Files
RobustToolbox/Robust.Client/Graphics/Clyde/Clyde.GridRendering.cs
metalgearsloth 9268c8629d Refactor TileEdgeOverlay (#5295)
* Refactor TileEdgeOverlay

* weh

* Updates

* exweh

* Stupid weh noises

* I am le stupid

* Add logging about tile atlas build time

Seems fine, but wanted to check.

* Don't over-allocate edge tile region array

* Add DirectionExtensions.AllDirections

* Clean up iteration in ClydeTileDefinitionManager

* Don't stackalloc large chunk edge buffers, other code cleanup.

* More release notes

---------

Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
2025-04-03 07:52:28 +02:00

461 lines
17 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using OpenToolkit.Graphics.OpenGL4;
using Robust.Client.ResourceManagement;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.Graphics;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
namespace Robust.Client.Graphics.Clyde
{
internal partial class Clyde
{
private readonly Dictionary<EntityUid, Dictionary<Vector2i, MapChunkData>> _mapChunkData =
new();
/// <summary>
/// To avoid spamming errors we'll just log it once and move on.
/// </summary>
private HashSet<Type> _erroredGridOverlays = new();
private Vertex2D[]? _chunkMeshBuilderVertexBuffer;
private ushort[]? _chunkMeshBuilderIndexBuffer;
private int _verticesPerChunk(MapChunk chunk) => chunk.ChunkSize * chunk.ChunkSize * 4;
private int _indicesPerChunk(MapChunk chunk) => chunk.ChunkSize * chunk.ChunkSize * GetQuadBatchIndexCount();
private List<Entity<MapGridComponent>> _grids = new();
private void _drawGrids(Viewport viewport, Box2 worldAABB, Box2Rotated worldBounds, IEye eye)
{
var mapId = eye.Position.MapId;
if (!_mapManager.MapExists(mapId))
{
// fall back to nullspace map
mapId = MapId.Nullspace;
}
_grids.Clear();
_mapManager.FindGridsIntersecting(mapId, worldBounds, ref _grids);
var requiresFlush = true;
GLShaderProgram gridProgram = default!;
var gridOverlays = GetOverlaysForSpace(OverlaySpace.WorldSpaceGrids);
var mapSystem = _entityManager.System<SharedMapSystem>();
foreach (var mapGrid in _grids)
{
if (!_mapChunkData.TryGetValue(mapGrid, out var data))
{
continue;
}
if (requiresFlush)
{
SetTexture(TextureUnit.Texture0, _tileDefinitionManager.TileTextureAtlas);
SetTexture(TextureUnit.Texture1, _lightingReady ? viewport.LightRenderTarget.Texture : _stockTextureWhite);
gridProgram = ActivateShaderInstance(_defaultShader.Handle).Item1;
SetupGlobalUniformsImmediate(gridProgram, (ClydeTexture) _tileDefinitionManager.TileTextureAtlas);
gridProgram.SetUniformTextureMaybe(UniIMainTexture, TextureUnit.Texture0);
gridProgram.SetUniformTextureMaybe(UniILightTexture, TextureUnit.Texture1);
gridProgram.SetUniform(UniIModUV, new Vector4(0, 0, 1, 1));
}
gridProgram.SetUniform(UniIModelMatrix, _transformSystem.GetWorldMatrix(mapGrid));
var enumerator = mapSystem.GetMapChunks(mapGrid.Owner, mapGrid.Comp, worldBounds);
// Handle base texture updates.
while (enumerator.MoveNext(out var chunk))
{
DebugTools.Assert(chunk.FilledTiles > 0);
var datum = EnsureChunkInitialized(data, chunk, mapGrid);
if (!datum.Dirty)
continue;
