This commit is contained in:
MihailRis 2024-11-14 08:09:10 +03:00
parent e9163f4228
commit f0b6521c76
10 changed files with 186 additions and 170 deletions

View File

@ -11,6 +11,7 @@
#include "graphics/ui/elements/InputBindBox.hpp"
#include "graphics/render/WorldRenderer.hpp"
#include "graphics/render/ParticlesRenderer.hpp"
#include "graphics/render/ChunksRenderer.hpp"
#include "logic/scripting/scripting.hpp"
#include "objects/Player.hpp"
#include "objects/Entities.hpp"
@ -95,7 +96,7 @@ std::shared_ptr<UINode> create_debug_panel(
}));
panel->add(create_label([=]() {
return L"chunks: "+std::to_wstring(level->chunks->getChunksCount())+
L" visible: "+std::to_wstring(level->chunks->visible);
L" visible: "+std::to_wstring(ChunksRenderer::visibleChunks);
}));
panel->add(create_label([=]() {
return L"entities: "+std::to_wstring(level->entities->size())+L" next: "+

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@ -1,9 +1,17 @@
#include "ChunksRenderer.hpp"
#include "BlocksRenderer.hpp"
#include "debug/Logger.hpp"
#include "assets/Assets.hpp"
#include "graphics/core/Mesh.hpp"
#include "graphics/core/Shader.hpp"
#include "graphics/core/Texture.hpp"
#include "graphics/core/Atlas.hpp"
#include "voxels/Chunk.hpp"
#include "voxels/Chunks.hpp"
#include "world/Level.hpp"
#include "window/Camera.hpp"
#include "maths/FrustumCulling.hpp"
#include "util/listutil.hpp"
#include "settings.hpp"
#include <iostream>
@ -12,6 +20,8 @@
static debug::Logger logger("chunks-render");
size_t ChunksRenderer::visibleChunks = 0;
class RendererWorker : public util::Worker<std::shared_ptr<Chunk>, RendererResult> {
Level* level;
BlocksRenderer renderer;
@ -39,9 +49,14 @@ public:
ChunksRenderer::ChunksRenderer(
Level* level,
const Assets& assets,
const Frustum& frustum,
const ContentGfxCache* cache,
const EngineSettings* settings
) : level(level),
assets(assets),
frustum(frustum),
settings(settings),
threadPool(
"chunks-render-pool",
[=](){return std::make_shared<RendererWorker>(level, cache, settings);},
@ -103,14 +118,84 @@ std::shared_ptr<Mesh> ChunksRenderer::getOrRender(const std::shared_ptr<Chunk>&
return found->second;
}
std::shared_ptr<Mesh> ChunksRenderer::get(Chunk* chunk) {
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
if (found != meshes.end()) {
return found->second;
}
return nullptr;
}
void ChunksRenderer::update() {
threadPool.update();
}
bool ChunksRenderer::drawChunk(
size_t index, const Camera& camera, Shader& shader, bool culling
) {
auto chunk = level->chunks->getChunks()[index];
if (chunk == nullptr || !chunk->flags.lighted) {
return false;
}
float distance = glm::distance(
camera.position,
glm::vec3(
(chunk->x + 0.5f) * CHUNK_W,
camera.position.y,
(chunk->z + 0.5f) * CHUNK_D
)
);
auto mesh = getOrRender(chunk, distance < CHUNK_W * 1.5f);
if (mesh == nullptr) {
return false;
}
if (culling) {
glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
glm::vec3 max(
chunk->x * CHUNK_W + CHUNK_W,
chunk->top,
chunk->z * CHUNK_D + CHUNK_D
);
if (!frustum.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 ChunksRenderer::drawChunks(
const Camera& camera, Shader& shader
) {
const auto& chunks = *level->chunks;
const auto& atlas = assets.require<Atlas>("blocks");
atlas.getTexture()->bind();
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 = settings->graphics.frustumCulling.get();
visibleChunks = 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++) {
visibleChunks += drawChunk(indices[i].index, camera, shader, culling);
}
//}
}

