WorldRenderer refactor
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8ea3db9962
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07dc12143e
@ -138,21 +138,137 @@ void WorldRenderer::drawChunks(Chunks* chunks, Camera* camera, Shader* shader) {
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}
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}
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void WorldRenderer::renderLevel(
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const GfxContext& ctx,
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Camera* camera,
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const EngineSettings& settings
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) {
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Assets* assets = engine->getAssets();
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Atlas* atlas = assets->getAtlas("blocks");
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Shader* shader = assets->getShader("main");
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auto indices = level->content->getIndices();
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float fogFactor = 15.0f / ((float)settings.chunks.loadDistance-2);
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// Setting up main shader
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shader->use();
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shader->uniformMatrix("u_proj", camera->getProjection());
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shader->uniformMatrix("u_view", camera->getView());
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shader->uniform1f("u_gamma", settings.graphics.gamma);
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shader->uniform1f("u_fogFactor", fogFactor);
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shader->uniform1f("u_fogCurve", settings.graphics.fogCurve);
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shader->uniform1f("u_dayTime", level->world->daytime);
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shader->uniform3f("u_cameraPos", camera->position);
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shader->uniform1i("u_cubemap", 1);
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// Light emission when an emissive item is chosen
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{
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auto inventory = player->getInventory();
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ItemStack& stack = inventory->getSlot(player->getChosenSlot());
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auto item = indices->getItemDef(stack.getItemId());
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float multiplier = 0.5f;
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shader->uniform3f("u_torchlightColor",
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item->emission[0] / 15.0f * multiplier,
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item->emission[1] / 15.0f * multiplier,
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item->emission[2] / 15.0f * multiplier
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);
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shader->uniform1f("u_torchlightDistance", 6.0f);
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}
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// Binding main shader textures
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skybox->bind();
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atlas->getTexture()->bind();
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drawChunks(level->chunks.get(), camera, shader);
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skybox->unbind();
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}
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void WorldRenderer::renderBlockSelection(Camera* camera, Shader* linesShader) {
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auto indices = level->content->getIndices();
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blockid_t id = PlayerController::selectedBlockId;
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auto block = indices->getBlockDef(id);
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const glm::vec3 pos = PlayerController::selectedBlockPosition;
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const glm::vec3 point = PlayerController::selectedPointPosition;
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const glm::vec3 norm = PlayerController::selectedBlockNormal;
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std::vector<AABB>& hitboxes = block->rotatable
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? block->rt.hitboxes[PlayerController::selectedBlockStates]
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: block->hitboxes;
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linesShader->use();
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linesShader->uniformMatrix("u_projview", camera->getProjView());
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lineBatch->lineWidth(2.0f);
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for (auto& hitbox: hitboxes) {
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const glm::vec3 center = pos + hitbox.center();
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const glm::vec3 size = hitbox.size();
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lineBatch->box(center, size + glm::vec3(0.02), glm::vec4(0.f, 0.f, 0.f, 0.5f));
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if (player->debug) {
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lineBatch->line(point, point+norm*0.5f, glm::vec4(1.0f, 0.0f, 1.0f, 1.0f));
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}
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}
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lineBatch->render();
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}
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void WorldRenderer::renderDebugLines(
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const GfxContext& pctx,
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Camera* camera,
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Shader* linesShader,
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const EngineSettings& settings
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) {
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GfxContext ctx = pctx.sub();
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const auto& viewport = ctx.getViewport();
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uint displayWidth = viewport.getWidth();
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uint displayHeight = viewport.getHeight();
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ctx.setDepthTest(true);
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linesShader->use();
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if (settings.debug.showChunkBorders){
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linesShader->uniformMatrix("u_projview", camera->getProjView());
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glm::vec3 coord = player->camera->position;
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if (coord.x < 0) coord.x--;
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if (coord.z < 0) coord.z--;
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int cx = floordiv((int)coord.x, CHUNK_W);
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int cz = floordiv((int)coord.z, CHUNK_D);
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drawBorders(
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cx * CHUNK_W, 0, cz * CHUNK_D,
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(cx + 1) * CHUNK_W, CHUNK_H, (cz + 1) * CHUNK_D
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);
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}
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float length = 40.f;
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glm::vec3 tsl(displayWidth/2, displayHeight/2, 0.f);
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glm::mat4 model(glm::translate(glm::mat4(1.f), tsl));
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linesShader->uniformMatrix("u_projview", glm::ortho(
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0.f, (float)displayWidth,
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0.f, (float)displayHeight,
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-length, length) * model * glm::inverse(camera->rotation)
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);
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ctx.setDepthTest(false);