_updateChunkMesh(mapGrid, chunk, datum);
// Dirty edge tiles for next step.
datum.EdgeDirty = true;
for (var x = -1; x <= 1; x++)
{
for (var y = -1; y <= 1; y++)
{
var neighbor = chunk.Indices + new Vector2i(x, y);
if (!mapGrid.Comp.Chunks.TryGetValue(neighbor, out var neighborChunk))
continue;
var neighborDatum = EnsureChunkInitialized(data, neighborChunk, mapGrid);
neighborDatum.EdgeDirty = true;
}
}
}
enumerator = mapSystem.GetMapChunks(mapGrid.Owner, mapGrid.Comp, worldBounds);
// Handle edge sprites.
while (enumerator.MoveNext(out var chunk))
{
var datum = data[chunk.Indices];
if (!datum.EdgeDirty)
continue;
_updateChunkEdges(mapGrid, chunk, datum);
}
enumerator = mapSystem.GetMapChunks(mapGrid.Owner, mapGrid.Comp, worldBounds);
// Draw chunks
while (enumerator.MoveNext(out var chunk))
{
var datum = data[chunk.Indices];
DebugTools.Assert(datum.TileCount > 0);
if (datum.TileCount > 0)
{
BindVertexArray(datum.VAO);
CheckGlError();
_debugStats.LastGLDrawCalls += 1;
GL.DrawElements(GetQuadGLPrimitiveType(), datum.TileCount * GetQuadBatchIndexCount(), DrawElementsType.UnsignedShort, 0);
CheckGlError();
}
if (datum.EdgeCount > 0)
{
BindVertexArray(datum.EdgeVAO);
CheckGlError();
_debugStats.LastGLDrawCalls += 1;
GL.DrawElements(GetQuadGLPrimitiveType(), datum.EdgeCount * GetQuadBatchIndexCount(), DrawElementsType.UnsignedShort, 0);
CheckGlError();
}
}
requiresFlush = false;
foreach (var overlay in gridOverlays)
{
if (overlay is not IGridOverlay iGrid)
{
if (!_erroredGridOverlays.Add(overlay.GetType()))
{
_clydeSawmill.Error($"Tried to render grid overlay {overlay.GetType()} that doesn't implement {nameof(IGridOverlay)}");
}
continue;
}
iGrid.Grid = mapGrid;
iGrid.RequiresFlush = false;
RenderSingleWorldOverlay(overlay, viewport, OverlaySpace.WorldSpaceGrids, worldAABB, worldBounds);
requiresFlush |= iGrid.RequiresFlush;
}
if (requiresFlush)
{
FlushRenderQueue();
}
}
CullEmptyChunks();
}
private MapChunkData EnsureChunkInitialized(Dictionary<Vector2i, MapChunkData> data, MapChunk chunk, Entity<MapGridComponent> mapGrid)
{
if (!data.TryGetValue(chunk.Indices, out var datum))
{
data[chunk.Indices] = datum = new MapChunkData();
_initChunkBuffers(mapGrid, chunk, datum);
}
return datum;
}
private void CullEmptyChunks()
{
foreach (var (grid, chunks) in _mapChunkData)
{
var gridComp = _entityManager.GetComponent<MapGridComponent>(grid);
foreach (var (index, chunk) in chunks)
{
if (!chunk.Dirty || gridComp.Chunks.ContainsKey(index))
{
DebugTools.Assert(gridComp.Chunks[index].FilledTiles > 0);
continue;
}
DeleteChunk(chunk);
chunks.Remove(index);
}
}
}
private void _updateChunkMesh(Entity<MapGridComponent> grid, MapChunk chunk, MapChunkData datum)
{
Span<ushort> indexBuffer = EnsureSize(ref _chunkMeshBuilderIndexBuffer, _indicesPerChunk(chunk));
Span<Vertex2D> vertexBuffer = EnsureSize(ref _chunkMeshBuilderVertexBuffer, _verticesPerChunk(chunk));
var i = 0;
var chunkSize = grid.Comp.ChunkSize;
var chunkOriginScaled = chunk.Indices * chunkSize;
for (ushort x = 0; x < chunkSize; x++)
{
for (ushort y = 0; y < chunkSize; y++)
{
var gridX = x + chunkOriginScaled.X;
var gridY = y + chunkOriginScaled.Y;
