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.struct.*; import arc.util.*; import mindustry.content.*; import mindustry.game.EventType.*; import mindustry.game.Teams.*; import mindustry.gen.*; import mindustry.ui.*; import mindustry.world.*; import mindustry.world.blocks.power.*; import static arc.Core.camera; import static mindustry.Vars.*; public class BlockRenderer implements Disposable{ private static final int initialRequests = 32 * 32; private static final int expandr = 9; private static final Color shadowColor = new Color(0, 0, 0, 0.71f); public final FloorRenderer floor = new FloorRenderer(); private Seq tileview = new Seq<>(false, initialRequests, Tile.class); private Seq lightview = new Seq<>(false, initialRequests, Tile.class); private int lastCamX, lastCamY, lastRangeX, lastRangeY; private float brokenFade = 0f; private FrameBuffer shadows = new FrameBuffer(); private FrameBuffer dark = new FrameBuffer(); private Seq outArray2 = new Seq<>(); private Seq shadowEvents = new Seq<>(); private IntSet processedEntities = new IntSet(); private boolean displayStatus = false; public BlockRenderer(){ Events.on(WorldLoadEvent.class, event -> { shadowEvents.clear(); lastCamY = lastCamX = -99; //invalidate camera position so blocks get updated 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(shadowColor); for(Tile tile : world.tiles){ if(tile.block().hasShadow){ Fill.rect(tile.x + 0.5f, tile.y + 0.5f, 1, 1); } } Draw.flush(); Draw.color(); shadows.end(); dark.getTexture().setFilter(TextureFilter.linear, TextureFilter.linear); dark.resize(world.width(), world.height()); dark.begin(); Core.graphics.clear(Color.white); Draw.proj().setOrtho(0, 0, dark.getWidth(), dark.getHeight()); for(Tile tile : world.tiles){ float darkness = world.getDarkness(tile.x, tile.y); if(darkness > 0){ Draw.color(0f, 0f, 0f, 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(); }); Events.on(BuildinghangeEvent.class, event -> { 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 } }); } public void drawDarkness(){ Draw.shader(Shaders.darkness); Draw.fbo(dark, world.width(), world.height(), tilesize); Draw.shader(); } public void drawDestroyed(){ if(!Core.settings.getBool("destroyedblocks")) return; if(control.input.isPlacing() || control.input.isBreaking()){ brokenFade = Mathf.lerpDelta(brokenFade, 1f, 0.1f); }else{ brokenFade = Mathf.lerpDelta(brokenFade, 0f, 0.1f); } if(brokenFade > 0.001f){ for(BlockPlan block : state.teams.get(player.team()).blocks){ 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.icon(Cicon.full), 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){ //clear it first Draw.color(Color.white); Fill.rect(tile.x + 0.5f, tile.y + 0.5f, 1, 1); //then draw the shadow Draw.color(!tile.block().hasShadow ? Color.white : shadowColor); 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(){ displayStatus = Core.settings.getBool("blockstatus"); 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(avgx == lastCamX && avgy == lastCamY && lastRangeX == rangex && lastRangeY == rangey){ return; } tileview.clear(); lightview.clear(); processedEntities.clear(); int minx = Math.max(avgx - rangex - expandr, 0); int miny = Math.max(avgy - rangey - expandr, 0); int maxx = Math.min(world.width() - 1, avgx + rangex + expandr); int maxy = Math.min(world.height() - 1, avgy + rangey + expandr); for(int x = minx; x <= maxx; x++){ for(int y = miny; y <= maxy; y++){ boolean expanded = (Math.abs(x - avgx) > rangex || Math.abs(y - avgy) > rangey); Tile tile = world.rawTile(x, y); Block block = tile.block(); //link to center if(tile.build != null) tile = tile.build.tile(); if(block != Blocks.air && block.cacheLayer == CacheLayer.normal && (tile.build == null || !processedEntities.contains(tile.build.id()))){ if(block.expanded || !expanded){ tileview.add(tile); if(tile.build != null) processedEntities.add(tile.build.id()); } //lights are drawn even in the expanded range if(tile.build != null || 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){ //TODO need a generic way to render connections! tileview.add(other.tile()); } } } } //special case for floors if(block == Blocks.air && tile.floor().emitLight){ lightview.add(tile); } } } lastCamX = avgx; lastCamY = avgy; lastRangeX = rangex; lastRangeY = rangey; } public void drawBlocks(){ drawDestroyed(); //draw most tile stuff for(int i = 0; i < tileview.size; i++){ Tile tile = tileview.items[i]; Block block = tile.block(); Building entity = tile.build; Draw.z(Layer.block); if(block != Blocks.air){ block.drawBase(tile); Draw.reset(); Draw.z(Layer.block); if(entity != null){ if(entity.damaged()){ entity.drawCracks(); Draw.z(Layer.block); } if(entity.team() != player.team()){ entity.drawTeam(); Draw.z(Layer.block); } if(displayStatus && block.consumes.any()){ entity.drawStatus(); } } Draw.reset(); } } 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.floor().drawEnvironmentLight(tile); } } } } @Override public void dispose(){ shadows.dispose(); dark.dispose(); shadows = dark = null; floor.dispose(); } }