WorldRenderer refactor

This commit is contained in:
MihailRis 2024-03-08 22:21:18 +03:00
parent 8ea3db9962
commit 07dc12143e
4 changed files with 163 additions and 118 deletions

View File

@ -138,21 +138,137 @@ void WorldRenderer::drawChunks(Chunks* chunks, Camera* camera, Shader* shader) {
}
}
void WorldRenderer::renderLevel(
const GfxContext& ctx,
Camera* camera,
const EngineSettings& settings
) {
Assets* assets = engine->getAssets();
Atlas* atlas = assets->getAtlas("blocks");
Shader* shader = assets->getShader("main");
auto indices = level->content->getIndices();
float fogFactor = 15.0f / ((float)settings.chunks.loadDistance-2);
// Setting up main shader
shader->use();
shader->uniformMatrix("u_proj", camera->getProjection());
shader->uniformMatrix("u_view", camera->getView());
shader->uniform1f("u_gamma", settings.graphics.gamma);
shader->uniform1f("u_fogFactor", fogFactor);
shader->uniform1f("u_fogCurve", settings.graphics.fogCurve);
shader->uniform1f("u_dayTime", level->world->daytime);
shader->uniform3f("u_cameraPos", camera->position);
shader->uniform1i("u_cubemap", 1);
// Light emission when an emissive item is chosen
{
auto inventory = player->getInventory();
ItemStack& stack = inventory->getSlot(player->getChosenSlot());
auto item = indices->getItemDef(stack.getItemId());
float multiplier = 0.5f;
shader->uniform3f("u_torchlightColor",
item->emission[0] / 15.0f * multiplier,
item->emission[1] / 15.0f * multiplier,
item->emission[2] / 15.0f * multiplier
);
shader->uniform1f("u_torchlightDistance", 6.0f);
}
// Binding main shader textures
skybox->bind();
atlas->getTexture()->bind();
drawChunks(level->chunks.get(), camera, shader);
skybox->unbind();
}
void WorldRenderer::renderBlockSelection(Camera* camera, Shader* linesShader) {
auto indices = level->content->getIndices();
blockid_t id = PlayerController::selectedBlockId;
auto block = indices->getBlockDef(id);
const glm::vec3 pos = PlayerController::selectedBlockPosition;
const glm::vec3 point = PlayerController::selectedPointPosition;
const glm::vec3 norm = PlayerController::selectedBlockNormal;
std::vector<AABB>& hitboxes = block->rotatable
? block->rt.hitboxes[PlayerController::selectedBlockStates]
: block->hitboxes;
linesShader->use();
linesShader->uniformMatrix("u_projview", camera->getProjView());
lineBatch->lineWidth(2.0f);
for (auto& hitbox: hitboxes) {
const glm::vec3 center = pos + hitbox.center();
const glm::vec3 size = hitbox.size();
lineBatch->box(center, size + glm::vec3(0.02), glm::vec4(0.f, 0.f, 0.f, 0.5f));
if (player->debug) {
lineBatch->line(point, point+norm*0.5f, glm::vec4(1.0f, 0.0f, 1.0f, 1.0f));
}
}
lineBatch->render();
}
void WorldRenderer::renderDebugLines(
const GfxContext& pctx,
Camera* camera,
Shader* linesShader,
const EngineSettings& settings
) {
GfxContext ctx = pctx.sub();
const auto& viewport = ctx.getViewport();
uint displayWidth = viewport.getWidth();
uint displayHeight = viewport.getHeight();
ctx.setDepthTest(true);
linesShader->use();
if (settings.debug.showChunkBorders){
linesShader->uniformMatrix("u_projview", camera->getProjView());
glm::vec3 coord = player->camera->position;
if (coord.x < 0) coord.x--;
if (coord.z < 0) coord.z--;
int cx = floordiv((int)coord.x, CHUNK_W);
int cz = floordiv((int)coord.z, CHUNK_D);
drawBorders(
cx * CHUNK_W, 0, cz * CHUNK_D,
(cx + 1) * CHUNK_W, CHUNK_H, (cz + 1) * CHUNK_D
);
}
float length = 40.f;
glm::vec3 tsl(displayWidth/2, displayHeight/2, 0.f);
glm::mat4 model(glm::translate(glm::mat4(1.f), tsl));
linesShader->uniformMatrix("u_projview", glm::ortho(
0.f, (float)displayWidth,
0.f, (float)displayHeight,
-length, length) * model * glm::inverse(camera->rotation)
);
ctx.setDepthTest(false);
lineBatch->lineWidth(4.0f);
lineBatch->line(0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f);
lineBatch->line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 1.f);
lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 1.f);
lineBatch->render();
ctx.setDepthTest(true);
lineBatch->lineWidth(2.0f);
lineBatch->line(0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f);
lineBatch->line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 1.f);
lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 1.f);
lineBatch->render();
}
void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool hudVisible){
EngineSettings& settings = engine->getSettings();
skybox->refresh(pctx, level->world->daytime, 1.0f+fog*2.0f, 4);
const Content* content = level->content;
auto indices = content->getIndices();
Assets* assets = engine->getAssets();
Atlas* atlas = assets->getAtlas("blocks");
