && !Rect.contains(state.rules.limitX, state.rules.limitY, state.rules.limitWidth - 1, state.rules.limitHeight - 1, tile.x, tile.y)){
continue;
}
float darkness = world.getDarkness(tile.x, tile.y);
if(darkness > 0){
float dark = 1f - Math.min((darkness + 0.5f) / 4f, 1f);
Draw.colorl(dark);
Fill.rect(tile.x + 0.5f, tile.y + 0.5f, 1, 1);
}
}
Draw.flush();
Draw.color();
dark.end();
}
public void invalidateTile(Tile tile){
int avgx = (int)(camera.position.x / tilesize);
int avgy = (int)(camera.position.y / tilesize);
int rangex = (int)(camera.width / tilesize / 2) + 3;
int rangey = (int)(camera.height / tilesize / 2) + 3;
if(Math.abs(avgx - tile.x) <= rangex && Math.abs(avgy - tile.y) <= rangey){
lastCamY = lastCamX = -99; //invalidate camera position so blocks get updated
}
}
public void removeFloorIndex(Tile tile){
if(indexFloor(tile)) floorTree.remove(tile);
}
public void addFloorIndex(Tile tile){
if(indexFloor(tile)) floorTree.insert(tile);
}
boolean indexBlock(Tile tile){
var block = tile.block();
return tile.isCenter() && block != Blocks.air && block.cacheLayer == CacheLayer.normal;
}
boolean indexFloor(Tile tile){
return tile.block() == Blocks.air && tile.floor().emitLight && world.getDarkness(tile.x, tile.y) < 3;
}
void recordIndex(Tile tile){
if(indexBlock(tile)) blockTree.insert(tile);
if(indexFloor(tile)) floorTree.insert(tile);
}
public void recacheWall(Tile tile){
for(int cx = tile.x - darkRadius; cx <= tile.x + darkRadius; cx++){
for(int cy = tile.y - darkRadius; cy <= tile.y + darkRadius; cy++){
Tile other = world.tile(cx, cy);
if(other != null){
darkEvents.add(other.pos());
floor.recacheTile(other);
}
}
}
}
public void checkChanges(){
darkEvents.each(pos -> {
var tile = world.tile(pos);
if(tile != null && tile.block().fillsTile){
tile.data = world.getWallDarkness(tile);
}
});
}
public void drawDarkness(){
if(!darkEvents.isEmpty()){
Draw.flush();
dark.begin();
Draw.proj().setOrtho(0, 0, dark.getWidth(), dark.getHeight());
darkEvents.each(pos -> {
var tile = world.tile(pos);
if(tile == null) return;
float darkness = world.getDarkness(tile.x, tile.y);
//then draw the shadow
Draw.colorl(darkness <= 0f ? 1f : 1f - Math.min((darkness + 0.5f) / 4f, 1f));
Fill.rect(tile.x + 0.5f, tile.y + 0.5f, 1, 1);
});
Draw.flush();
Draw.color();
dark.end();
darkEvents.clear();
Draw.proj(camera);
}
Draw.shader(Shaders.darkness);
Draw.fbo(dark.getTexture(), world.width(), world.height(), tilesize, tilesize/2f);
Draw.shader();
}
public void drawDestroyed(){
if(!Core.settings.getBool("destroyedblocks")) return;
if(control.input.isPlacing() || control.input.isBreaking() || control.input.isRebuildSelecting()){
brokenFade = Mathf.lerpDelta(brokenFade, 1f, 0.1f);
}else{
brokenFade = Mathf.lerpDelta(brokenFade, 0f, 0.1f);
}
if(brokenFade > 0.001f){
for(BlockPlan block : player.team().data().plans){
Block b = content.block(block.block);
if(!camera.bounds(Tmp.r1).grow(tilesize * 2f).overlaps(Tmp.r2.setSize(b.size * tilesize).setCenter(block.x * tilesize + b.offset, block.y * tilesize + b.offset))) continue;
Draw.alpha(0.33f * brokenFade);
Draw.mixcol(Color.white, 0.2f + Mathf.absin(Time.globalTime, 6f, 0.2f));
Draw.rect(b.fullIcon, block.x * tilesize + b.offset, block.y * tilesize + b.offset, b.rotate ? block.rotation * 90 : 0f);
}
Draw.reset();
}
}
public void drawShadows(){
if(!shadowEvents.isEmpty()){
Draw.flush();
shadows.begin();
Draw.proj().setOrtho(0, 0, shadows.getWidth(), shadows.getHeight());
for(Tile tile : shadowEvents){
//draw white/shadow color depending on blend
Draw.color((!tile.block().hasShadow || (state.rules.fog && tile.build != null && !tile.build.wasVisible)) ? Color.white : blendShadowColor);
Fill.rect(tile.x + 0.5f, tile.y + 0.5f, 1, 1);
}
Draw.flush();
Draw.color();
shadows.end();
shadowEvents.clear();
Draw.proj(camera);
}
float ww = world.width() * tilesize, wh = world.height() * tilesize;
float x = camera.position.x + tilesize / 2f, y = camera.position.y + tilesize / 2f;
float u = (x - camera.width / 2f) / ww,
v = (y - camera.height / 2f) / wh,
u2 = (x + camera.width / 2f) / ww,
v2 = (y + camera.height / 2f) / wh;
Tmp.tr1.set(shadows.getTexture());
Tmp.tr1.set(u, v2, u2, v);
Draw.shader(Shaders.darkness);
Draw.rect(Tmp.tr1, camera.position.x, camera.position.y, camera.width, camera.height);
Draw.shader();
}
/** Process all blocks to draw. */
public void processBlocks(){
int avgx = (int)(camera.position.x / tilesize);
int avgy = (int)(camera.position.y / tilesize);
int rangex = (int)(camera.width / tilesize / 2);
int rangey = (int)(camera.height / tilesize / 2);
if(!state.isPaused()){
int updates = updateFloors.size;
var uitems = updateFloors.items;
for(int i = 0; i < updates; i++){
var tile = uitems[i];
tile.floor.renderUpdate(tile);
}
}
if(avgx == lastCamX && avgy == lastCamY && lastRangeX == rangex && lastRangeY == rangey){
return;
}
tileview.clear();
lightview.clear();
procLinks.clear();
procLights.clear();
var bounds = camera.bounds(Tmp.r3).grow(tilesize * 2f);
//draw floor lights
floorTree.intersect(bounds, tile -> lightview.add(tile));
blockTree.intersect(bounds, tile -> {
if(tile.build == null || procLinks.add(tile.build.id)){
tileview.add(tile);
}
//lights are drawn even in the expanded range
if(((tile.build != null && procLights.add(tile.build.pos())) || tile.block().emitLight)){
lightview.add(tile);
}
if(tile.build != null && tile.build.power != null && tile.build.power.links.size > 0){
for(Building other : tile.build.getPowerConnections(outArray2)){
if(other.block instanceof PowerNode && procLinks.add(other.id)){ //TODO need a generic way to render connections!
