refactor
This commit is contained in:
parent
e9163f4228
commit
f0b6521c76
@ -11,6 +11,7 @@
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#include "graphics/ui/elements/InputBindBox.hpp"
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#include "graphics/render/WorldRenderer.hpp"
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#include "graphics/render/ParticlesRenderer.hpp"
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#include "graphics/render/ChunksRenderer.hpp"
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#include "logic/scripting/scripting.hpp"
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#include "objects/Player.hpp"
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#include "objects/Entities.hpp"
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@ -95,7 +96,7 @@ std::shared_ptr<UINode> create_debug_panel(
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}));
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panel->add(create_label([=]() {
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return L"chunks: "+std::to_wstring(level->chunks->getChunksCount())+
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L" visible: "+std::to_wstring(level->chunks->visible);
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L" visible: "+std::to_wstring(ChunksRenderer::visibleChunks);
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}));
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panel->add(create_label([=]() {
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return L"entities: "+std::to_wstring(level->entities->size())+L" next: "+
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@ -1,9 +1,17 @@
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#include "ChunksRenderer.hpp"
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#include "BlocksRenderer.hpp"
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#include "debug/Logger.hpp"
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#include "assets/Assets.hpp"
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#include "graphics/core/Mesh.hpp"
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#include "graphics/core/Shader.hpp"
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#include "graphics/core/Texture.hpp"
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#include "graphics/core/Atlas.hpp"
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#include "voxels/Chunk.hpp"
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#include "voxels/Chunks.hpp"
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#include "world/Level.hpp"
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#include "window/Camera.hpp"
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#include "maths/FrustumCulling.hpp"
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#include "util/listutil.hpp"
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#include "settings.hpp"
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#include <iostream>
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@ -12,6 +20,8 @@
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static debug::Logger logger("chunks-render");
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size_t ChunksRenderer::visibleChunks = 0;
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class RendererWorker : public util::Worker<std::shared_ptr<Chunk>, RendererResult> {
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Level* level;
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BlocksRenderer renderer;
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@ -39,9 +49,14 @@ public:
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ChunksRenderer::ChunksRenderer(
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Level* level,
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const Assets& assets,
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const Frustum& frustum,
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const ContentGfxCache* cache,
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const EngineSettings* settings
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) : level(level),
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assets(assets),
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frustum(frustum),
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settings(settings),
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threadPool(
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"chunks-render-pool",
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[=](){return std::make_shared<RendererWorker>(level, cache, settings);},
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@ -103,14 +118,84 @@ std::shared_ptr<Mesh> ChunksRenderer::getOrRender(const std::shared_ptr<Chunk>&
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return found->second;
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}
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std::shared_ptr<Mesh> ChunksRenderer::get(Chunk* chunk) {
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auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
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if (found != meshes.end()) {
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return found->second;
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}
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return nullptr;
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}
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void ChunksRenderer::update() {
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threadPool.update();
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}
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bool ChunksRenderer::drawChunk(
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size_t index, const Camera& camera, Shader& shader, bool culling
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) {
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auto chunk = level->chunks->getChunks()[index];
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if (chunk == nullptr || !chunk->flags.lighted) {
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return false;
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}
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float distance = glm::distance(
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camera.position,
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glm::vec3(
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(chunk->x + 0.5f) * CHUNK_W,
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camera.position.y,
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(chunk->z + 0.5f) * CHUNK_D
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)
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);
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auto mesh = getOrRender(chunk, distance < CHUNK_W * 1.5f);