var tile = chunk.GetTile(x, y);
// Tile render
if (x != chunkSize && y != chunkSize)
{
// ReSharper disable once IntVariableOverflowInUncheckedContext
if (tile.IsEmpty)
continue;
var regionMaybe = _tileDefinitionManager.TileAtlasRegion(tile);
Box2 region;
if (regionMaybe == null || regionMaybe.Length <= tile.Variant)
{
region = _tileDefinitionManager.ErrorTileRegion;
}
else
{
region = regionMaybe[tile.Variant];
}
WriteTileToBuffers(i, gridX, gridY, vertexBuffer, indexBuffer, region);
i += 1;
}
}
}
var indexSlice = indexBuffer[..(i * GetQuadBatchIndexCount())];
var vertSlice = vertexBuffer[..(i * 4)];
GL.BindVertexArray(datum.VAO);
CheckGlError();
datum.EBO.Use();
datum.VBO.Use();
datum.EBO.Reallocate(indexSlice);
datum.VBO.Reallocate(vertSlice);
datum.TileCount = i;
datum.Dirty = false;
}
private void _updateChunkEdges(Entity<MapGridComponent> grid, MapChunk chunk, MapChunkData datum)
{
// Need a buffer that can potentially store all neighbor tiles
Span<ushort> indexBuffer = EnsureSize(ref _chunkMeshBuilderIndexBuffer, _indicesPerChunk(chunk) * 8);
Span<Vertex2D> vertexBuffer = EnsureSize(ref _chunkMeshBuilderVertexBuffer, _verticesPerChunk(chunk) * 8);
var i = 0;
var chunkSize = grid.Comp.ChunkSize;
var chunkOriginScaled = chunk.Indices * chunkSize;
var maps = _entityManager.System<SharedMapSystem>();
for (ushort x = 0; x < chunkSize; x++)
{
for (ushort y = 0; y < chunkSize; y++)
{
var gridX = x + chunkOriginScaled.X;
var gridY = y + chunkOriginScaled.Y;
var tile = chunk.GetTile(x, y);
var tileDef = _tileDefinitionManager[tile.TypeId];
// Edge render
for (var nx = -1; nx <= 1; nx++)
{
for (var ny = -1; ny <= 1; ny++)
{
if (nx == 0 && ny == 0)
continue;
var neighborIndices = new Vector2i(gridX + nx, gridY + ny);
if (!maps.TryGetTile(grid.Comp, neighborIndices, out var neighborTile))
continue;
var neighborDef = _tileDefinitionManager[neighborTile.TypeId];
// If it's the same tile then no edge to be drawn.
if (tile.TypeId == neighborTile.TypeId || neighborDef.EdgeSprites.Count == 0)
continue;
// If neighbor is a lower priority then us then don't draw on our tile.
if (neighborDef.EdgeSpritePriority < tileDef.EdgeSpritePriority)
continue;
var direction = new Vector2i(nx, ny).AsDirection().GetOpposite();
var regionMaybe = _tileDefinitionManager.TileAtlasRegion(neighborTile.TypeId, direction);
if (regionMaybe == null)
continue;
var region = regionMaybe[0];
WriteTileToBuffers(i, gridX, gridY, vertexBuffer, indexBuffer, region);
i += 1;
}
}
}
}
// We don't save the edge buffers back because we might need to re-use it if a neighbor chunk updates.
var indexSlice = indexBuffer[..(i * GetQuadBatchIndexCount())];
var vertSlice = vertexBuffer[..(i * 4)];
GL.BindVertexArray(datum.EdgeVAO);
CheckGlError();
datum.EdgeEBO.Use();
datum.EdgeVBO.Use();
datum.EdgeEBO.Reallocate(indexSlice);
datum.EdgeVBO.Reallocate(vertSlice);
datum.EdgeCount = i;
datum.EdgeDirty = false;
}
private unsafe void _initChunkBuffers(Entity<MapGridComponent> grid, MapChunk chunk, MapChunkData datum)
{
var vboSize = _verticesPerChunk(chunk) * sizeof(Vertex2D);
var eboSize = _indicesPerChunk(chunk) * sizeof(ushort);