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@ -14,10 +14,24 @@
class Mesh;
class Chunk;
class Level;
class Camera;
class Shader;
class Chunks;
class Assets;
class Frustum;
class BlocksRenderer;
class ContentGfxCache;
struct EngineSettings;
struct ChunksSortEntry {
int index;
int d;
inline bool operator<(const ChunksSortEntry& o) const noexcept {
return d > o.d;
}
};
struct RendererResult {
glm::ivec2 key;
bool cancelled;
@ -26,25 +40,41 @@ struct RendererResult {
class ChunksRenderer {
Level* level;
const Assets& assets;
const Frustum& frustum;
const EngineSettings* settings;
std::unique_ptr<BlocksRenderer> renderer;
std::unordered_map<glm::ivec2, std::shared_ptr<Mesh>> meshes;
std::unordered_map<glm::ivec2, bool> inwork;
std::vector<ChunksSortEntry> indices;
util::ThreadPool<std::shared_ptr<Chunk>, RendererResult> threadPool;
bool drawChunk(
size_t index, const Camera& camera, Shader& shader, bool culling
);
public:
ChunksRenderer(
Level* level,
Level* level,
const Assets& assets,
const Frustum& frustum,
const ContentGfxCache* cache,
const EngineSettings* settings
);
virtual ~ChunksRenderer();
std::shared_ptr<Mesh> render(const std::shared_ptr<Chunk>& chunk, bool important);
std::shared_ptr<Mesh> render(
const std::shared_ptr<Chunk>& chunk, bool important
);
void unload(const Chunk* chunk);
void clear();
std::shared_ptr<Mesh> getOrRender(const std::shared_ptr<Chunk>& chunk, bool important);
std::shared_ptr<Mesh> get(Chunk* chunk);
std::shared_ptr<Mesh> getOrRender(
const std::shared_ptr<Chunk>& chunk, bool important
);
void drawChunks(const Camera& camera, Shader& shader);
void update();
static size_t visibleChunks;
};

View File

@ -47,9 +47,9 @@ static glm::mat4 extract_rotation(glm::mat4 matrix) {
ModelBatch::ModelBatch(
size_t capacity,
Assets* assets,
Chunks* chunks,
const EngineSettings* settings
const Assets& assets,
const Chunks& chunks,
const EngineSettings& settings
)
: batch(std::make_unique<MainBatch>(capacity)),
assets(assets),
@ -73,7 +73,7 @@ void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix,
if (mesh.lighting) {
glm::vec3 gpos = matrix * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
gpos += lightsOffset;
lights = MainBatch::sampleLight(gpos, *chunks, backlight);
lights = MainBatch::sampleLight(gpos, chunks, backlight);
}
for (size_t i = 0; i < vcount / 3; i++) {
batch->prepare(3);
@ -107,7 +107,7 @@ void ModelBatch::render() {
return a.mesh->texture < b.mesh->texture;
}
);
bool backlight = settings->graphics.backlight.get();
bool backlight = settings.graphics.backlight.get();
for (auto& entry : entries) {
draw(
*entry.mesh,
@ -136,6 +136,6 @@ void ModelBatch::setTexture(const std::string& name,
return setTexture(found->second, varTextures);
}
}
auto region = util::get_texture_region(*assets, name, "blocks:notfound");
auto region = util::get_texture_region(assets, name, "blocks:notfound");
batch->setTexture(region.texture, region.region);
}

View File

@ -23,10 +23,10 @@ namespace model {
using texture_names_map = std::unordered_map<std::string, std::string>;
class ModelBatch {
Assets* assets;
Chunks* chunks;
const Assets& assets;
const Chunks& chunks;
const EngineSettings* settings;
const EngineSettings& settings;
glm::vec3 lightsOffset {};
static inline glm::vec3 SUN_VECTOR {0.411934f, 0.863868f, -0.279161f};
@ -39,6 +39,7 @@ class ModelBatch {
glm::vec3 tint,
const texture_names_map* varTextures,
bool backlight);
void setTexture(const std::string& name,
const texture_names_map* varTextures);
@ -53,9 +54,9 @@ class ModelBatch {
public:
ModelBatch(
size_t capacity,
Assets* assets,
Chunks* chunks,
const EngineSettings* settings
const Assets& assets,
const Chunks& chunks,
const EngineSettings& settings
);
~ModelBatch();

View File

@ -10,14 +10,15 @@
#include "graphics/core/Shader.hpp"
#include "presets/NotePreset.hpp"
TextsRenderer::TextsRenderer(const Frustum* frustum) : frustum(frustum) {
TextsRenderer::TextsRenderer(
Batch3D& batch, const Assets& assets, const Frustum& frustum
)
: batch(batch), assets(assets), frustum(frustum) {
}
void TextsRenderer::renderText(
Batch3D& batch,
const TextNote& note,
const DrawContext& context,
const Assets& assets,
const Camera& camera,
const EngineSettings& settings,
bool hudVisible
@ -54,8 +55,8 @@ void TextsRenderer::renderText(
}
if (preset.displayMode != NoteDisplayMode::PROJECTED) {
if (!frustum->isBoxVisible(pos - xvec * (width * 0.5f),
pos + xvec * (width * 0.5f))) {
if (!frustum.isBoxVisible(pos - xvec * (width * 0.5f),
pos + xvec * (width * 0.5f))) {
return;
}
}
@ -71,9 +72,7 @@ void TextsRenderer::renderText(
}
void TextsRenderer::renderTexts(
Batch3D& batch,
const DrawContext& context,
const Assets& assets,
const Camera& camera,
const EngineSettings& settings,
bool hudVisible,
@ -96,9 +95,8 @@ void TextsRenderer::renderTexts(
shader.uniformMatrix("u_projview", camera.getProjView());
shader.uniformMatrix("u_apply", glm::mat4(1.0f));
batch.begin();
for (const auto& note : notes) {
renderText(batch, note, context, assets, camera, settings, hudVisible);
renderText(note, context, camera, settings, hudVisible);
}
batch.flush();
}