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if (mesh == nullptr) {
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return false;
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}
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if (culling) {
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glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
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glm::vec3 max(
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chunk->x * CHUNK_W + CHUNK_W,
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chunk->top,
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chunk->z * CHUNK_D + CHUNK_D
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);
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if (!frustum.isBoxVisible(min, max)) return false;
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}
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glm::vec3 coord(chunk->x * CHUNK_W + 0.5f, 0.5f, chunk->z * CHUNK_D + 0.5f);
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glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
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shader.uniformMatrix("u_model", model);
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mesh->draw();
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return true;
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}
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void ChunksRenderer::drawChunks(
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const Camera& camera, Shader& shader
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) {
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const auto& chunks = *level->chunks;
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const auto& atlas = assets.require<Atlas>("blocks");
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atlas.getTexture()->bind();
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update();
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// [warning] this whole method is not thread-safe for chunks
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int chunksWidth = chunks.getWidth();
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int chunksOffsetX = chunks.getOffsetX();
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int chunksOffsetY = chunks.getOffsetY();
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if (indices.size() != chunks.getVolume()) {
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indices.clear();
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for (int i = 0; i < chunks.getVolume(); i++) {
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indices.push_back(ChunksSortEntry {i, 0});
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}
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}
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float px = camera.position.x / static_cast<float>(CHUNK_W) - 0.5f;
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float pz = camera.position.z / static_cast<float>(CHUNK_D) - 0.5f;
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for (auto& index : indices) {
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float x = index.index % chunksWidth + chunksOffsetX - px;
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float z = index.index / chunksWidth + chunksOffsetY - pz;
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index.d = (x * x + z * z) * 1024;
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}
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util::insertion_sort(indices.begin(), indices.end());
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bool culling = settings->graphics.frustumCulling.get();
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visibleChunks = 0;
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//if (GLEW_ARB_multi_draw_indirect && false) {
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// TODO: implement Multi Draw Indirect chunks draw
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//} else {
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for (size_t i = 0; i < indices.size(); i++) {
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visibleChunks += drawChunk(indices[i].index, camera, shader, culling);
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}
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//}
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}
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@ -14,10 +14,24 @@
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class Mesh;
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class Chunk;
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class Level;
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class Camera;
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class Shader;
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class Chunks;
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class Assets;
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class Frustum;
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class BlocksRenderer;
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class ContentGfxCache;
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struct EngineSettings;
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struct ChunksSortEntry {
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int index;
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int d;
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inline bool operator<(const ChunksSortEntry& o) const noexcept {
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return d > o.d;
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}
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};
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struct RendererResult {
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glm::ivec2 key;
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bool cancelled;
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@ -26,25 +40,41 @@ struct RendererResult {
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class ChunksRenderer {
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Level* level;
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const Assets& assets;
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const Frustum& frustum;
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const EngineSettings* settings;
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std::unique_ptr<BlocksRenderer> renderer;
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std::unordered_map<glm::ivec2, std::shared_ptr<Mesh>> meshes;
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std::unordered_map<glm::ivec2, bool> inwork;
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std::vector<ChunksSortEntry> indices;