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lineBatch->lineWidth(4.0f);
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lineBatch->line(0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f);
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lineBatch->line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 1.f);
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lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 1.f);
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lineBatch->render();
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ctx.setDepthTest(true);
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lineBatch->lineWidth(2.0f);
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lineBatch->line(0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f);
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lineBatch->line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 1.f);
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lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 1.f);
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lineBatch->render();
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}
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void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool hudVisible){
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EngineSettings& settings = engine->getSettings();
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skybox->refresh(pctx, level->world->daytime, 1.0f+fog*2.0f, 4);
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const Content* content = level->content;
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auto indices = content->getIndices();
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Assets* assets = engine->getAssets();
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Atlas* atlas = assets->getAtlas("blocks");
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Shader* shader = assets->getShader("main");
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Shader* linesShader = assets->getShader("lines");
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const Viewport& viewport = pctx.getViewport();
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int displayWidth = viewport.getWidth();
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int displayHeight = viewport.getHeight();
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// World render scope with diegetic HUD included
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{
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@ -168,122 +284,25 @@ void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool hudVisible
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{
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GfxContext ctx = wctx.sub();
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ctx.setDepthTest(true);
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ctx.setCullFace(true);
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float fogFactor = 15.0f / ((float)settings.chunks.loadDistance-2);
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// Setting up main shader
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shader->use();
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shader->uniformMatrix("u_proj", camera->getProjection());
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shader->uniformMatrix("u_view", camera->getView());
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shader->uniform1f("u_gamma", settings.graphics.gamma);
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shader->uniform1f("u_fogFactor", fogFactor);
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shader->uniform1f("u_fogCurve", settings.graphics.fogCurve);
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shader->uniform1f("u_dayTime", level->world->daytime);
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shader->uniform3f("u_cameraPos", camera->position);
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shader->uniform1i("u_cubemap", 1);
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// Light emission when an emissive item is chosen
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{
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auto inventory = player->getInventory();
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ItemStack& stack = inventory->getSlot(player->getChosenSlot());
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auto item = indices->getItemDef(stack.getItemId());
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float multiplier = 0.5f;
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shader->uniform3f("u_torchlightColor",
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item->emission[0] / 15.0f * multiplier,
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item->emission[1] / 15.0f * multiplier,
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item->emission[2] / 15.0f * multiplier
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);
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shader->uniform1f("u_torchlightDistance", 6.0f);
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}
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// Binding main shader textures
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skybox->bind();
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atlas->getTexture()->bind();
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drawChunks(level->chunks.get(), camera, shader);
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ctx.setCullFace(true);
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renderLevel(ctx, camera, settings);
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// Selected block
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if (PlayerController::selectedBlockId != -1 && hudVisible){
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blockid_t id = PlayerController::selectedBlockId;
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auto block = indices->getBlockDef(id);
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const glm::vec3 pos = PlayerController::selectedBlockPosition;
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const glm::vec3 point = PlayerController::selectedPointPosition;
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const glm::vec3 norm = PlayerController::selectedBlockNormal;
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std::vector<AABB>& hitboxes = block->rotatable
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? block->rt.hitboxes[PlayerController::selectedBlockStates]
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: block->hitboxes;
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linesShader->use();
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linesShader->uniformMatrix("u_projview", camera->getProjView());
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lineBatch->lineWidth(2.0f);
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for (auto& hitbox: hitboxes) {
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const glm::vec3 center = pos + hitbox.center();
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const glm::vec3 size = hitbox.size();
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lineBatch->box(center, size + glm::vec3(0.02), glm::vec4(0.f, 0.f, 0.f, 0.5f));
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if (player->debug) {
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lineBatch->line(point, point+norm*0.5f, glm::vec4(1.0f, 0.0f, 1.0f, 1.0f));
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}
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}
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lineBatch->render();
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renderBlockSelection(camera, linesShader);
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}
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skybox->unbind();
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}
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if (hudVisible && player->debug) {
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GfxContext ctx = pctx.sub();
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ctx.setDepthTest(true);
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linesShader->use();
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if (settings.debug.showChunkBorders){
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linesShader->uniformMatrix("u_projview", camera->getProjView());
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glm::vec3 coord = player->camera->position;
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if (coord.x < 0) coord.x--;
