refactor: extract DebugLinesRenderer

This commit is contained in:
MihailRis 2025-08-03 02:03:20 +03:00
parent a78931205f
commit 3aac6ecbcb
5 changed files with 104 additions and 97 deletions

View File

@ -1,15 +1,49 @@
#include "GuidesRenderer.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include "DebugLinesRenderer.hpp"
#include "graphics/core/Shader.hpp"
#include "window/Camera.hpp"
#include "graphics/core/LineBatch.hpp"
#include "graphics/core/DrawContext.hpp"
#include "graphics/render/LinesRenderer.hpp"
#include "world/Level.hpp"
#include "voxels/Chunk.hpp"
#include "voxels/Pathfinding.hpp"
#include "maths/voxmaths.hpp"
#include "window/Camera.hpp"
#include "constants.hpp"
void GuidesRenderer::drawBorders(
static void draw_route(
LinesRenderer& lines, const voxels::Agent& agent
) {
const auto& route = agent.route;
if (!route.found)
return;
for (int i = 1; i < route.nodes.size(); i++) {
const auto& a = route.nodes.at(i - 1);
const auto& b = route.nodes.at(i);
if (i == 1) {
lines.pushLine(
glm::vec3(a.pos) + glm::vec3(0.5f),
glm::vec3(a.pos) + glm::vec3(0.5f, 1.0f, 0.5f),
glm::vec4(1, 1, 1, 1)
);
}
lines.pushLine(
glm::vec3(a.pos) + glm::vec3(0.5f),
glm::vec3(b.pos) + glm::vec3(0.5f),
glm::vec4(1, 0, 1, 1)
);
lines.pushLine(
glm::vec3(b.pos) + glm::vec3(0.5f),
glm::vec3(b.pos) + glm::vec3(0.5f, 1.0f, 0.5f),
glm::vec4(1, 1, 1, 1)
);
}
}
void DebugLinesRenderer::drawBorders(
LineBatch& batch, int sx, int sy, int sz, int ex, int ey, int ez
) {
int ww = ex - sx;
@ -37,7 +71,7 @@ void GuidesRenderer::drawBorders(
batch.flush();
}
void GuidesRenderer::drawCoordSystem(
void DebugLinesRenderer::drawCoordSystem(
LineBatch& batch, const DrawContext& pctx, float length
) {
auto ctx = pctx.sub();
@ -55,14 +89,20 @@ void GuidesRenderer::drawCoordSystem(
batch.line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 1.f);
}
void GuidesRenderer::renderDebugLines(
const DrawContext& pctx,
void DebugLinesRenderer::render(
DrawContext& pctx,
const Camera& camera,
LineBatch& batch,
LinesRenderer& renderer,
LineBatch& linesBatch,
Shader& linesShader,
bool showChunkBorders
) {
DrawContext ctx = pctx.sub(&batch);
// In-world lines
for (const auto& [_, agent] : level.pathfinding->getAgents()) {
draw_route(renderer, agent);
}
DrawContext ctx = pctx.sub(&linesBatch);
const auto& viewport = ctx.getViewport();
ctx.setDepthTest(true);
@ -78,7 +118,7 @@ void GuidesRenderer::renderDebugLines(
int cz = floordiv(static_cast<int>(coord.z), CHUNK_D);
drawBorders(
batch,
linesBatch,
cx * CHUNK_W,
0,
cz * CHUNK_D,
@ -103,5 +143,5 @@ void GuidesRenderer::renderDebugLines(
) * model *
glm::inverse(camera.rotation)
);
drawCoordSystem(batch, ctx, length);
drawCoordSystem(linesBatch, ctx, length);
}

View File

@ -0,0 +1,39 @@
#pragma once
class DrawContext;
class Camera;
class LineBatch;
class LinesRenderer;
class Shader;
class Level;
class DebugLinesRenderer {
public:
DebugLinesRenderer(const Level& level)
: level(level) {};
/// @brief Render debug lines in the world
/// @param ctx Draw context
/// @param camera Camera used for rendering
/// @param renderer Lines renderer used for rendering lines
/// @param linesShader Shader used for rendering lines
/// @param showChunkBorders Whether to show chunk borders
void render(
DrawContext& ctx,
const Camera& camera,
LinesRenderer& renderer,
LineBatch& linesBatch,
Shader& linesShader,
bool showChunkBorders
);
private:
const Level& level;
void drawBorders(
LineBatch& batch, int sx, int sy, int sz, int ex, int ey, int ez
);
void drawCoordSystem(
LineBatch& batch, const DrawContext& pctx, float length
);
};

View File

@ -1,28 +0,0 @@
#pragma once
class LineBatch;
class DrawContext;
class Camera;
class Shader;
class GuidesRenderer {
public:
void drawBorders(
LineBatch& batch, int sx, int sy, int sz, int ex, int ey, int ez
);
void drawCoordSystem(
LineBatch& batch, const DrawContext& pctx, float length
);
/// @brief Render all debug lines (chunks borders, coord system guides)
/// @param context graphics context
/// @param camera active camera
/// @param linesShader shader used
void renderDebugLines(
const DrawContext& context,
const Camera& camera,
LineBatch& batch,
Shader& linesShader,
bool showChunkBorders
);
};