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util::ThreadPool<std::shared_ptr<Chunk>, RendererResult> threadPool;
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bool drawChunk(
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size_t index, const Camera& camera, Shader& shader, bool culling
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);
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public:
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ChunksRenderer(
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Level* level,
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Level* level,
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const Assets& assets,
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const Frustum& frustum,
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const ContentGfxCache* cache,
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const EngineSettings* settings
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);
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virtual ~ChunksRenderer();
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std::shared_ptr<Mesh> render(const std::shared_ptr<Chunk>& chunk, bool important);
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std::shared_ptr<Mesh> render(
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const std::shared_ptr<Chunk>& chunk, bool important
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);
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void unload(const Chunk* chunk);
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void clear();
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std::shared_ptr<Mesh> getOrRender(const std::shared_ptr<Chunk>& chunk, bool important);
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std::shared_ptr<Mesh> get(Chunk* chunk);
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std::shared_ptr<Mesh> getOrRender(
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const std::shared_ptr<Chunk>& chunk, bool important
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);
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void drawChunks(const Camera& camera, Shader& shader);
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void update();
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static size_t visibleChunks;
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};
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@ -47,9 +47,9 @@ static glm::mat4 extract_rotation(glm::mat4 matrix) {
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ModelBatch::ModelBatch(
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size_t capacity,
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Assets* assets,
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Chunks* chunks,
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const EngineSettings* settings
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const Assets& assets,
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const Chunks& chunks,
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const EngineSettings& settings
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)
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: batch(std::make_unique<MainBatch>(capacity)),
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assets(assets),
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@ -73,7 +73,7 @@ void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix,
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if (mesh.lighting) {
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glm::vec3 gpos = matrix * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
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gpos += lightsOffset;
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lights = MainBatch::sampleLight(gpos, *chunks, backlight);
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lights = MainBatch::sampleLight(gpos, chunks, backlight);
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}
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for (size_t i = 0; i < vcount / 3; i++) {
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batch->prepare(3);
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@ -107,7 +107,7 @@ void ModelBatch::render() {
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return a.mesh->texture < b.mesh->texture;
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}
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);
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bool backlight = settings->graphics.backlight.get();
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bool backlight = settings.graphics.backlight.get();
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for (auto& entry : entries) {
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draw(
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*entry.mesh,
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@ -136,6 +136,6 @@ void ModelBatch::setTexture(const std::string& name,
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return setTexture(found->second, varTextures);
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}
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}
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auto region = util::get_texture_region(*assets, name, "blocks:notfound");
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auto region = util::get_texture_region(assets, name, "blocks:notfound");
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batch->setTexture(region.texture, region.region);
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}
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@ -23,10 +23,10 @@ namespace model {
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using texture_names_map = std::unordered_map<std::string, std::string>;
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class ModelBatch {
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Assets* assets;
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Chunks* chunks;
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const Assets& assets;
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const Chunks& chunks;
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const EngineSettings* settings;
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const EngineSettings& settings;
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glm::vec3 lightsOffset {};
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static inline glm::vec3 SUN_VECTOR {0.411934f, 0.863868f, -0.279161f};
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@ -39,6 +39,7 @@ class ModelBatch {
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glm::vec3 tint,
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const texture_names_map* varTextures,
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bool backlight);