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if (coord.z < 0) coord.z--;
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int cx = floordiv((int)coord.x, CHUNK_W);
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int cz = floordiv((int)coord.z, CHUNK_D);
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drawBorders(cx * CHUNK_W, 0, cz * CHUNK_D,
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(cx + 1) * CHUNK_W, CHUNK_H, (cz + 1) * CHUNK_D);
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}
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float length = 40.f;
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glm::vec3 tsl(displayWidth/2, displayHeight/2, 0.f);
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glm::mat4 model(glm::translate(glm::mat4(1.f), tsl));
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linesShader->uniformMatrix("u_projview", glm::ortho(
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0.f, (float)displayWidth,
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0.f, (float)displayHeight,
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-length, length) * model * glm::inverse(camera->rotation));
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ctx.setDepthTest(false);
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lineBatch->lineWidth(4.0f);
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lineBatch->line(0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f);
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lineBatch->line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 1.f);
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lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 1.f);
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lineBatch->render();
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ctx.setDepthTest(true);
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lineBatch->lineWidth(2.0f);
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lineBatch->line(0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f);
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lineBatch->line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 1.f);
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lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 1.f);
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lineBatch->render();
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renderDebugLines(wctx, camera, linesShader, settings);
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}
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}
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{
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GfxContext ctx = pctx.sub();
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ctx.setDepthTest(false);
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auto shader = assets->getShader("screen");
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shader->use();
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shader->uniform1f("u_timer", Window::time());
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shader->uniform1f("u_dayTime", level->world->daytime);
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postProcessing->render(ctx, shader);
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}
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// Rendering fullscreen quad with
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auto screenShader = assets->getShader("screen");
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screenShader->use();
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screenShader->uniform1f("u_timer", Window::time());
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screenShader->uniform1f("u_dayTime", level->world->daytime);
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postProcessing->render(pctx, screenShader);
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}
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void WorldRenderer::drawBorders(int sx, int sy, int sz, int ex, int ey, int ez) {
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@ -39,12 +39,38 @@ class WorldRenderer {
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std::unique_ptr<Batch3D> batch3d;
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bool drawChunk(size_t index, Camera* camera, Shader* shader, bool culling);
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void drawChunks(Chunks* chunks, Camera* camera, Shader* shader);
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/// @brief Render level without diegetic interface
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/// @param context graphics context
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/// @param camera active camera
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/// @param settings engine settings
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void renderLevel(
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const GfxContext& context,
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Camera* camera,
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const EngineSettings& settings
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);
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/// @brief Render block selection lines
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/// @param camera active camera
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/// @param linesShader shader used
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void renderBlockSelection(Camera* camera, Shader* linesShader);
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/// @brief Render all debug lines (chunks borders, coord system guides)
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/// @param context graphics context
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/// @param camera active camera
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/// @param linesShader shader used
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/// @param settings engine settings
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void renderDebugLines(
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const GfxContext& context,
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Camera* camera,
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Shader* linesShader,
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const EngineSettings& settings
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);
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public:
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WorldRenderer(Engine* engine, LevelFrontend* frontend, Player* player);
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~WorldRenderer();
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void draw(const GfxContext& context, Camera* camera, bool hudVisible);
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void drawDebug(const GfxContext& context, Camera* camera);
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void drawBorders(int sx, int sy, int sz, int ex, int ey, int ez);
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static float fog;
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@ -29,7 +29,7 @@ void PostProcessing::use(GfxContext& context) {
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context.setFramebuffer(fbo.get());
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}
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void PostProcessing::render(GfxContext& context, Shader* screenShader) {
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void PostProcessing::render(const GfxContext& context, Shader* screenShader) {
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if (fbo == nullptr) {
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throw std::runtime_error("'use(...)' was never called");
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}
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@ -31,7 +31,7 @@ public:
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/// @param context graphics context
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/// @param screenShader shader used for fullscreen quad
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/// @throws std::runtime_error if use(...) wasn't called before
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void render(GfxContext& context, Shader* screenShader);
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void render(const GfxContext& context, Shader* screenShader);
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};
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#endif // GRAPHICS_POST_PROCESSING_H_
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