Show chunk borders debug option

This commit is contained in:
MihailRis 2023-11-24 19:33:41 +03:00
parent 275e4af9fd
commit f54283cab1
6 changed files with 57 additions and 9 deletions

View File

@ -34,6 +34,7 @@
#include "gui/GUI.h"
#include "ContentGfxCache.h"
#include "screens.h"
#include "world_render.h"
#include "../engine.h"
#include "../core_defs.h"
@ -50,11 +51,12 @@ inline Label* create_label(gui::wstringsupplier supplier) {
return label;
}
HudRenderer::HudRenderer(Engine* engine, Level* level, const ContentGfxCache* cache)
HudRenderer::HudRenderer(Engine* engine, Level* level, const ContentGfxCache* cache, WorldRenderer* renderer)
: level(level),
assets(engine->getAssets()),
gui(engine->getGUI()),
cache(cache) {
cache(cache),
renderer(renderer) {
auto menu = gui->getMenu();
batch = new Batch2D(1024);
uicamera = new Camera(vec3(), 1);
@ -126,13 +128,31 @@ HudRenderer::HudRenderer(Engine* engine, Level* level, const ContentGfxCache* ca
{
TrackBar* bar = new TrackBar(0.0f, 1.0f, 1.0f, 0.02f, 2);
bar->supplier([=]() {
return level->skyLightMutliplier;
return renderer->skyLightMutliplier;
});
bar->consumer([=](double val) {
level->skyLightMutliplier = val;
renderer->skyLightMutliplier = val;
});
panel->add(bar);
}
{
Panel* checkpanel = new Panel(vec2(400, 32), vec4(5.0f), 1.0f);
checkpanel->color(vec4(0.0f));
checkpanel->orientation(Orientation::horizontal);
CheckBox* checkbox = new CheckBox();
checkbox->margin(vec4(0.0f, 0.0f, 5.0f, 0.0f));
checkbox->supplier([=]() {
return renderer->isChunkBordersOn();
});
checkbox->consumer([=](bool checked) {
renderer->setChunkBorders(checked);
});
checkpanel->add(checkbox);
checkpanel->add(new Label(L"Show Chunk Borders"));
panel->add(checkpanel);
}
panel->refresh();
menu->reset();

View File

@ -14,6 +14,7 @@ class Player;
class Level;
class Engine;
class ContentGfxCache;
class WorldRenderer;
namespace gui {
class GUI;
@ -37,8 +38,9 @@ class HudRenderer {
std::shared_ptr<gui::UINode> debugPanel;
gui::GUI* gui;
const ContentGfxCache* const cache;
WorldRenderer* renderer;
public:
HudRenderer(Engine* engine, Level* level, const ContentGfxCache* cache);
HudRenderer(Engine* engine, Level* level, const ContentGfxCache* cache, WorldRenderer* renderer);
~HudRenderer();
void update();

View File

@ -93,7 +93,7 @@ LevelScreen::LevelScreen(Engine* engine, Level* level)
level(level) {
cache = new ContentGfxCache(level->content, engine->getAssets());
worldRenderer = new WorldRenderer(engine, level, cache);
hud = new HudRenderer(engine, level, cache);
hud = new HudRenderer(engine, level, cache, worldRenderer);
backlight = engine->getSettings().graphics.backlight;
}

View File

@ -24,6 +24,7 @@
#include "../assets/Assets.h"
#include "../objects/player_control.h"
#include "../maths/FrustumCulling.h"
#include "../maths/voxmaths.h"
#include "../settings.h"
#include "../engine.h"
#include "ContentGfxCache.h"
@ -110,7 +111,6 @@ void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool occlusion)
int displayWidth = viewport.getWidth();
int displayHeight = viewport.getHeight();
float skyLightMutliplier = level->skyLightMutliplier;
{
GfxContext ctx = pctx.sub();
ctx.depthTest(true);
@ -174,6 +174,27 @@ void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool occlusion)
float length = 40.f;
linesShader->use();
if (chunkBorders){
linesShader->uniformMatrix("u_projview", camera->getProjView());
GfxContext ctx = pctx.sub();
ctx.depthTest(true);
vec3 coord = level->player->camera->position;
int cx = floordiv((int)coord.x, CHUNK_W);
int cz = floordiv((int)coord.z, CHUNK_D);
for (int xx = 0; xx < CHUNK_W; xx++) {
lineBatch->line(cx * CHUNK_W + xx, 0, cz * CHUNK_D,
cx * CHUNK_W + xx, CHUNK_H, cz * CHUNK_D, 0,0,1,0.5f);
lineBatch->line(cx * CHUNK_W + xx, 0, (cz+1) * CHUNK_D,
cx * CHUNK_W + xx, CHUNK_H, (cz+1) * CHUNK_D, 0,0,1,0.5f);
lineBatch->line(cx * CHUNK_W, 0, cz * CHUNK_D+xx,
cx * CHUNK_W, CHUNK_H, cz * CHUNK_D+xx, 1,0,0,0.5f);
lineBatch->line((cx+1) * CHUNK_W, 0, cz * CHUNK_D+xx,
(cx+1) * CHUNK_W, CHUNK_H, cz * CHUNK_D+xx, 1,0,0,0.5f);
}
lineBatch->render();
}
// top-right: vec3 tsl = vec3(displayWidth - length - 4, -length - 4, 0.f);
vec3 tsl = vec3(displayWidth/2, -((int)displayHeight)/2, 0.f);
glm::mat4 model(glm::translate(glm::mat4(1.f), tsl));

View File

@ -29,13 +29,20 @@ class WorldRenderer {
Frustum* frustumCulling;
LineBatch* lineBatch;
ChunksRenderer* renderer;
bool chunkBorders = false;
bool drawChunk(size_t index, Camera* camera, Shader* shader, bool occlusion);
void drawChunks(Chunks* chunks, Camera* camera, Shader* shader, bool occlusion);
public:
float skyLightMutliplier = 1.0f; // will be replaced with day-night cycle
WorldRenderer(Engine* engine, Level* level, const ContentGfxCache* cache);
~WorldRenderer();
void draw(const GfxContext& context, Camera* camera, bool occlusion);
void drawDebug(const GfxContext& context, Camera* camera);
inline bool isChunkBordersOn() {return chunkBorders;}
inline void setChunkBorders(bool flag) {chunkBorders = flag;}
};

View File

@ -31,8 +31,6 @@ public:
LevelEvents* events;
const EngineSettings& settings;
float skyLightMutliplier = 1.0f; // will be replaced with day-night cycle
Level(World* world,
const Content* content,
Player* player,