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void setTexture(const std::string& name,
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const texture_names_map* varTextures);
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@ -53,9 +54,9 @@ class ModelBatch {
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public:
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ModelBatch(
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size_t capacity,
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Assets* assets,
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Chunks* chunks,
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const EngineSettings* settings
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const Assets& assets,
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const Chunks& chunks,
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const EngineSettings& settings
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);
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~ModelBatch();
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@ -10,14 +10,15 @@
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#include "graphics/core/Shader.hpp"
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#include "presets/NotePreset.hpp"
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TextsRenderer::TextsRenderer(const Frustum* frustum) : frustum(frustum) {
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TextsRenderer::TextsRenderer(
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Batch3D& batch, const Assets& assets, const Frustum& frustum
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)
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: batch(batch), assets(assets), frustum(frustum) {
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}
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void TextsRenderer::renderText(
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Batch3D& batch,
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const TextNote& note,
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const DrawContext& context,
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const Assets& assets,
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const Camera& camera,
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const EngineSettings& settings,
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bool hudVisible
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@ -54,8 +55,8 @@ void TextsRenderer::renderText(
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}
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if (preset.displayMode != NoteDisplayMode::PROJECTED) {
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if (!frustum->isBoxVisible(pos - xvec * (width * 0.5f),
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pos + xvec * (width * 0.5f))) {
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if (!frustum.isBoxVisible(pos - xvec * (width * 0.5f),
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pos + xvec * (width * 0.5f))) {
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return;
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}
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}
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@ -71,9 +72,7 @@ void TextsRenderer::renderText(
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}
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void TextsRenderer::renderTexts(
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Batch3D& batch,
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const DrawContext& context,
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const Assets& assets,
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const Camera& camera,
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const EngineSettings& settings,
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bool hudVisible,
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@ -96,9 +95,8 @@ void TextsRenderer::renderTexts(
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shader.uniformMatrix("u_projview", camera.getProjView());
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shader.uniformMatrix("u_apply", glm::mat4(1.0f));
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batch.begin();
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for (const auto& note : notes) {
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renderText(batch, note, context, assets, camera, settings, hudVisible);
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renderText(note, context, camera, settings, hudVisible);
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}
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batch.flush();
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}
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@ -9,24 +9,22 @@ class TextNote;
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struct EngineSettings;
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class TextsRenderer {
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const Frustum* frustum;
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Batch3D& batch;
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const Assets& assets;
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const Frustum& frustum;
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void renderText(
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Batch3D& batch,
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const TextNote& note,
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const DrawContext& context,
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const Assets& assets,
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const Camera& camera,
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const EngineSettings& settings,
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bool hudVisible
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);
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public:
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TextsRenderer(const Frustum* frustum);
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TextsRenderer(Batch3D& batch, const Assets& assets, const Frustum& frustum);
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void renderTexts(
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Batch3D& batch,
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const DrawContext& context,
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const Assets& assets,
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const Camera& camera,
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const EngineSettings& settings,
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bool hudVisible,
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@ -22,7 +22,6 @@