// Base VAO
var vao = GenVertexArray();
BindVertexArray(vao);
CheckGlError();
var vbo = new GLBuffer(this, BufferTarget.ArrayBuffer, BufferUsageHint.DynamicDraw,
vboSize, $"Grid {grid.Owner} chunk {chunk.Indices} VBO");
var ebo = new GLBuffer(this, BufferTarget.ElementArrayBuffer, BufferUsageHint.DynamicDraw,
eboSize, $"Grid {grid.Owner} chunk {chunk.Indices} EBO");
ObjectLabelMaybe(ObjectLabelIdentifier.VertexArray, vao, $"Grid {grid.Owner} chunk {chunk.Indices} VAO");
SetupVAOLayout();
CheckGlError();
// Assign VBO and EBO to VAO.
// OpenGL 3.x is such a good API.
vbo.Use();
ebo.Use();
datum.EBO = ebo;
datum.VBO = vbo;
datum.VAO = vao;
// EdgeVAO
var edgeVao = GenVertexArray();
BindVertexArray(edgeVao);
CheckGlError();
var edgeVbo = new GLBuffer(this, BufferTarget.ArrayBuffer, BufferUsageHint.DynamicDraw,
vboSize * 8, $"Grid {grid.Owner} chunk {chunk.Indices} EdgeVBO");
var edgeEbo = new GLBuffer(this, BufferTarget.ElementArrayBuffer, BufferUsageHint.DynamicDraw,
eboSize * 8, $"Grid {grid.Owner} chunk {chunk.Indices} EdgeEBO");
ObjectLabelMaybe(ObjectLabelIdentifier.VertexArray, vao, $"Grid {grid.Owner} chunk {chunk.Indices} EdgeVAO");
SetupVAOLayout();
CheckGlError();
edgeVbo.Use();
edgeEbo.Use();
datum.EdgeEBO = edgeEbo;
datum.EdgeVBO = edgeVbo;
datum.EdgeVAO = edgeVao;
}
private void DeleteChunk(MapChunkData data)
{
DeleteVertexArray(data.VAO);
CheckGlError();
data.VBO.Delete();
data.EBO.Delete();
}
private void _updateTileMapOnUpdate(ref TileChangedEvent args)
{
var gridData = _mapChunkData.GetOrNew(args.Entity);
if (gridData.TryGetValue(args.ChunkIndex, out var data))
data.Dirty = true;
}
private void _updateOnGridCreated(GridStartupEvent ev)
{
var gridId = ev.EntityUid;
_mapChunkData.GetOrNew(gridId);
}
private void _updateOnGridRemoved(GridRemovalEvent ev)
{
var gridId = ev.EntityUid;
var data = _mapChunkData[gridId];
foreach (var chunkDatum in data.Values)
{
DeleteChunk(chunkDatum);
}
_mapChunkData.Remove(gridId);
}
private static T[] EnsureSize<T>(ref T[]? field, int size)
{
if (field == null || field.Length < size)
field = new T[size];
return field;
}
private void WriteTileToBuffers(
int i,
int gridX,
int gridY,
Span<Vertex2D> vertexBuffer,
Span<ushort> indexBuffer,
Box2 region)
{
var vIdx = i * 4;
vertexBuffer[vIdx + 0] = new Vertex2D(gridX, gridY, region.Left, region.Bottom, Color.White);
vertexBuffer[vIdx + 1] = new Vertex2D(gridX + 1, gridY, region.Right, region.Bottom, Color.White);
vertexBuffer[vIdx + 2] = new Vertex2D(gridX + 1, gridY + 1, region.Right, region.Top, Color.White);
vertexBuffer[vIdx + 3] = new Vertex2D(gridX, gridY + 1, region.Left, region.Top, Color.White);
var nIdx = i * GetQuadBatchIndexCount();
var tIdx = (ushort)(i * 4);
QuadBatchIndexWrite(indexBuffer, ref nIdx, tIdx);
}
private sealed class MapChunkData
{
public bool EdgeDirty = true;
public bool Dirty = true;
public uint VAO;
public GLBuffer VBO = default!;
public GLBuffer EBO = default!;
public int TileCount;
public uint EdgeVAO;
public GLBuffer EdgeVBO = default!;
public GLBuffer EdgeEBO = default!;
public int EdgeCount;
public MapChunkData()
{
}
}
}
}