Shader* shader = assets->getShader("main");
Shader* linesShader = assets->getShader("lines");
const Viewport& viewport = pctx.getViewport();
int displayWidth = viewport.getWidth();
int displayHeight = viewport.getHeight();
// World render scope with diegetic HUD included
{
@ -168,122 +284,25 @@ void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool hudVisible
{
GfxContext ctx = wctx.sub();
ctx.setDepthTest(true);
ctx.setCullFace(true);
float fogFactor = 15.0f / ((float)settings.chunks.loadDistance-2);
// Setting up main shader
shader->use();
shader->uniformMatrix("u_proj", camera->getProjection());
shader->uniformMatrix("u_view", camera->getView());
shader->uniform1f("u_gamma", settings.graphics.gamma);
shader->uniform1f("u_fogFactor", fogFactor);
shader->uniform1f("u_fogCurve", settings.graphics.fogCurve);
shader->uniform1f("u_dayTime", level->world->daytime);
shader->uniform3f("u_cameraPos", camera->position);
shader->uniform1i("u_cubemap", 1);
// Light emission when an emissive item is chosen
{
auto inventory = player->getInventory();
ItemStack& stack = inventory->getSlot(player->getChosenSlot());
auto item = indices->getItemDef(stack.getItemId());
float multiplier = 0.5f;
shader->uniform3f("u_torchlightColor",
item->emission[0] / 15.0f * multiplier,
item->emission[1] / 15.0f * multiplier,
item->emission[2] / 15.0f * multiplier
);
shader->uniform1f("u_torchlightDistance", 6.0f);
}
// Binding main shader textures
skybox->bind();
atlas->getTexture()->bind();
drawChunks(level->chunks.get(), camera, shader);
ctx.setCullFace(true);
renderLevel(ctx, camera, settings);
// Selected block
if (PlayerController::selectedBlockId != -1 && hudVisible){
blockid_t id = PlayerController::selectedBlockId;
auto block = indices->getBlockDef(id);
const glm::vec3 pos = PlayerController::selectedBlockPosition;
const glm::vec3 point = PlayerController::selectedPointPosition;
const glm::vec3 norm = PlayerController::selectedBlockNormal;
std::vector<AABB>& hitboxes = block->rotatable
? block->rt.hitboxes[PlayerController::selectedBlockStates]
: block->hitboxes;
linesShader->use();
linesShader->uniformMatrix("u_projview", camera->getProjView());
lineBatch->lineWidth(2.0f);
for (auto& hitbox: hitboxes) {
const glm::vec3 center = pos + hitbox.center();
const glm::vec3 size = hitbox.size();
lineBatch->box(center, size + glm::vec3(0.02), glm::vec4(0.f, 0.f, 0.f, 0.5f));
if (player->debug) {
lineBatch->line(point, point+norm*0.5f, glm::vec4(1.0f, 0.0f, 1.0f, 1.0f));
}
}
lineBatch->render();
renderBlockSelection(camera, linesShader);
}
skybox->unbind();
}
if (hudVisible && player->debug) {
GfxContext ctx = pctx.sub();
ctx.setDepthTest(true);
linesShader->use();
if (settings.debug.showChunkBorders){
linesShader->uniformMatrix("u_projview", camera->getProjView());
glm::vec3 coord = player->camera->position;
if (coord.x < 0) coord.x--;
if (coord.z < 0) coord.z--;
int cx = floordiv((int)coord.x, CHUNK_W);
int cz = floordiv((int)coord.z, CHUNK_D);
drawBorders(cx * CHUNK_W, 0, cz * CHUNK_D,
(cx + 1) * CHUNK_W, CHUNK_H, (cz + 1) * CHUNK_D);
}
float length = 40.f;
glm::vec3 tsl(displayWidth/2, displayHeight/2, 0.f);
glm::mat4 model(glm::translate(glm::mat4(1.f), tsl));
linesShader->uniformMatrix("u_projview", glm::ortho(
0.f, (float)displayWidth,
0.f, (float)displayHeight,
-length, length) * model * glm::inverse(camera->rotation));
ctx.setDepthTest(false);
lineBatch->lineWidth(4.0f);
lineBatch->line(0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f);
lineBatch->line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 1.f);
lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 1.f);
lineBatch->render();
ctx.setDepthTest(true);
lineBatch->lineWidth(2.0f);
lineBatch->line(0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f);
lineBatch->line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 1.f);
lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 1.f);
lineBatch->render();
renderDebugLines(wctx, camera, linesShader, settings);
}
}
{
GfxContext ctx = pctx.sub();
ctx.setDepthTest(false);
auto shader = assets->getShader("screen");
shader->use();
shader->uniform1f("u_timer", Window::time());
shader->uniform1f("u_dayTime", level->world->daytime);
postProcessing->render(ctx, shader);
}
// Rendering fullscreen quad with
auto screenShader = assets->getShader("screen");
screenShader->use();
screenShader->uniform1f("u_timer", Window::time());
screenShader->uniform1f("u_dayTime", level->world->daytime);
postProcessing->render(pctx, screenShader);
}
void WorldRenderer::drawBorders(int sx, int sy, int sz, int ex, int ey, int ez) {