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#include "maths/voxmaths.hpp"
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#include "objects/Entities.hpp"
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#include "objects/Player.hpp"
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#include "util/listutil.hpp"
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#include "settings.hpp"
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#include "voxels/Block.hpp"
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#include "voxels/Chunk.hpp"
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@ -51,6 +50,9 @@
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#include "Emitter.hpp"
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#include "TextNote.hpp"
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inline constexpr size_t BATCH3D_CAPACITY = 4096;
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inline constexpr size_t MODEL_BATCH_CAPACITY = 20'000;
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bool WorldRenderer::showChunkBorders = false;
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bool WorldRenderer::showEntitiesDebug = false;
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@ -60,30 +62,28 @@ WorldRenderer::WorldRenderer(
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: engine(engine),
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level(frontend->getLevel()),
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player(player),
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assets(*engine->getAssets()),
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frustumCulling(std::make_unique<Frustum>()),
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lineBatch(std::make_unique<LineBatch>()),
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batch3d(std::make_unique<Batch3D>(BATCH3D_CAPACITY)),
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modelBatch(std::make_unique<ModelBatch>(
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20'000,
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engine->getAssets(),
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level->chunks.get(),
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&engine->getSettings()
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MODEL_BATCH_CAPACITY, assets, *level->chunks, engine->getSettings()
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)),
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particles(std::make_unique<ParticlesRenderer>(
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*engine->getAssets(),
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*frontend->getLevel(),
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&engine->getSettings().graphics
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assets, *level, &engine->getSettings().graphics
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)),
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texts(std::make_unique<TextsRenderer>(frustumCulling.get())),
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guides(std::make_unique<GuidesRenderer>()) {
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renderer = std::make_unique<ChunksRenderer>(
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level, frontend->getContentGfxCache(), &engine->getSettings()
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);
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batch3d = std::make_unique<Batch3D>(4096);
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texts(std::make_unique<TextsRenderer>(
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*batch3d, assets, *frustumCulling
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)),
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guides(std::make_unique<GuidesRenderer>()),
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chunks(std::make_unique<ChunksRenderer>(
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level, assets, *frustumCulling, frontend->getContentGfxCache(), &engine->getSettings()
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))
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{
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auto& settings = engine->getSettings();
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level->events->listen(
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EVT_CHUNK_HIDDEN,
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[this](lvl_event_type, Chunk* chunk) { renderer->unload(chunk); }
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[this](lvl_event_type, Chunk* chunk) { chunks->unload(chunk); }
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);
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auto assets = engine->getAssets();
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skybox = std::make_unique<Skybox>(
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@ -94,87 +94,6 @@ WorldRenderer::WorldRenderer(
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WorldRenderer::~WorldRenderer() = default;
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bool WorldRenderer::drawChunk(
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size_t index, const Camera& camera, Shader& shader, bool culling
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) {
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auto chunk = level->chunks->getChunks()[index];
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if (chunk == nullptr || !chunk->flags.lighted) {
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return false;
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}
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float distance = glm::distance(
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camera.position,
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glm::vec3(
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(chunk->x + 0.5f) * CHUNK_W,
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camera.position.y,
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(chunk->z + 0.5f) * CHUNK_D
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)
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);
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auto mesh = renderer->getOrRender(chunk, distance < CHUNK_W * 1.5f);
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if (mesh == nullptr) {
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return false;
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}
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if (culling) {
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glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
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glm::vec3 max(
|
||||
chunk->x * CHUNK_W + CHUNK_W,
|
||||
chunk->top,
|
||||
chunk->z * CHUNK_D + CHUNK_D
|
||||
);
|
||||
|
||||