View File

@ -52,8 +52,8 @@
#include "NamedSkeletons.hpp"
#include "TextsRenderer.hpp"
#include "ChunksRenderer.hpp"
#include "GuidesRenderer.hpp"
#include "LinesRenderer.hpp"
#include "DebugLinesRenderer.hpp"
#include "ModelBatch.hpp"
#include "Skybox.hpp"
#include "Emitter.hpp"
@ -80,7 +80,6 @@ WorldRenderer::WorldRenderer(
modelBatch(std::make_unique<ModelBatch>(
MODEL_BATCH_CAPACITY, assets, *player.chunks, engine.getSettings()
)),
guides(std::make_unique<GuidesRenderer>()),
chunksRenderer(std::make_unique<ChunksRenderer>(
&level,
*player.chunks,
@ -120,6 +119,7 @@ WorldRenderer::WorldRenderer(
);
lines = std::make_unique<LinesRenderer>();
shadowMapping = std::make_unique<Shadows>(level);
debugLines = std::make_unique<DebugLinesRenderer>(level);
}
WorldRenderer::~WorldRenderer() = default;
@ -274,39 +274,6 @@ void WorldRenderer::renderLines(
}
}
static void draw_route(
LinesRenderer& lines, const voxels::Agent& agent
) {
const auto& route = agent.route;
if (!route.found)
return;
for (int i = 1; i < route.nodes.size(); i++) {
const auto& a = route.nodes.at(i - 1);
const auto& b = route.nodes.at(i);
if (i == 1) {
lines.pushLine(
glm::vec3(a.pos) + glm::vec3(0.5f),
glm::vec3(a.pos) + glm::vec3(0.5f, 1.0f, 0.5f),
glm::vec4(1, 1, 1, 1)
);
}
lines.pushLine(
glm::vec3(a.pos) + glm::vec3(0.5f),
glm::vec3(b.pos) + glm::vec3(0.5f),
glm::vec4(1, 0, 1, 1)
);
lines.pushLine(
glm::vec3(b.pos) + glm::vec3(0.5f),
glm::vec3(b.pos) + glm::vec3(0.5f, 1.0f, 0.5f),
glm::vec4(1, 1, 1, 1)
);
}
}
void WorldRenderer::renderFrame(
const DrawContext& pctx,
Camera& camera,
@ -316,6 +283,9 @@ void WorldRenderer::renderFrame(
PostProcessing& postProcessing
) {
// TODO: REFACTOR WHOLE RENDER ENGINE
auto projView = camera.getProjView();
float delta = uiDelta * !pause;
timer += delta;
weather.update(delta);
@ -373,9 +343,6 @@ void WorldRenderer::renderFrame(
setupWorldShader(shader, shadowCamera, engine.getSettings(), 0.0f);
chunksRenderer->drawShadowsPass(shadowCamera, shader, camera);
});
auto& linesShader = assets.require<Shader>("lines");
{
DrawContext wctx = pctx.sub();
postProcessing.use(wctx, gbufferPipeline);
@ -387,14 +354,6 @@ void WorldRenderer::renderFrame(
ctx.setDepthTest(true);
ctx.setCullFace(true);
renderOpaque(ctx, camera, settings, uiDelta, pause, hudVisible);
// Debug lines
if (hudVisible) {
if (debug) {
guides->renderDebugLines(
ctx, camera, *lineBatch, linesShader, showChunkBorders
);
}
}
}
texts->render(pctx, camera, settings, hudVisible, true);
}
@ -419,15 +378,12 @@ void WorldRenderer::renderFrame(
// Background sky plane
skybox->draw(ctx, camera, assets, worldInfo.daytime, clouds);
// In-world lines
if (debug) {
for (const auto& [_, agent] : level.pathfinding->getAgents()) {
draw_route(*lines, agent);
}
}
auto& linesShader = assets.require<Shader>("lines");
linesShader.use();
linesShader.uniformMatrix("u_projview", camera.getProjView());
debugLines->render(
ctx, camera, *lines, *lineBatch, linesShader, showChunkBorders
);
linesShader.uniformMatrix("u_projview", projView);
lines->draw(*lineBatch);
lineBatch->flush();

View File

@ -22,7 +22,6 @@ class BlockWrapsRenderer;
class PrecipitationRenderer;
class HandsRenderer;
class NamedSkeletons;
class GuidesRenderer;
class LinesRenderer;
class TextsRenderer;
class Shader;
@ -36,6 +35,7 @@ class ModelBatch;
class Assets;
class Shadows;
class GBuffer;
class DebugLinesRenderer;
struct EngineSettings;
struct CompileTimeShaderSettings {
@ -53,11 +53,11 @@ class WorldRenderer {
std::unique_ptr<LineBatch> lineBatch;
std::unique_ptr<Batch3D> batch3d;
std::unique_ptr<ModelBatch> modelBatch;
std::unique_ptr<GuidesRenderer> guides;
std::unique_ptr<ChunksRenderer> chunksRenderer;
std::unique_ptr<HandsRenderer> hands;
std::unique_ptr<Skybox> skybox;
std::unique_ptr<Shadows> shadowMapping;
std::unique_ptr<DebugLinesRenderer> debugLines;
Weather weather {};
float timer = 0.0f;