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@ -9,24 +9,22 @@ class TextNote;
struct EngineSettings;
class TextsRenderer {
const Frustum* frustum;
Batch3D& batch;
const Assets& assets;
const Frustum& frustum;
void renderText(
Batch3D& batch,
const TextNote& note,
const DrawContext& context,
const Assets& assets,
const Camera& camera,
const EngineSettings& settings,
bool hudVisible
);
public:
TextsRenderer(const Frustum* frustum);
TextsRenderer(Batch3D& batch, const Assets& assets, const Frustum& frustum);
void renderTexts(
Batch3D& batch,
const DrawContext& context,
const Assets& assets,
const Camera& camera,
const EngineSettings& settings,
bool hudVisible,

View File

@ -22,7 +22,6 @@
#include "maths/voxmaths.hpp"
#include "objects/Entities.hpp"
#include "objects/Player.hpp"
#include "util/listutil.hpp"
#include "settings.hpp"
#include "voxels/Block.hpp"
#include "voxels/Chunk.hpp"
@ -51,6 +50,9 @@
#include "Emitter.hpp"
#include "TextNote.hpp"
inline constexpr size_t BATCH3D_CAPACITY = 4096;
inline constexpr size_t MODEL_BATCH_CAPACITY = 20'000;
bool WorldRenderer::showChunkBorders = false;
bool WorldRenderer::showEntitiesDebug = false;
@ -60,30 +62,28 @@ WorldRenderer::WorldRenderer(
: engine(engine),
level(frontend->getLevel()),
player(player),
assets(*engine->getAssets()),
frustumCulling(std::make_unique<Frustum>()),
lineBatch(std::make_unique<LineBatch>()),
batch3d(std::make_unique<Batch3D>(BATCH3D_CAPACITY)),
modelBatch(std::make_unique<ModelBatch>(
20'000,
engine->getAssets(),
level->chunks.get(),
&engine->getSettings()
MODEL_BATCH_CAPACITY, assets, *level->chunks, engine->getSettings()
)),
particles(std::make_unique<ParticlesRenderer>(
*engine->getAssets(),
*frontend->getLevel(),
&engine->getSettings().graphics
assets, *level, &engine->getSettings().graphics
)),
texts(std::make_unique<TextsRenderer>(frustumCulling.get())),
guides(std::make_unique<GuidesRenderer>()) {
renderer = std::make_unique<ChunksRenderer>(
level, frontend->getContentGfxCache(), &engine->getSettings()
);
batch3d = std::make_unique<Batch3D>(4096);
texts(std::make_unique<TextsRenderer>(
*batch3d, assets, *frustumCulling
)),
guides(std::make_unique<GuidesRenderer>()),
chunks(std::make_unique<ChunksRenderer>(
level, assets, *frustumCulling, frontend->getContentGfxCache(), &engine->getSettings()
))
{
auto& settings = engine->getSettings();
level->events->listen(
EVT_CHUNK_HIDDEN,
[this](lvl_event_type, Chunk* chunk) { renderer->unload(chunk); }
[this](lvl_event_type, Chunk* chunk) { chunks->unload(chunk); }
);
auto assets = engine->getAssets();
skybox = std::make_unique<Skybox>(
@ -94,87 +94,6 @@ WorldRenderer::WorldRenderer(
WorldRenderer::~WorldRenderer() = default;
bool WorldRenderer::drawChunk(
size_t index, const Camera& camera, Shader& shader, bool culling
) {
auto chunk = level->chunks->getChunks()[index];
if (chunk == nullptr || !chunk->flags.lighted) {
return false;
}
float distance = glm::distance(
camera.position,
glm::vec3(
(chunk->x + 0.5f) * CHUNK_W,
camera.position.y,
(chunk->z + 0.5f) * CHUNK_D
)
);
auto mesh = renderer->getOrRender(chunk, distance < CHUNK_W * 1.5f);
if (mesh == nullptr) {
return false;
}
if (culling) {
glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
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();
}

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@ -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,

View File

@ -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,