Backlight setting
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f45fcffaf8
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568c612970
@ -28,6 +28,7 @@ toml::Wrapper create_wrapper(EngineSettings& settings) {
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toml::Section& graphics = wrapper.add("graphics");
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graphics.add("fog-curve", &settings.graphics.fogCurve);
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graphics.add("backlight", &settings.graphics.backlight);
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toml::Section& debug = wrapper.add("debug");
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debug.add("generator-test-mode", &settings.debug.generatorTestMode);
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@ -246,7 +246,7 @@ Panel* create_settings_panel(Engine* engine, PagesControl* menu) {
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panel->add(trackbar);
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}
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{
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/* V-Sync checkbox */{
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Panel* checkpanel = new Panel(vec2(400, 32), vec4(5.0f), 1.0f);
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checkpanel->color(vec4(0.0f));
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checkpanel->orientation(Orientation::horizontal);
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@ -265,6 +265,25 @@ Panel* create_settings_panel(Engine* engine, PagesControl* menu) {
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panel->add(checkpanel);
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}
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/* Backlight checkbox */{
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Panel* checkpanel = new Panel(vec2(400, 32), vec4(5.0f), 1.0f);
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checkpanel->color(vec4(0.0f));
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checkpanel->orientation(Orientation::horizontal);
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CheckBox* checkbox = new CheckBox();
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checkbox->margin(vec4(0.0f, 0.0f, 5.0f, 0.0f));
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checkbox->supplier([=]() {
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return engine->getSettings().graphics.backlight != 0;
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});
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checkbox->consumer([=](bool checked) {
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engine->getSettings().graphics.backlight = checked;
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});
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checkpanel->add(checkbox);
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checkpanel->add(new Label(L"Backlight"));
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panel->add(checkpanel);
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}
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panel->add(gotoButton(L"Controls", "controls", menu));
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panel->add(backButton(menu));
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panel->refresh();
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@ -87,12 +87,14 @@ void MenuScreen::draw(float delta) {
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batch->render();
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}
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static bool backlight;
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LevelScreen::LevelScreen(Engine* engine, Level* level)
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: Screen(engine),
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level(level) {
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cache = new ContentGfxCache(level->content, engine->getAssets());
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worldRenderer = new WorldRenderer(engine, level, cache);
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hud = new HudRenderer(engine, level, cache);
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backlight = engine->getSettings().graphics.backlight;
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}
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LevelScreen::~LevelScreen() {
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@ -130,6 +132,10 @@ void LevelScreen::update(float delta) {
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if (!gui->isFocusCaught()) {
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updateHotkeys();
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}
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if (settings.graphics.backlight != backlight) {
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level->chunks->clear();
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backlight = settings.graphics.backlight;
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}
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level->updatePlayer(delta, !inputLocked, hud->isPause(), !inputLocked);
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level->update();
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@ -35,7 +35,7 @@ using std::shared_ptr;
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WorldRenderer::WorldRenderer(Engine* engine, Level* level, const ContentGfxCache* cache)
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: engine(engine), level(level) {
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lineBatch = new LineBatch(4096);
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renderer = new ChunksRenderer(level, cache);
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renderer = new ChunksRenderer(level, cache, engine->getSettings());
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frustumCulling = new Frustum();
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level->events->listen(EVT_CHUNK_HIDDEN, [this](lvl_event_type type, Chunk* chunk) {
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renderer->unload(chunk);
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@ -21,13 +21,15 @@ using glm::vec4;
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BlocksRenderer::BlocksRenderer(size_t capacity,
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const Content* content,
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const ContentGfxCache* cache)
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const ContentGfxCache* cache,
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const EngineSettings& settings)
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: content(content),
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vertexOffset(0),
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indexOffset(0),
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indexSize(0),
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capacity(capacity),
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cache(cache) {
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cache(cache),
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settings(settings) {
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vertexBuffer = new float[capacity];
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indexBuffer = new int[capacity];
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voxelsBuffer = new VoxelsVolume(CHUNK_W + 2, CHUNK_H, CHUNK_D + 2);
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@ -353,7 +355,7 @@ void BlocksRenderer::render(const voxel* voxels, int atlas_size) {
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Mesh* BlocksRenderer::render(const Chunk* chunk, int atlas_size, const ChunksStorage* chunks) {
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this->chunk = chunk;
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voxelsBuffer->setPosition(chunk->x * CHUNK_W - 1, 0, chunk->z * CHUNK_D - 1);
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chunks->getVoxels(voxelsBuffer, true);
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chunks->getVoxels(voxelsBuffer, settings.graphics.backlight);
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overflow = false;
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vertexOffset = 0;
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indexOffset = indexSize = 0;
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@ -6,6 +6,7 @@
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#include "UVRegion.h"
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#include "../typedefs.h"
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#include "../voxels/voxel.h"
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#include "../settings.h"
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class Content;
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class Mesh;
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@ -31,6 +32,7 @@ class BlocksRenderer {
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const Block* const* blockDefsCache;
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const ContentGfxCache* const cache;
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const EngineSettings& settings;
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void vertex(const glm::vec3& coord, float u, float v, const glm::vec4& light);
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void index(int a, int b, int c, int d, int e, int f);
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@ -70,7 +72,7 @@ class BlocksRenderer {
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glm::vec4 pickSoftLight(int x, int y, int z, const glm::ivec3& right, const glm::ivec3& up) const;
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void render(const voxel* voxels, int atlas_size);
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public:
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BlocksRenderer(size_t capacity, const Content* content, const ContentGfxCache* cache);
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BlocksRenderer(size_t capacity, const Content* content, const ContentGfxCache* cache, const EngineSettings& settings);
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virtual ~BlocksRenderer();
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Mesh* render(const Chunk* chunk, int atlas_size, const ChunksStorage* chunks);
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@ -11,9 +11,9 @@
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using glm::ivec2;
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using std::shared_ptr;
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ChunksRenderer::ChunksRenderer(Level* level, const ContentGfxCache* cache) : level(level) {
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ChunksRenderer::ChunksRenderer(Level* level, const ContentGfxCache* cache, const EngineSettings& settings) : level(level) {
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const int MAX_FULL_CUBES = 3000;
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renderer = new BlocksRenderer(9 * 6 * 6 * MAX_FULL_CUBES, level->content, cache);
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renderer = new BlocksRenderer(9 * 6 * 6 * MAX_FULL_CUBES, level->content, cache, settings);
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}
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ChunksRenderer::~ChunksRenderer() {
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@ -6,6 +6,7 @@
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#include <glm/glm.hpp>
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#include "../voxels/Block.h"
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#include "../voxels/ChunksStorage.h"
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#include "../settings.h"
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class Mesh;
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class Chunk;
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@ -18,7 +19,9 @@ class ChunksRenderer {
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Level* level;
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std::unordered_map<glm::ivec2, std::shared_ptr<Mesh>> meshes;
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public:
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ChunksRenderer(Level* level, const ContentGfxCache* cache);
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ChunksRenderer(Level* level,
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const ContentGfxCache* cache,
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const EngineSettings& settings);
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virtual ~ChunksRenderer();
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std::shared_ptr<Mesh> render(Chunk* chunk);
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@ -38,6 +38,8 @@ struct GraphicsSettings {
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/* Fog opacity is calculated as `pow(depth*k, fogCurve)` where k depends on chunksLoadDistance.
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Use values in range [1.0 - 2.0] where 1.0 is linear, 2.0 is quadratic */
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float fogCurve = 1.6f;
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/* Enable blocks backlight to prevent complete darkness */
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bool backlight = true;
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};
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struct DebugSettings {
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