View File

@ -39,12 +39,38 @@ class WorldRenderer {
std::unique_ptr<Batch3D> batch3d;
bool drawChunk(size_t index, Camera* camera, Shader* shader, bool culling);
void drawChunks(Chunks* chunks, Camera* camera, Shader* shader);
/// @brief Render level without diegetic interface
/// @param context graphics context
/// @param camera active camera
/// @param settings engine settings
void renderLevel(
const GfxContext& context,
Camera* camera,
const EngineSettings& settings
);
/// @brief Render block selection lines
/// @param camera active camera
/// @param linesShader shader used
void renderBlockSelection(Camera* camera, Shader* linesShader);
/// @brief Render all debug lines (chunks borders, coord system guides)
/// @param context graphics context
/// @param camera active camera
/// @param linesShader shader used
/// @param settings engine settings
void renderDebugLines(
const GfxContext& context,
Camera* camera,
Shader* linesShader,
const EngineSettings& settings
);
public:
WorldRenderer(Engine* engine, LevelFrontend* frontend, Player* player);
~WorldRenderer();
void draw(const GfxContext& context, Camera* camera, bool hudVisible);
void drawDebug(const GfxContext& context, Camera* camera);
void drawBorders(int sx, int sy, int sz, int ex, int ey, int ez);
static float fog;

View File

@ -29,7 +29,7 @@ void PostProcessing::use(GfxContext& context) {
context.setFramebuffer(fbo.get());
}
void PostProcessing::render(GfxContext& context, Shader* screenShader) {
void PostProcessing::render(const GfxContext& context, Shader* screenShader) {
if (fbo == nullptr) {
throw std::runtime_error("'use(...)' was never called");
}

View File

@ -31,7 +31,7 @@ public:
/// @param context graphics context
/// @param screenShader shader used for fullscreen quad
/// @throws std::runtime_error if use(...) wasn't called before
void render(GfxContext& context, Shader* screenShader);
void render(const GfxContext& context, Shader* screenShader);
};
#endif // GRAPHICS_POST_PROCESSING_H_