tileview.add(other.tile);
}
}
}
});
lastCamX = avgx;
lastCamY = avgy;
lastRangeX = rangex;
lastRangeY = rangey;
}
//debug method for drawing block bounds
void drawTree(QuadTree<Tile> tree){
Draw.color(Color.blue);
Lines.rect(tree.bounds);
Draw.color(Color.green);
for(var tile : tree.objects){
var block = tile.block();
Tmp.r1.setCentered(tile.worldx() + block.offset, tile.worldy() + block.offset, block.clipSize, block.clipSize);
Lines.rect(Tmp.r1);
}
if(!tree.leaf){
drawTree(tree.botLeft);
drawTree(tree.botRight);
drawTree(tree.topLeft);
drawTree(tree.topRight);
}
Draw.reset();
}
public void drawBlocks(){
Team pteam = player.team();
drawDestroyed();
//draw most tile stuff
for(int i = 0; i < tileview.size; i++){
Tile tile = tileview.items[i];
Block block = tile.block();
Building build = tile.build;
Draw.z(Layer.block);
boolean visible = (build == null || !build.inFogTo(pteam));
//comment wasVisible part for hiding?
if(block != Blocks.air && (visible || build.wasVisible)){
block.drawBase(tile);
Draw.reset();
Draw.z(Layer.block);
if(block.customShadow){
Draw.z(Layer.block - 1);
block.drawShadow(tile);
Draw.z(Layer.block);
}
if(build != null){
if(visible){
build.visibleFlags |= (1L << pteam.id);
if(!build.wasVisible){
build.wasVisible = true;
updateShadow(build);
renderer.minimap.update(tile);
}
}
if(build.damaged()){
Draw.z(Layer.blockCracks);
build.drawCracks();
Draw.z(Layer.block);
}
if(build.team != pteam){
if(build.block.drawTeamOverlay){
build.drawTeam();
Draw.z(Layer.block);
}
}else if(renderer.drawStatus && block.hasConsumers){
build.drawStatus();
}
}
Draw.reset();
}else if(!visible){
//TODO here is the question: should buildings you lost sight of remain rendered? if so, how should this information be stored?
//uncomment lines below for buggy persistence
//if(build.wasVisible) updateShadow(build);
//build.wasVisible = false;
}
}
if(renderer.lights.enabled()){
//draw lights
for(int i = 0; i < lightview.size; i++){
Tile tile = lightview.items[i];
Building entity = tile.build;
if(entity != null){
entity.drawLight();
}else if(tile.block().emitLight){
tile.block().drawEnvironmentLight(tile);
}else if(tile.floor().emitLight && tile.block() == Blocks.air){ //only draw floor light under non-solid blocks
tile.floor().drawEnvironmentLight(tile);
}
}
}
if(drawQuadtreeDebug){
//TODO remove
Draw.z(Layer.overlayUI);
Lines.stroke(1f, Color.green);
blockTree.intersect(camera.bounds(Tmp.r1), tile -> {
Lines.rect(tile.getHitbox(Tmp.r2));
});
Draw.reset();
}
}
public void updateShadow(Building build){
int size = build.block.size, of = build.block.sizeOffset, tx = build.tile.x, ty = build.tile.y;
for(int x = 0; x < size; x++){
for(int y = 0; y < size; y++){
shadowEvents.add(world.tile(x + tx + of, y + ty + of));
}
}
}
static class BlockQuadtree extends QuadTree<Tile>{
public BlockQuadtree(Rect bounds){
super(bounds);
}
@Override
public void hitbox(Tile tile){
var block = tile.block();
tmp.setCentered(tile.worldx() + block.offset, tile.worldy() + block.offset, block.clipSize, block.clipSize);
}
@Override
protected QuadTree<Tile> newChild(Rect rect){
return new BlockQuadtree(rect);
}
}
static class FloorQuadtree extends QuadTree<Tile>{
public FloorQuadtree(Rect bounds){
super(bounds);
}
@Override
public void hitbox(Tile tile){
var floor = tile.floor();
tmp.setCentered(tile.worldx(), tile.worldy(), floor.clipSize, floor.clipSize);
}
@Override
protected QuadTree<Tile> newChild(Rect rect){
return new FloorQuadtree(rect);
}
}
}