if (!frustumCulling->isBoxVisible(min, max)) return false;
|
||||
}
|
||||
glm::vec3 coord(chunk->x * CHUNK_W + 0.5f, 0.5f, chunk->z * CHUNK_D + 0.5f);
|
||||
glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
|
||||
shader.uniformMatrix("u_model", model);
|
||||
mesh->draw();
|
||||
return true;
|
||||
}
|
||||
|
||||
void WorldRenderer::drawChunks(
|
||||
Chunks* chunks, const Camera& camera, Shader& shader
|
||||
) {
|
||||
auto assets = engine->getAssets();
|
||||
auto atlas = assets->get<Atlas>("blocks");
|
||||
|
||||
atlas->getTexture()->bind();
|
||||
renderer->update();
|
||||
|
||||
// [warning] this whole method is not thread-safe for chunks
|
||||
|
||||
int chunksWidth = chunks->getWidth();
|
||||
int chunksOffsetX = chunks->getOffsetX();
|
||||
int chunksOffsetY = chunks->getOffsetY();
|
||||
|
||||
if (indices.size() != chunks->getVolume()) {
|
||||
indices.clear();
|
||||
for (int i = 0; i < chunks->getVolume(); i++) {
|
||||
indices.push_back(ChunksSortEntry {i, 0});
|
||||
}
|
||||
}
|
||||
float px = camera.position.x / static_cast<float>(CHUNK_W) - 0.5f;
|
||||
float pz = camera.position.z / static_cast<float>(CHUNK_D) - 0.5f;
|
||||
for (auto& index : indices) {
|
||||
float x = index.index % chunksWidth + chunksOffsetX - px;
|
||||
float z = index.index / chunksWidth + chunksOffsetY - pz;
|
||||
index.d = (x * x + z * z) * 1024;
|
||||
}
|
||||
util::insertion_sort(indices.begin(), indices.end());
|
||||
|
||||
bool culling = engine->getSettings().graphics.frustumCulling.get();
|
||||
if (culling) {
|
||||
frustumCulling->update(camera.getProjView());
|
||||
}
|
||||
|
||||
chunks->visible = 0;
|
||||
if (GLEW_ARB_multi_draw_indirect && false) {
|
||||
// TODO: implement Multi Draw Indirect chunks draw
|
||||
} else {
|
||||
for (size_t i = 0; i < indices.size(); i++) {
|
||||
chunks->visible += drawChunk(indices[i].index, camera, shader, culling);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void WorldRenderer::setupWorldShader(
|
||||
Shader& shader,
|
||||
const Camera& camera,
|
||||
@ -219,11 +138,7 @@ void WorldRenderer::renderLevel(
|
||||
bool pause,
|
||||
bool hudVisible
|
||||
) {
|
||||
const auto& assets = *engine->getAssets();
|
||||
|
||||
texts->renderTexts(
|
||||
*batch3d, ctx, assets, camera, settings, hudVisible, false
|
||||
);
|
||||
texts->renderTexts(ctx, camera, settings, hudVisible, false);
|
||||
|
||||
bool culling = engine->getSettings().graphics.frustumCulling.get();
|
||||
float fogFactor =
|
||||
@ -233,6 +148,10 @@ void WorldRenderer::renderLevel(
|
||||
setupWorldShader(entityShader, camera, settings, fogFactor);
|
||||
skybox->bind();
|
||||
|
||||
if (culling) {
|
||||
frustumCulling->update(camera.getProjView());
|
||||
}
|
||||
|
||||
level->entities->render(
|
||||
assets,
|
||||
*modelBatch,
|
||||
@ -246,7 +165,7 @@ void WorldRenderer::renderLevel(
|
||||
auto& shader = assets.require<Shader>("main");
|
||||
setupWorldShader(shader, camera, settings, fogFactor);
|
||||
|
||||
drawChunks(level->chunks.get(), camera, shader);
|
||||
chunks->drawChunks(camera, shader);
|
||||
|
||||
if (!pause) {
|
||||
scripting::on_frontend_render();
|
||||
@ -302,7 +221,7 @@ void WorldRenderer::renderLines(
|
||||
}
|
||||
|
||||
void WorldRenderer::renderHands(
|
||||
const Camera& camera, const Assets& assets, float delta
|
||||
const Camera& camera, float delta
|
||||
) {
|
||||
auto& entityShader = assets.require<Shader>("entity");
|
||||
auto indices = level->content->getIndices();
|
||||
@ -408,11 +327,11 @@ void WorldRenderer::draw(
|
||||
}
|
||||
renderLines(camera, linesShader, ctx);
|
||||
if (player->currentCamera == player->fpCamera) {
|
||||
renderHands(camera, assets, delta * !pause);
|
||||
renderHands(camera, delta * !pause);
|
||||
}
|
||||
}
|
||||
}
|
||||
renderBlockOverlay(wctx, assets);
|
||||
renderBlockOverlay(wctx);
|
||||
}
|
||||
|
||||
// Rendering fullscreen quad with
|
||||
@ -423,7 +342,7 @@ void WorldRenderer::draw(
|
||||
postProcessing->render(pctx, screenShader);
|
||||
}
|
||||
|
||||
void WorldRenderer::renderBlockOverlay(const DrawContext& wctx, const Assets& assets) {
|
||||
void WorldRenderer::renderBlockOverlay(const DrawContext& wctx) {
|
||||
int x = std::floor(player->currentCamera->position.x);
|
||||
int y = std::floor(player->currentCamera->position.y);
|
||||
int z = std::floor(player->currentCamera->position.z);
|
||||
@ -469,5 +388,5 @@ void WorldRenderer::renderBlockOverlay(const DrawContext& wctx, const Assets& as
|
||||
}
|
||||
|
||||
void WorldRenderer::clear() {
|
||||
renderer->clear();
|
||||
chunks->clear();
|
||||
}
|
||||
|
||||
@ -22,7 +22,6 @@ class TextsRenderer;
|
||||
class Shader;
|
||||
class Frustum;
|
||||
class Engine;
|
||||
class Chunks;
|
||||
class LevelFrontend;
|
||||
class Skybox;
|
||||
class PostProcessing;
|
||||
@ -36,39 +35,26 @@ namespace model {
|
||||
struct Model;
|
||||
}
|
||||
|
||||
struct ChunksSortEntry {
|
||||
int index;
|
||||
int d;
|
||||
|
||||
inline bool operator<(const ChunksSortEntry& o) const noexcept {
|
||||
return d > o.d;
|
||||
}
|
||||
};
|
||||
|
||||
class WorldRenderer {
|
||||
Engine* engine;
|
||||
Level* level;
|
||||
Player* player;
|
||||
const Assets& assets;
|
||||
std::unique_ptr<Frustum> frustumCulling;
|
||||
std::unique_ptr<LineBatch> lineBatch;
|
||||
std::unique_ptr<ChunksRenderer> renderer;
|
||||
std::unique_ptr<Batch3D> batch3d;
|
||||
std::unique_ptr<ChunksRenderer> chunks;
|
||||
std::unique_ptr<TextsRenderer> texts;
|
||||
std::unique_ptr<GuidesRenderer> guides;
|
||||
std::unique_ptr<Skybox> skybox;
|
||||
std::unique_ptr<Batch3D> batch3d;
|
||||
std::unique_ptr<ModelBatch> modelBatch;
|
||||
|
||||
std::vector<ChunksSortEntry> indices;
|
||||
|
||||
float timer = 0.0f;
|
||||
|
||||
bool drawChunk(size_t index, const Camera& camera, Shader& shader, bool culling);
|
||||
void drawChunks(Chunks* chunks, const Camera& camera, Shader& shader);
|
||||
|
||||
/// @brief Render block selection lines
|
||||
void renderBlockSelection();
|
||||
|
||||
void renderHands(const Camera& camera, const Assets& assets, float delta);
|
||||
void renderHands(const Camera& camera, float delta);
|
||||
|
||||
/// @brief Render lines (selection and debug)
|
||||
/// @param camera active camera
|
||||
@ -77,7 +63,7 @@ class WorldRenderer {
|
||||
const Camera& camera, Shader& linesShader, const DrawContext& pctx
|
||||
);
|
||||
|
||||
void renderBlockOverlay(const DrawContext& context, const Assets& assets);
|
||||
void renderBlockOverlay(const DrawContext& context);
|
||||
|
||||
void setupWorldShader(
|
||||
Shader& shader,
|
||||
|
||||
@ -40,10 +40,8 @@ class Chunks {
|
||||
);
|
||||
|
||||
util::AreaMap2D<std::shared_ptr<Chunk>, int32_t> areaMap;
|
||||
public:
|
||||
size_t visible = 0;
|
||||
WorldFiles* worldFiles;
|
||||
|
||||
public:
|
||||
Chunks(
|
||||
int32_t w,
|
||||
int32_t d,
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user